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Impact of Intrinsic and Extrinsic Gaming Elements on Online Purchase Intention
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Impact of Intrinsic and Extrinsic Gaming Elements on Online Purchase Intention (2022)Impact of Intrinsic and Extrinsic Gaming …Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …Self‐determination theory and work motivation (2005)Self‐determination theory and…User Acceptance of Hedonic Information Systems1 (2004)User Acceptance of Hedonic In…A social influence model of consumer participation in network- and small-group-based virtual communities (2004)A social influence model of c…Trust and TAM in Online Shopping: An Integrated Model1 (2003)Trust and TAM in Online Shopp…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)A meta-analytic review of exp…Structural Equation Models with Unobservable Variables and Measurement Error: Algebra and Statistics (1981)Structural Equation Models wi…An approach to environmental psychology (1974)An approach to environmental …Effects of externally mediated rewards on intrinsic motivation. (1971)Effects of externally mediate…Drivers of Purchase Intention in E-Commerce Live Streaming in China: Assessing the Mediating Role of Perceived Value Using the Modified Vam Model (2023)Drivers of Purchase Intention…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)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)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Application of confirmatory factor analysis to the study of self-concept: First- and higher order factor models and their invariance across groups. 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References

  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 1981Structural Equation Models with Unobservable Variables and Measurement Error: Algebra and Statistics9,798 cited
  • 2003Trust and TAM in Online Shopping: An Integrated Model18,618 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2005Self‐determination theory and work motivation7,742 cited
  • 1974An approach to environmental psychology7,295 cited
  • 1999A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.7,172 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 1971Effects of externally mediated rewards on intrinsic motivation.4,166 cited
  • 2004User Acceptance of Hedonic Information Systems13,849 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2004A social influence model of consumer participation in network- and small-group-based virtual communities

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2,242 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
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    • 2023Drivers of Purchase Intention in E-Commerce Live Streaming in China: Assessing the Mediating Role of Perceived Value Using the Modified Vam Model5 cited