Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Improving the quality of online presence through interactivity
Information and Management
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
The role of social presence in establishing loyalty in e-Service environments
Interacting with Computers
An empirical analysis of open source software developers' motivations and continuance intentions
Information and Management
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
Journal of Management Information Systems
Why Do Internet Users Stick with a Specific Web Site? A Relationship Perspective
International Journal of Electronic Commerce
Computers in Human Behavior
Computers in Human Behavior
Online stickiness: its antecedents and effect on purchasing intention
Behaviour & Information Technology
Information and Management
Information security management standards: Problems and solutions
Information and Management
Estimating the market impact of security breach announcements on firm values
Information and Management
Consumer perception of interface quality, security, and loyalty in electronic commerce
Information and Management
User acceptance of hedonic digital artifacts: A theory of consumption values perspective
Information and Management
Computers in Human Behavior
Customization, immersion satisfaction, and online gamer loyalty
Computers in Human Behavior
The impact of perceived risk, intangibility and consumer characteristics on online game playing
Computers in Human Behavior
User acceptance of hedonic information systems
MIS Quarterly
Antecedents of an experienced sense of virtual community
Computers in Human Behavior
Perceptions, quality and motivational needs in image tagging human computation games
Journal of Information Science
Electronic Commerce Research and Applications
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
Immersion in computer games: the role of spatial presence and flow
International Journal of Computer Games Technology
ACIIDS'12 Proceedings of the 4th Asian conference on Intelligent Information and Database Systems - Volume Part II
Why people use Yelp.com: An exploration of uses and gratifications
Computers in Human Behavior
Why do not satisfied consumers show reuse behavior? The context of online games
Computers in Human Behavior
Factors affecting Chinese Ubiquitous Game Service usage intention
International Journal of Mobile Communications
Why girls go pink: Game character identification and game-players' motivations
Computers in Human Behavior
Team participation and online gamer loyalty
Electronic Commerce Research and Applications
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Playing online games is experience-oriented but few studies have explored the user's initial (trial) reaction to game playing and how this further influences a player's behavior. Drawing upon the Uses and Gratifications theory, we investigated players' multiple gratifications for playing (i.e. achievement, enjoyment and social interaction) and their experience with the service mechanisms offered after they had played an online game. This study explores the important antecedents of players' proactive ''stickiness'' to a specific online game and examines the relationships among these antecedents. The results show that both the gratifications and service mechanisms significantly affect a player's continued motivation to play, which is crucial to a player's proactive stickiness to an online game.