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A Gratification Model of Sport Team Mobile Application Usage
16 references·0 citing·47 second hop
A Gratification Model of Sport Team Mobile Application Usage (2020)A Gratification Model of Sport Team Mobil…The Effectiveness of Branded Mobile Phone Apps (2011)The Effectiveness of Branded …Engagement in digital entertainment games: A systematic review (2011)Engagement in digital enterta…Online social networks: Why do students use facebook? (2010)Online social networks: Why d…Cultural difference in motivations for using social network sites: A comparative study of American and Korean college students (2010)Cultural difference in motiva…Determinants of adoption of mobile games under mobile broadband wireless access environment (2007)Determinants of adoption of m…INTERNET USES AND GRATIFICATIONS: A Structural Equation Model of Interactive Advertising (2005)INTERNET USES AND GRATIFICATI…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Measuring Epistemic Curiosity and Its Diversive and Specific Components (2003)Measuring Epistemic Curiosity…A Longitudinal Investigation of Personal Computers in Homes: Adoption Determinants and Emerging Challenges1 (2001)A Longitudinal Investigation …Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Cutoff criteria for fit index…A Multivariate Analysis of Web Usage (1999)A Multivariate Analysis of We…PRELIMINARY VALIDATION OF THE SPORT FAN MOTIVATION SCALE (1995)PRELIMINARY VALIDATION OF THE…The psychology of curiosity: A review and reinterpretation. (1994)The psychology of curiosity: …Structural Equations with Latent Variables (1989)Structural Equations with Lat…Attribution in Social and Parasocial Relationships (1989)Attribution in Social and Par…Mass Communication and Para-Social Interaction (1956)Mass Communication and Para-S…Advertising Value and Advertising on the Web (1996)New Media Interactive Advertising vs. Traditional Advertising (1998)Consumer Attitudes Toward Mobile Advertising: An Empirical Study (2004)Why people use social media: a uses and gratifications approach (2013)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Principles and Practice of Structural Equation Modeling (1998)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)The personalization privacy paradox: An exploratory study of decision making process for location-aware marketing (2010)Social media engagement behaviour: a uses and gratifications perspective (2015)Culture's Consequences: International Differences in Work-Related Values. 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(1998)Evaluating the Fit of Structural Equation Models: Tests of Significance and Descriptive Goodness-of-Fit Measures (2003)Sensitivity of Goodness of Fit Indexes to Lack of Measurement Invariance (2007)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Online Social Networking and Addiction—A Review of the Psychological Literature (2011)Popularity of Brand Posts on Brand Fan Pages: An Investigation of the Effects of Social Media Marketing (2012)Demographic differences in perceived benefits from gamification (2014)The Principles of Psychology (1891)Judgment under Uncertainty: Heuristics and Biases (1975)Prospect theory: An analysis of decision under risk (1988)Well-being : the foundations of hedonic psychology (1999)Strengths of Character and Well-Being (2004)Autonomy, competence, and relatedness in the classroom (2009)Qualitative Data Analysis: An Expanded Sourcebook (1994)Model of Adoption of Technology in Households: A Baseline Model Test and Extension Incorporating Household Life Cycle1 (2005)Influence Processes for Information Technology Acceptance: An Elaboration Likelihood Model1 (2006)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters (2001)Toward a Theory of Entertainment Persuasion: Explaining the Persuasive Effects of Entertainment-Education Messages (2008)Instagram and YouTube bloggers promote it, why should I buy? 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References

  • 1999Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives108,592 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 1989Structural Equations with Latent Variables17,500 cited
  • 1956Mass Communication and Para-Social Interaction4,377 cited
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  • 2010Online social networks: Why do students use facebook?1,501 cited
  • 2001A Longitudinal Investigation of Personal Computers in Homes: Adoption Determinants and Emerging Challenges11,397 cited
  • 2005INTERNET USES AND GRATIFICATIONS: A Structural Equation Model of Interactive Advertising954 cited
  • 1999A Multivariate Analysis of Web Usage941 cited
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  • 2003Measuring Epistemic Curiosity and Its Diversive and Specific Components677 cited
  • 2011Engagement in digital entertainment games: A systematic review631 cited
  • 2007Determinants of adoption of mobile games under mobile broadband wireless access environment623 cited

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  • 1989Attribution in Social and Parasocial Relationships558 cited
  • 2011The Effectiveness of Branded Mobile Phone Apps469 cited
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