SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도에 미치는 영향
16 references·0 citing·57 second hopsampled
메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도에 미치는 영향 (2023)메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도…The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction (2019)The impact of virtual reality…Understanding Generation Y and their use of social media: a review and research agenda (2013)Understanding Generation Y an…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…The Ideal Elf: Identity Exploration in World of Warcraft (2007)The Ideal Elf: Identity Explo…The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction (2005)The Influence of the Avatar o…Using Online Conversations to Study Word-of-Mouth Communication (2004)Using Online Conversations to…Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters (2001)Defining Identification: A Th…An assessment of consumers product, purchase decision, advertising and consumption involvement in fashion clothing (2000)An assessment of consumers pr…A Review and Synthesis of the Measurement Invariance Literature: Suggestions, Practices, and Recommendations for Organizational Research (2000)A Review and Synthesis of the…Coming out in the age of the Internet: Identity "demarginalization" through virtual group participation. (1998)Coming out in the age of the …Assessing Measurement Invariance in Cross‐National Consumer Research (1998)Assessing Measurement Invaria…Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Marketing in Hypermedia Compu…Children's wishful identification and parasocial interaction with favorite television characters (1996)Children's wishful identifica…A taxonomy of the emotions of literary response and a theory of identification in fictional narrative (1995)A taxonomy of the emotions of…Exploratory Factor Analysis: A Users’Guide (1993)Exploratory Factor Analysis: …Self-discrepancy: A theory relating self and affect. (1987)Self-discrepancy: A theory re…A new scale of social desirability independent of psychopathology. (1960)A Rationale and Test for the Number of Factors in Factor Analysis (1965)Generalized expectancies for internal versus external control of reinforcement. (1966)Essential elements of questionnaire design and development (2007)Preliminary Psychometric Properties of the Acceptance and Action Questionnaire–II: A Revised Measure of Psychological Inflexibility and Experiential Avoidance (2011)El análisis factorial exploratorio de los ítems: una guía práctica, revisada y actualizada (2014)Digital Natives, Digital Immigrants Part 1 (2001)Culture's Consequences: Comparing Values, Behaviors, Institutions, and Organizations across Nations (2002)The Benefits of Facebook “Friends:” Social Capital and College Students’ Use of Online Social Network Sites (2007)Social media in marketing: A review and analysis of the existing literature (2017)Chatbot e-service and customer satisfaction regarding luxury brands (2018)Artificial Intelligence in FinTech: understanding robo-advisors adoption among customers (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)A systematic literature review of empirical evidence on computer games and serious games (2012)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis (2016)Consumer Ethnocentrism: Construction and Validation of the CETSCALE (1987)Structural Model Evaluation and Modification: An Interval Estimation Approach (1990)Structural Equations with Latent Variables. (1991)Evaluating Goodness-of-Fit Indexes for Testing Measurement Invariance (2002)Sensitivity of Goodness of Fit Indexes to Lack of Measurement Invariance (2007)\nThe use of partial least squares path modeling in international marketing (2009)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)E-S-QUAL (2004)Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)The Strength of Weak Ties (1973)Biases in Dynamic Models with Fixed Effects (1981)Some Tests of Specification for Panel Data: Monte Carlo Evidence and an Application to Employment Equations (1991)The Effect of Word of Mouth on Sales: Online Book Reviews (2006)Customer Engagement Behavior: Theoretical Foundations and Research Directions (2010)What Makes Online Content Viral? (2011)Identity : Youth and Crisis. 1968 (1968)Social Foundations of Thought and Action (2002)Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds (2004)Toward a Theory of Entertainment Persuasion: Explaining the Persuasive Effects of Entertainment-Education Messages (2008)Measuring Narrative Engagement (2009)Mind, Self, and Society (2015)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Alternative Ways of Assessing Model Fit (1992)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)The standards for educational and psychological testing. (2013)An Inventory for Measuring Depression (1961)Society and the Adolescent Self-Image (1965)Beyond pleasure and pain. (1997)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Core affect and the psychological construction of emotion. (2003)A Theory of Cognitive Dissonance (2017)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Life on the Screen: Identity in the Age of the Internet (1997)Internet Paradox Revisited (2002)Relationship Formation on the Internet: What’s the Big Attraction? (2002)TARGET ARTICLE: Toward a Conceptualization of Optimal Self-Esteem (2003)Social psychology: handbook of basic principles (2008)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 2000A Review and Synthesis of the Measurement Invariance Literature: Suggestions, Practices, and Recommendations for Organizational Research8,064 cited
  • 1987Self-discrepancy: A theory relating self and affect.7,380 cited
  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 1998Assessing Measurement Invariance in Cross‐National Consumer Research4,759 cited
  • 2004Using Online Conversations to Study Word-of-Mouth Communication2,600 cited
  • 2008Measuring and defining the experience of immersion in games2,207 cited
  • 2001Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters2,107 cited
  • 2013Understanding Generation Y and their use of social media: a review and research agenda1,302 cited
  • 1998Coming out in the age of the Internet: Identity "demarginalization" through virtual group participation.887 cited
  • 1993Exploratory Factor Analysis: A Users’Guide726 cited
  • 2007The Ideal Elf: Identity Exploration in World of Warcraft624 cited
  • 2005The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction557 cited
  • 1995A taxonomy of the emotions of literary response and a theory of identification in fictional narrative556 cited
  • 1996Children's wishful identification and parasocial interaction with favorite television characters

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

548 cited
  • 2000An assessment of consumers product, purchase decision, advertising and consumption involvement in fashion clothing545 cited
  • 2019The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction541 cited
  • Cited by

    No citing works inside the corpus for this window.