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A Model of Flow Experience as Determinant of Positive Attitudes Toward Online Advergames
15 references·8 citing·47 second hop
A Model of Flow Experience as Determinant of Positive Attitudes Toward Online Advergames (2011)A Model of Flow Experience as Determinant…Advances in Consumer Research (2025)Advances in Consumer ResearchWhy People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents (2004)Why People Continue to Play O…A model of consumer web navigational behavior: conceptual development and application (2004)A model of consumer web navig…Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…Visitors’ flow experience while browsing a Web site: its measurement, contributing factors and consequences (2003)Visitors’ flow experience whi…The Role of Flow Experience in Cyber-Game Addiction (2003)The Role of Flow Experience i…Effective affective user interface design in games (2003)Effective affective user inte…Product-class effects on brand commitment and brand outcomes: The role of brand trust and brand affect (2002)Product-class effects on bran…Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior (2002)Applying the Technology Accep…The Effects of Message Valence and Listener Arousal on Attention, Memory, and Facial Muscular Responses to Radio Advertisements (2001)The Effects of Message Valenc…The Effect of Perceived Challenges and Skills on the Quality of Subjective Experience (1996)The Effect of Perceived Chall…Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Marketing in Hypermedia Compu…Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction (1994)Task Characteristics and the …On the Evaluation of Structural Equation Models (1988)On the Evaluation of Structur…Play and Intrinsic Rewards (1975)Play and Intrinsic RewardsUnderstanding customer attitude toward advergames: an extended TAM approach (2023)Understanding customer attitu…Exploring the determinants of users’ co-creation behavior on music streaming platforms in China (2023)Exploring the determinants of…Motivations of playing digital games: A review and research agenda (2021)Motivations of playing digita…The role of flow for mobile advergaming effectiveness (2019)The role of flow for mobile a…Parents' Presumed Persuasion Knowledge of Children's Advergames: The Influence of Advertising Disclosure Modality and Cognitive Load (2016)Parents' Presumed Persuasion …Go with the flow: How children's persuasion knowledge is associated with their state of flow and emotions during advergame play (2015)Go with the flow: How childre…Flow Phenomenon as a Tourist Experience in Paragliding: A Qualitative Research (2015)Flow Phenomenon as a Tourist …Harnessing peer potency: Predicting positive outcomes from social capital affinity and online engagement with participatory websites (2014)Harnessing peer potency: Pred…Significance tests and goodness of fit in the analysis of covariance structures. (1980)Comparative fit indexes in structural models. (1990)Principles and Practice of Structural Equation Modeling (1998)Interactivity in Brand Web Sites: Cognitive, Affective, and Behavioral Responses Explained by Consumers’ Online Flow Experience (2012)Why smartphone advertising attracts customers: A model of Web advertising, flow, and personalization (2014)The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction (2019)The organization of behavior. (1950)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Flow: The Psychology of Optimal Experience (1991)Continuity, Stability, and Change in Daily Emotional Experience across Adolescence (2002)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Metaverse marketing: How the metaverse will shape the future of consumer research and practice (2022)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)Internet Users' Information Privacy Concerns (IUIPC): The Construct, the Scale, and a Causal Model (2004)Consumer engagement in a virtual brand community: An exploratory analysis (2011)Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)A meta-analysis of the technology acceptance model (2006)Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation (2008)A systematic literature review of empirical evidence on computer games and serious games (2012)Self-efficacy mechanism in human agency. (1982)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)The Varieties of Self-Transcendent Experience (2017)Human Problem Solving (1972)Flow: the psychology of optimal experience (1990)Information Rules: A Strategic Guide to the Network Economy (2000)Consumer behavior in online game communities: A motivational factor perspective (2005)Understanding Online Gaming Addiction and Treatment Issues for Adolescents (2009)Conflict, arousal, and curiosity. (1960)Toward a Psychology of Being (1962)The Social Construction of Reality (1967)7 Emotion in Organizations (2007)Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives (2009)Toward a theory of customer engagement marketing (2016)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)The Chain of Effects from Brand Trust and Brand Affect to Brand Performance: The Role of Brand Loyalty (2001)Electronic word-of-mouth via consumer-opinion platforms: What motivates consumers to articulate themselves on the Internet? (2004)Bibliometric Methods in Management and Organization (2014)PSYCHOLOGICAL, EMPOWERMENT IN THE WORKPLACE: DIMENSIONS, MEASUREMENT AND VALIDATION. (1995)An assessment of the use of partial least squares structural equation modeling in marketing research (2011)PLS-SEM: Indeed a Silver Bullet (2011)
this work references cited by second hop

References

  • 1988On the Evaluation of Structural Equation Models26,139 cited
  • 2025Advances in Consumer Research13,264 cited
  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 2002Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior3,203 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited
  • 1994Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction1,006 cited
  • 1975Play and Intrinsic Rewards725 cited
  • 2004Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents683 cited
  • 1996The Effect of Perceived Challenges and Skills on the Quality of Subjective Experience614 cited
  • 2003Visitors’ flow experience while browsing a Web site: its measurement, contributing factors and consequences595 cited
  • 2003The Role of Flow Experience in Cyber-Game Addiction497 cited
  • 2002Product-class effects on brand commitment and brand outcomes: The role of brand trust and brand affect397 cited
  • 2001The Effects of Message Valence and Listener Arousal on Attention, Memory, and Facial Muscular Responses to Radio Advertisements390 cited
  • 2003Effective affective user interface design in games

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239 cited
  • 2004A model of consumer web navigational behavior: conceptual development and application194 cited
  • Cited by

    • 2021Motivations of playing digital games: A review and research agenda118 cited
    • 2016Parents' Presumed Persuasion Knowledge of Children's Advergames: The Influence of Advertising Disclosure Modality and Cognitive Load55 cited
    • 2015Go with the flow: How children's persuasion knowledge is associated with their state of flow and emotions during advergame play46 cited
    • 2014Harnessing peer potency: Predicting positive outcomes from social capital affinity and online engagement with participatory websites37 cited
    • 2019The role of flow for mobile advergaming effectiveness33 cited
    • 2015Flow Phenomenon as a Tourist Experience in Paragliding: A Qualitative Research32 cited
    • 2023Understanding customer attitude toward advergames: an extended TAM approach11 cited
    • 2023Exploring the determinants of users’ co-creation behavior on music streaming platforms in China11 cited