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Cloud Gaming Virtual Community
6 references·0 citing·31 second hop
Cloud Gaming Virtual Community (2015)Cloud Gaming Virtual CommunityDeveloping Cloud Business Models: A Case Study on Cloud Gaming (2011)Developing Cloud Business Mod…Handbook of Quantitative Finance and Risk Management (2010)Handbook of Quantitative Fina…Virtual item sales as a revenue model: identifying attributes that drive purchase decisions (2009)Virtual item sales as a reven…Business Models, Business Strategy and Innovation (2009)Business Models, Business Str…Trust and TAM in Online Shopping: An Integrated Model1 (2003)Trust and TAM in Online Shopp…Inexperience and experience with online stores: the importance of TAM and trust (2003)Inexperience and experience w…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)Understanding knowledge sharing in virtual communities: An integration of social capital and social cognitive theories (2006)A trust-based consumer decision-making model in electronic commerce: The role of trust, perceived risk, and their antecedents (2007)Why business models matter. (2002)Clarifying Business Models: Origins, Present, and Future of the Concept (2005)The long tail: why the future of business is selling less of more (2007)Success Factors and Value Propositions of Software as a Service Providers : A Literature Review and Classification (2012)Analyzing Factors Affecting the Adoption of Cloud Computing: A Case of Turkey (2016)Network innovation versus innovation through networks (2020)The Romantic Ethic and the Spirit of Modern Consumerism (1989)Five Misunderstandings About Case-Study Research (2004)The Theory of the Leisure Class (2009)Game design as marketing: How game mechanics create demand for virtual goods (2010)Investigating the intention to purchase digital items in social networking communities: A customer value perspective (2011)Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment (2015)The Problem of Social Cost (1960)Dynamic capabilities and strategic management (1997)Explicating dynamic capabilities: the nature and microfoundations of (sustainable) enterprise performance (2007)The Business Model: Recent Developments and Future Research (2011)A literature and practice review to develop sustainable business model archetypes (2013)Product design and business model strategies for a circular economy (2016)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)An extension of Trust and TAM model with TPB in the initial adoption of on-line tax: An empirical study (2005)An empirical investigation of mobile banking adoption: The effect of innovation attributes and knowledge-based trust (2010)Understanding the Blockchain technology adoption in supply chains-Indian context (2018)Properties of range-based volatility estimators (2011)The market value of cultural heritage in urban areas: an application of spatial hedonic pricing (2013)News-based sentiment and bitcoin volatility (2022)
this work references cited by second hop

References

  • 2003Trust and TAM in Online Shopping: An Integrated Model18,618 cited
  • 2009Business Models, Business Strategy and Innovation8,325 cited
  • 2003Inexperience and experience with online stores: the importance of TAM and trust965 cited
  • 2009Virtual item sales as a revenue model: identifying attributes that drive purchase decisions390 cited
  • 2010Handbook of Quantitative Finance and Risk Management182 cited
  • 2011Developing Cloud Business Models: A Case Study on Cloud Gaming106 cited

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