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Indagator: Investigating perceived gratifications of an application that blends mobile content sharing with gameplay
16 references·16 citing·39 second hopsampled
Indagator: Investigating perceived gratifications of an application that blends mobile content sharing with gameplay (2010)Indagator: Investigating perceived gratif…Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Designing games with a purpose (2008)Designing games with a purposeWhy we tag (2007)Why we tagDeterminants of adoption of mobile games under mobile broadband wireless access environment (2007)Determinants of adoption of m…"Alone together?" (2006)"Alone together?"How Effective Are Electronic Reputation Mechanisms? An Experimental Investigation (2004)How Effective Are Electronic …User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Understanding mobile handheld device use and adoption (2003)Understanding mobile handheld…Trust and TAM in Online Shopping: An Integrated Model1 (2003)Trust and TAM in Online Shopp…Some antecedents and effects of trust in virtual communities (2002)Some antecedents and effects …Why Don’t Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior1 (2000)Why Don’t Men Ever Stop to As…SOCIAL NETWORKS AND STATUS ATTAINMENT (1999)SOCIAL NETWORKS AND STATUS AT…Are Individual Differences Germane to the Acceptance of New Information Technologies? (1999)Are Individual Differences Ge…The Gift: The Form and Reason for Exchange in Archaic Societies. (1992)The Gift: The Form and Reason…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…The uses of mass communications : current perspectives on gratifications research (1975)The uses of mass communicatio…A Study of the Key Factors Influencing Young Users’ Continued Use of the Digital Twin-Enhanced Metaverse Museum (2024)A Study of the Key Factors In…Understanding the Facebook Users' Behavior towards COVID-19 Information Sharing by Integrating the Theory of Planned Behavior and Gratifications (2021)Understanding the Facebook Us…Exploring Influence Factors of WeChat Users’ Health Information Sharing Behavior: Based on an Integrated Model of TPB, UGT and SCT (2021)Exploring Influence Factors o…Privacy concerns and benefits of engagement with social media-enabled apps: A privacy calculus perspective (2020)Privacy concerns and benefits…What followers are saying about transformational leaders fostering employee innovation via organisational learning, knowledge sharing and social media use in public organisations? (2019)What followers are saying abo…An exploration of the factors influencing social media continuance usage and information sharing intentions among Korean travellers (2017)An exploration of the factors…Multi-homing on SNSs: The role of optimum stimulation level and perceived complementarity in need gratification (2016)Multi-homing on SNSs: The rol…Mobile apps usage by Malaysian business undergraduates and postgraduates (2016)Mobile apps usage by Malaysia…Exploring privacy paradox in information-sensitive mobile app adoption: A cross-cultural comparison (2016)Exploring privacy paradox in …Why Students Share Misinformation on Social Media: Motivation, Gender, and Study-level Differences (2015)Why Students Share Misinforma…Mobile Phone Use, Emotion Regulation, and Well-Being (2015)Mobile Phone Use, Emotion Reg…Making work fun: Investigating antecedents of perceived enjoyment in human computation games for information sharing (2014)Making work fun: Investigatin…Enactment and use of information and the media among older adults (2012)Enactment and use of informat…The mediating effect of website quality on Internet searching behavior (2011)The mediating effect of websi…Perceptions, quality and motivational needs in image tagging human computation games (2011)Perceptions, quality and moti…Mobile content contribution and retrieval: An exploratory study using the uses and gratifications paradigm (2011)Mobile content contribution a…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)Understanding knowledge sharing in virtual communities: An integration of social capital and social cognitive theories (2006)A trust-based consumer decision-making model in electronic commerce: The role of trust, perceived risk, and their antecedents (2007)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Exchange and Power in Social Life. (1965)An Integrative Model Of Organizational Trust (1995)Social Capital, Intellectual Capital, and the Organizational Advantage (1998)Why should i share? examining social capital and knowledge contribution in electronic networks of practice (2005)Why Should I Share? Examining Social Capital and Knowledge Contribution in Electronic Networks of Practice1 (2005)A Theory of Goal Setting and Task Performance (1991)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)GameFlow (2005)Studying Gamification: The Effect of Rewards and Incentives on Motivation (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)The theory of planned behavior (1991)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)The Strength of Weak Ties (1973)Foundations of social theory (1990)Social Capital in the Creation of Human Capital (2000)Public Displays of Connection (2004)TIE AND NETWORK CORRELATES OF INDIVIDUAL PERFORMANCE IN KNOWLEDGE-INTENSIVE WORK. (2004)Social Capital and Community Resilience (2014)The Handbook of Economic Sociology (1994)Toward a Theory of Community-Based Enterprise (2006)How Brand Community Practices Create Value (2009)Uses and Gratifications Theory in the 21st Century (2000)Looking at, looking up or keeping up with people? (2008)MySpace and Facebook: Applying the Uses and Gratifications Theory to Exploring Friend-Networking Sites (2008)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Why do people use information technology? A critical review of the technology acceptance model (2002)A meta-analysis of the technology acceptance model (2006)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 2003Trust and TAM in Online Shopping: An Integrated Model18,618 cited
  • 1992The Gift: The Form and Reason for Exchange in Archaic Societies.4,842 cited
  • 2000Why Don’t Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior14,353 cited
  • 1999SOCIAL NETWORKS AND STATUS ATTAINMENT2,255 cited
  • 1975The uses of mass communications : current perspectives on gratifications research2,114 cited
  • 1999Are Individual Differences Germane to the Acceptance of New Information Technologies?2,105 cited
  • 2002Some antecedents and effects of trust in virtual communities1,423 cited
  • 2008Designing games with a purpose1,155 cited
  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 cited
  • 2007Why we tag833 cited
  • 2006"Alone together?"778 cited
  • 2004How Effective Are Electronic Reputation Mechanisms? An Experimental Investigation668 cited
  • 2007Determinants of adoption of mobile games under mobile broadband wireless access environment

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623 cited
  • 2003Understanding mobile handheld device use and adoption507 cited
  • Cited by

    • 2020Privacy concerns and benefits of engagement with social media-enabled apps: A privacy calculus perspective295 cited
    • 2017An exploration of the factors influencing social media continuance usage and information sharing intentions among Korean travellers261 cited
    • 2015Why Students Share Misinformation on Social Media: Motivation, Gender, and Study-level Differences260 cited
    • 2016Exploring privacy paradox in information-sensitive mobile app adoption: A cross-cultural comparison214 cited
    • 2019What followers are saying about transformational leaders fostering employee innovation via organisational learning, knowledge sharing and social media use in public organisations?204 cited
    • 2015Mobile Phone Use, Emotion Regulation, and Well-Being134 cited
    • 2014Making work fun: Investigating antecedents of perceived enjoyment in human computation games for information sharing82 cited
    • 2011Mobile content contribution and retrieval: An exploratory study using the uses and gratifications paradigm80 cited
    • 2016Mobile apps usage by Malaysian business undergraduates and postgraduates70 cited
    • 2021Exploring Influence Factors of WeChat Users’ Health Information Sharing Behavior: Based on an Integrated Model of TPB, UGT and SCT70 cited
    • 2021Understanding the Facebook Users' Behavior towards COVID-19 Information Sharing by Integrating the Theory of Planned Behavior and Gratifications68 cited
    • 2011The mediating effect of website quality on Internet searching behavior57 cited
    • 2011Perceptions, quality and motivational needs in image tagging human computation games51 cited
    • 2016Multi-homing on SNSs: The role of optimum stimulation level and perceived complementarity in need gratification50 cited
    • 2012Enactment and use of information and the media among older adults37 cited
    • 2024A Study of the Key Factors Influencing Young Users’ Continued Use of the Digital Twin-Enhanced Metaverse Museum24 cited