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Proceedings of the 24th annual conference on Computer graphics and interactive techniques
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Hamlet on the Holodeck: The Future of Narrative in Cyberspace
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Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
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The Knowledge Engineering Review
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Computers in Human Behavior
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Proceedings of the 3rd Australasian conference on Interactive entertainment
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Presence: Teleoperators and Virtual Environments
Computers in Human Behavior
Predicting presence: Constructing the Tendency toward Presence Inventory
International Journal of Human-Computer Studies
Towards an understanding of the consumer acceptance of mobile wallet
Computers in Human Behavior
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
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Computers in Human Behavior
Electronic Commerce Research and Applications
Immersion in computer games: the role of spatial presence and flow
International Journal of Computer Games Technology
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Electronic Commerce Research and Applications
Personalised gaming: a motivation and overview of literature
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Loyalty Due to Others: The Relationships Among Challenge, Interdependence, and Online Gamer Loyalty
Journal of Computer-Mediated Communication
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International Journal of Computer Games Technology
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International Journal of E-Business Research
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Computers in Human Behavior
Who Plays Games Online?: The Relationship Between Gamer Personality and Online Game Use
International Journal of E-Business Research
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Software designers often attempt to increase the customizability of their products to facilitate human-computer interaction and improve user response. However, exactly how customizability affects online gaming is unclear. This study posits that customization enhances gamer immersion satisfaction and loyalty. The study sample consists of 865 online gamers who provided valid responses to an online survey. Three models are compared using structural equation modeling: a partial mediator model, in which customization increases gamer loyalty directly and indirectly via enhanced immersion satisfaction; a full mediator model, in which immersion satisfaction fully mediates how customization influences loyalty; and an independent variable model, in which customization and immersion satisfaction are independent variables impacting gamer loyalty. The results of this study demonstrate that the partial mediator model significantly outperforms the other two models, suggesting that online game providers that increase customization and satisfy gamer needs regarding immersion can better foster gamer loyalty.