this work references cited by second hopReferences
- 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
- 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
- 1997Beyond pleasure and pain.6,770 cited
- 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,658 cited
- 2003Consumer Acceptance of Electronic Commerce: Integrating Trust and Risk with the Technology Acceptance Model5,710 cited
- 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
- 1987Dimensions of Consumer Expertise4,373 cited
- 2002Why do people use information technology? A critical review of the technology acceptance model4,200 cited
- 1975The illusion of control.3,843 cited
- 1998Promotion and Prevention: Regulatory Focus as A Motivational Principle3,508 cited
- 2003The Technology Acceptance Model: Past, Present, and Future2,570 cited
- 2003Measuring the Hedonic and Utilitarian Dimensions of Consumer Attitude2,151 cited
- 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
- 1992Reconceptualizing the Determinants of Risk Behavior2,057 cited
Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work