Building consumer trust online
Communications of the ACM
Extending the TAM for a World-Wide-Web context
Information and Management
Consumer trust in an Internet store
Information Technology and Management
Presence: Teleoperators and Virtual Environments
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
Digital Relationships in the "MySpace" Generation: Results From a Qualitative Study
HICSS '07 Proceedings of the 40th Annual Hawaii International Conference on System Sciences
Towards a Gravity-Based Trust Model for Social Networking Systems
ICDCSW '07 Proceedings of the 27th International Conference on Distributed Computing Systems Workshops
Revisiting the role of web assurance seals in business-to-consumer electronic commerce
Decision Support Systems
Computers in Human Behavior
Internet social network communities: Risk taking, trust, and privacy concerns
Computers in Human Behavior
Effects of pre-game stories on feelings of presence and evaluation of computer games
International Journal of Human-Computer Studies
User acceptance of hedonic information systems
MIS Quarterly
Imagined communities: awareness, information sharing, and privacy on the facebook
PET'06 Proceedings of the 6th international conference on Privacy Enhancing Technologies
Computers in Human Behavior
Factors affecting Chinese Ubiquitous Game Service usage intention
International Journal of Mobile Communications
Analysis of motivational elements of social games: a puzzle match 3-games study case
International Journal of Computer Games Technology
Journal of Theoretical and Applied Electronic Commerce Research
Examining users' intention to continue using social network games: A flow experience perspective
Telematics and Informatics
Factors influencing users' employment of mobile map services
Telematics and Informatics
Research Report: An exploration of the potential educational value of Facebook
Computers in Human Behavior
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Recently, Social Network Games (SNGs) over social network services have become popular and have spawned a whole new subculture. This study examines the perceived factors which contribute to an SNG user's behaviors. It proposes an SNG acceptance model based on integrating cognitive as well as affective attitudes as primary influencing factors. Results from a survey of SNG players validate that the proposed theoretical model explains and predicts user acceptance of SNG very well. The model shows fine measurement properties and establishes the perceived playfulness and security of SNGs as distinct constructs. The findings also reveal that flow plays a moderation role that affects various paths in the model. Based on the results of this study, both the appropriate practical implications for SNG marketing strategies and the theoretical implications are provided.