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The relationship between immersive experience and shelf life of mobile apps: an empirical study of a gaming application
16 references·0 citing·42 second hop
The relationship between immersive experience and shelf life of mobile apps: an empirical study of a gaming application (2023)The relationship between immersive experi…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Consumer Acceptance and Use o…Why Break the Habit of a Lifetime? Rethinking the Roles of Intention, Habit, and Emotion in Continuing Information Technology use1 (2009)Why Break the Habit of a Life…A Tale of Three Perspectives (2009)A Tale of Three PerspectivesMeasuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Measuring cognitive and psychological engagement: Validation of the Student Engagement Instrument (2006)Measuring cognitive and psych…Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Fundamental Components of the…User Acceptance of Hedonic Information Systems1 (2004)User Acceptance of Hedonic In…School Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Common method biases in behav…Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior (2002)Applying the Technology Accep…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Time Flies When You’re Having…Understanding Post-Adoption Behavior in the Context of Online Services (1998)Understanding Post-Adoption B…Competence, autonomy, and relatedness: A motivational analysis of self-system processes. (1991)Competence, autonomy, and rel…Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-Reports in Organizational Research: Problems and Prospects (1986)Structural Equations with Latent Variables. 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(1995)The Four-Phase Model of Interest Development (2006)Customer Engagement (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Gamification of Learning: a Meta-analysis (2019)Why Don’t Men Ever Stop to Ask for Directions? 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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 2003Common method biases in behavioral research: A critical review of the literature and recommended remedies.81,863 cited
  • 1988Development and validation of brief measures of positive and negative affect: The PANAS scales.32,408 cited
  • 2012Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology115,720 cited
  • 2004School Engagement: Potential of the Concept, State of the Evidence12,540 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,725 cited
  • 2004User Acceptance of Hedonic Information Systems13,849 cited
  • 2002Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior3,203 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 1991Competence, autonomy, and relatedness: A motivational analysis of self-system processes.1,875 cited
  • 2006Measuring cognitive and psychological engagement: Validation of the Student Engagement Instrument1,773 cited
  • 2009A Tale of Three Perspectives1,717 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion

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810 cited
  • 1998Understanding Post-Adoption Behavior in the Context of Online Services571 cited
  • 2009Why Break the Habit of a Lifetime? Rethinking the Roles of Intention, Habit, and Emotion in Continuing Information Technology use1513 cited
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