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Ease of Use or Fun Perception? Factors Affecting Retention of Newly Registered Mobile Game Players Based on Flow Theory and The Technology Acceptance Model
16 references·1 citing·28 second hop
Ease of Use or Fun Perception? Factors Affecting Retention of Newly Registered Mobile Game Players Based on Flow Theory and The Technology Acceptance Model (2024)Ease of Use or Fun Perception? Factors Af…Exploring Chinese users’ acceptance of instant messaging using the theory of planned behavior, the technology acceptance model, and the flow theory (2008)Exploring Chinese users’ acce…Beyond the Call of Duty: Why Customers Contribute to Firm-hosted Commercial Online Communities (2007)Beyond the Call of Duty: Why …Visitors’ flow experience while browsing a Web site: its measurement, contributing factors and consequences (2003)Visitors’ flow experience whi…The Influence of Goal-Directed and Experiential Activities on Online Flow Experiences (2003)The Influence of Goal-Directe…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…Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…Beyond Boredom and Anxiety: Experiencing Flow in Work and Play (2000)Beyond Boredom and Anxiety: E…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …User Acceptance of Information Technology: Theories and Models (1996)User Acceptance of Informatio…The dimensionality and correlates of flow in human-computer interactions (1993)The dimensionality and correl…Predicting User Intentions: Comparing the Technology Acceptance Model with the Theory of Planned Behavior (1991)Predicting User Intentions: C…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)A technology acceptance model…Influences on early childhood educators’ adoption of gamified mobile learning tools: a multitheoretical analysis (2025)Influences on early childhood…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Understanding Attitudes and Predicting Social Behavior (1980)The theory of planned behavior (1991)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Comparative fit indexes in structural models. (1990)Alternative Ways of Assessing Model Fit (1992)Customer Experience Creation: Determinants, Dynamics and Management Strategies (2009)Using PLS Path Modeling for Assessing Hierarchical Construct Models: Guidelines and Empirical Illustration1 (2009)Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)Mindfulness: A Proposed Operational Definition (2004)Mindfulness: Theoretical Foundations and Evidence for its Salutary Effects (2007)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2013)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)What Good Are Positive Emotions? (1998)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)From game design elements to gamefulness (2011)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology75,250 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models26,283 cited
  • 1985A technology acceptance model for empirically testing new end-user information systems : theory and results6,184 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,763 cited
  • 1991Predicting User Intentions: Comparing the Technology Acceptance Model with the Theory of Planned Behavior4,239 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 2000Measuring the Customer Experience in Online Environments: A Structural Modeling Approach3,330 cited
  • 2002Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior3,205 cited
  • 2000Beyond Boredom and Anxiety: Experiencing Flow in Work and Play1,282 cited
  • 1993The dimensionality and correlates of flow in human-computer interactions1,139 cited
  • 2003The Influence of Goal-Directed and Experiential Activities on Online Flow Experiences759 cited
  • 1996User Acceptance of Information Technology: Theories and Models702 cited
  • 2008Exploring Chinese users’ acceptance of instant messaging using the theory of planned behavior, the technology acceptance model, and the flow theory

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683 cited
  • 2003Visitors’ flow experience while browsing a Web site: its measurement, contributing factors and consequences618 cited
  • 2007Beyond the Call of Duty: Why Customers Contribute to Firm-hosted Commercial Online Communities584 cited
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    • 2025Influences on early childhood educators’ adoption of gamified mobile learning tools: a multitheoretical analysis4 cited