SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Mobile Banking Intention: Nexus Between Innovation, Tech Adoption, and Gamification
16 references·0 citing·27 second hop
Mobile Banking Intention: Nexus Between Innovation, Tech Adoption, and Gamification (2024)Mobile Banking Intention: Nexus Between I…Methods and Data Analysis for Cross-Cultural Research (2021)Methods and Data Analysis for…Setting the future of digital and social media marketing research: Perspectives and research propositions (2020)Setting the future of digital…When to use and how to report the results of PLS-SEM (2018)When to use and how to report…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Re-examining the Unified Theory of Acceptance and Use of Technology (UTAUT): Towards a Revised Theoretical Model (2017)Re-examining the Unified Theo…A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)A new criterion for assessing…Diffusion of Innovations (2012)Diffusion of InnovationsConsumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Consumer Acceptance and Use o…From game design elements to gamefulness (2011)From game design elements to …Integrating TTF and UTAUT to explain mobile banking user adoption (2010)Integrating TTF and UTAUT to …Toward an understanding of the behavioral intention to use mobile banking (2004)Toward an understanding of th…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…The theory of planned behavior (1991)The theory of planned behaviorDevelopment of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)Development of an Instrument …Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Coefficient Alpha and the Internal Structure of Tests (1951)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)A Coefficient of Agreement for Nominal Scales (1960)Understanding Information Technology Usage: A Test of Competing Models (1995)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Using PLS path modeling in new technology research: updated guidelines (2016)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (2021)PLS-SEM: Indeed a Silver Bullet (2011)Partial Least Squares Structural Equation Modeling (2017)Assessing measurement model quality in PLS-SEM using confirmatory composite analysis (2019)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Why Don’t Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior1 (2000)Unified Theory of Acceptance and Use of Technology: A Synthesis and the Road Ahead (2016)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Social Capital: Prospects for a New Concept (2002)Network Structure and Knowledge Transfer: The Effects of Cohesion and Range (2003)Social acceptance of renewable energy innovation: An introduction to the concept (2007)
this work references cited by second hop

References

  • 1991The theory of planned behavior90,729 cited
  • 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
  • 2014A new criterion for assessing discriminant validity in variance-based structural equation modeling38,283 cited
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 2018When to use and how to report the results of PLS-SEM27,424 cited
  • 2012Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology115,720 cited
  • 1991Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation9,145 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2012Diffusion of Innovations3,206 cited
  • 2020Setting the future of digital and social media marketing research: Perspectives and research propositions2,642 cited
  • 2021Methods and Data Analysis for Cross-Cultural Research2,614 cited
  • 2017Re-examining the Unified Theory of Acceptance and Use of Technology (UTAUT): Towards a Revised Theoretical Model2,132 cited
  • 2004Toward an understanding of the behavioral intention to use mobile banking

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

1,963 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research1,764 cited
  • 2010Integrating TTF and UTAUT to explain mobile banking user adoption1,696 cited
  • Cited by

    No citing works inside the corpus for this window.