Structural equation modeling with LISREL: essentials and advances
Structural equation modeling with LISREL: essentials and advances
The experience of flow in computer-mediated and in face-to-face groups
ICIS '91 Proceedings of the twelfth international conference on Information systems
Multivariate data analysis (4th ed.): with readings
Multivariate data analysis (4th ed.): with readings
Adoption intention in GSS: relative importance of beliefs
ACM SIGMIS Database - Special double issue: diffusion of technological innovation
Relationships between fun and the computer business
Communications of the ACM
Net gain: expanding markets through virtual communities
Net gain: expanding markets through virtual communities
A feedback model to understand information system usage
Information and Management
Information rules: a strategic guide to the network economy
Information rules: a strategic guide to the network economy
The psychological origins of perceived usefulness and ease-of-use
Information and Management
Perceived critical mass effect on groupware acceptance
European Journal of Information Systems
Prediction of internet and World Wide Web usage at work: a test of an extended triandis model
Decision Support Systems
Implementation in a world of workstations and networks
Information and Management
Extending the TAM for a World-Wide-Web context
Information and Management
Factors influencing the adoption of Internet banking
Journal of the AIS
Extending the technology acceptance model: the influence of perceived user resources
ACM SIGMIS Database - Special issue on adoption, diffusion, and infusion of IT
Why do people use information technology?: a critical review of the technology acceptance model
Information and Management
Enticing online consumers: an extended technology acceptance perspective
Information and Management
Opening the "Black Box" of Network Externalities in Network Adoption
Information Systems Research
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
Examining the technology acceptance model using physician acceptance of telemedicine technology
Journal of Management Information Systems - Special section: Strategic and competitive information systems
A motivational model of microcomputer usage
Journal of Management Information Systems
Journal of Management Information Systems
Virtual communities and society: Toward an integrative three phase model
International Journal of Information Management: The Journal for Information Professionals
The adoption of virtual banking: an empirical study
International Journal of Information Management: The Journal for Information Professionals
Business Use of The World Wide Web: A Report on Further Investigations
International Journal of Information Management: The Journal for Information Professionals
Towards an understanding of the behavioural intention to use a web site
International Journal of Information Management: The Journal for Information Professionals
Information and Management
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
A meta-analysis of the technology acceptance model
Information and Management
A balanced thinking-feelings model of information systems continuance
International Journal of Human-Computer Studies
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
Web Acceptance Model (WAM): Moderating effects of user experience
Information and Management
Journal of Information Science
Why people buy virtual items in virtual worlds with real money
ACM SIGMIS Database
User acceptance of virtual worlds: the Hedonic framework
ACM SIGMIS Database
A structural equation modeling of the Internet acceptance in Korea
Electronic Commerce Research and Applications
Computer Standards & Interfaces
The acceptance and use of a virtual learning environment in China
Computers & Education
Building effective online game websites with knowledge-based trust
Information Systems Frontiers
What makes people experience flow? Social characteristics of online games
International Journal of Advanced Media and Communication
International Journal of Information Technology and Management
The role of perceived resources in online learning adoption
Computers & Education
An investigation of user communication behavior in computer mediated environments
Computers in Human Behavior
Behaviour & Information Technology
When worlds collide: Developing game-design partnerships in universities
Simulation and Gaming
Developing a model of online learning-technology acceptance model (TAM)
MATH'08 Proceedings of the American Conference on Applied Mathematics
MUSP'08 Proceedings of the 8th WSEAS International Conference on Multimedia systems and signal processing
Factors affecting the usage of intranet: A confirmatory study
Computers in Human Behavior
An analysis of the potential for mobile auctions in China
International Journal of Mobile Communications
Virtual item purchase behavior in virtual worlds: an exploratory investigation
Electronic Commerce Research
An investigation on user communication behavior in an interactive whiteboard technology environment
WSEAS TRANSACTIONS on COMMUNICATIONS
The adoption behaviour for mobile video call services
International Journal of Mobile Communications
Understanding factors affecting e-reverse auction use: An integrative approach
Computers in Human Behavior
Determinants of behavioral intention to mobile banking
Expert Systems with Applications: An International Journal
What Made Student Teachers Sustain Their Interests in an Educational Game?
Proceedings of the 2005 conference on Towards Sustainable and Scalable Educational Innovations Informed by the Learning Sciences: Sharing Good Practices of Research, Experimentation and Innovation
An Empirical Study of an Extended Technology Acceptance Model for Online Video Services
IWANN '09 Proceedings of the 10th International Work-Conference on Artificial Neural Networks: Part II: Distributed Computing, Artificial Intelligence, Bioinformatics, Soft Computing, and Ambient Assisted Living
Online consumer loyalty: Why e-tailers should seek a high-profile leadership position
Computers in Human Behavior
The movement patterns and the experiential components of virtual environments
International Journal of Human-Computer Studies
ICS'09 Proceedings of the 13th WSEAS international conference on Systems
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Knowledge search and people with high epistemic curiosity
Computers in Human Behavior
A study of the adoption of self-service technologies by consumers in convenience stores
ICACT'09 Proceedings of the 11th international conference on Advanced Communication Technology - Volume 3
Students' perceptions about the use of video games in the classroom
Computers & Education
Computers in Human Behavior
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Function interfaces assessment of online game websites in great china area using content analysis
Proceedings of the 2007 conference on Human interface: Part II
Improving e-banking security with biometrics: modelling user attitudes and acceptance
NTMS'09 Proceedings of the 3rd international conference on New technologies, mobility and security
Personality and enjoyment of computer game play
Computers in Industry
Experiencing flow with instant messaging and its facilitating role on creative behaviors
Computers in Human Behavior
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
A study of the adoption behaviour for In-Car GPS navigation systems
International Journal of Mobile Communications
Towards a structural model for intention to play a digital educational game
Transactions on edutainment IV
Avatar-based innovation: Consequences of the virtual co-creation experience
Computers in Human Behavior
Information Technology and Management
A model of organizational employees' e-learning systems acceptance
Knowledge-Based Systems
Electronic Commerce Research and Applications
The concept of flow in collaborative game-based learning
Computers in Human Behavior
Parental acceptance of digital game-based learning
Computers & Education
Dimensions of self-efficacy in the study of smart phone acceptance
Computer Standards & Interfaces
WSEAS Transactions on Information Science and Applications
Acceptance and rejection of mobile TV among young adults: A case of college students in South Korea
Telematics and Informatics
Effects of users' perceived loneliness and stress on online game loyalty
ACIIDS'11 Proceedings of the Third international conference on Intelligent information and database systems - Volume Part II
'Migrating to a new virtual world': Exploring MMORPG switching through human migration theory
Computers in Human Behavior
Investigating customer adoption behaviours in Mobile Financial Services
International Journal of Mobile Communications
Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel
Computers in Human Behavior
Exploring the value of purchasing online game items
Computers in Human Behavior
Computers in Human Behavior
A study on exploring participant behavior and virtual community in MMORPG
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
Determinants influencing intention to enrol on an online MBA programme
International Journal of Business Information Systems
The effects of peer intrinsic and extrinsic motivation on MMOG game-based collaborative learning
Information and Management
Electronic Commerce Research and Applications
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Factors influencing the continuance intention to the usage of Web 2.0: An empirical study
Computers in Human Behavior
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
International Journal of Business Information Systems
SEPADS'12/EDUCATION'12 Proceedings of the 11th WSEAS international conference on Software Engineering, Parallel and Distributed Systems, and proceedings of the 9th WSEAS international conference on Engineering Education
Investigating the role of attitude in technology acceptance from an attitude strength perspective
International Journal of Information Management: The Journal for Information Professionals
The intellectual development of the technology acceptance model: A co-citation analysis
International Journal of Information Management: The Journal for Information Professionals
Explaining the user experience of recommender systems
User Modeling and User-Adapted Interaction
It is not for fun: An examination of social network site usage
Information and Management
More than flow: revisiting the theory of four channels of flow
International Journal of Computer Games Technology
Computers in Human Behavior
Physical Activity Motivating Games: Be Active and Get Your Own Reward
ACM Transactions on Computer-Human Interaction (TOCHI)
Why do I like it?: investigating the product-specificity of user experience
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
An integrated adoption model for e-books in a mobile environment: Evidence from South Korea
Telematics and Informatics
Serious questions in playful questionnaires
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Predicting users' return to virtual worlds: a social perspective
Information Systems Journal
Information Systems and e-Business Management
International Journal of Ambient Computing and Intelligence
An Examination of Factors Associated with User Acceptance of Social Shopping Websites
International Journal of Technology and Human Interaction
The changing nature of user attitudes toward virtual world technology: A longitudinal study
Computers in Human Behavior
Journal of Organizational and End User Computing
Impact of Flow and Brand Equity in 3D Virtual Worlds
Journal of Database Management
Exploring the Player Flow Experience in E-Game Playing
International Journal of Technology and Human Interaction
Understanding the effect of flow on user adoption of mobile games
Personal and Ubiquitous Computing
Factors affecting Chinese Ubiquitous Game Service usage intention
International Journal of Mobile Communications
Augmented sport: exploring collective user experience
Proceedings of the Virtual Reality International Conference: Laval Virtual
Journal of Theoretical and Applied Electronic Commerce Research
Acceptance of game-based learning by secondary school teachers
Computers & Education
Telematics and Informatics
Examining users' intention to continue using social network games: A flow experience perspective
Telematics and Informatics
Are all games equally cloud-gaming-friendly?: an electromyographic approach
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
International Journal of Virtual and Personal Learning Environments
The adoption of gamification in e-banking
Proceedings of the 2013 International Conference on Information Systems and Design of Communication
Key Dimensions on B2C E-Business: An Empirical Study in Malaysia
International Journal of Human Capital and Information Technology Professionals
Gameful design in the automotive domain: review, outlook and challenges
Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications
Podcasting acceptance on campus: The differing perspectives of teachers and students
Computers & Education
Enjoy and learn with educational games: Examining factors affecting learning performance
Computers & Education
Usability an important goal for the design of therapeutic games for older adults
EPCE'13 Proceedings of the 10th international conference on Engineering Psychology and Cognitive Ergonomics: applications and services - Volume Part II
Games on prescription! evaluation of the elinor console for home-based stroke rehabilitation
Transactions on Edutainment IX
Evaluating multiple aspects of a digital educational problem-solving-based adventure game
Computers in Human Behavior
Learning management systems and cloud file hosting services: A study on students' acceptance
Computers in Human Behavior
Imaginal and emotional experiences in pleasure-oriented IT usage: A hedonic consumption perspective
Information and Management
An investigation of the smartphone user's in-game purchase intention
International Journal of Mobile Communications
Addiction in cyberspace: flow experience on e-shopping
International Journal of Web Based Communities
International Journal of Information Management: The Journal for Information Professionals
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On-line games have been a highly profitable e-commerce application in recent years. The market value of on-line games is increasing markedly and number of players is rapidly growing. The reasons that people play on-line games is an important area of research. This study views on-line games as entertainment technology. However, while most past studies have focused on task-oriented technology, predictors of entertainment-oriented technology adoption have seldom been addressed. This study applies the technology acceptance model (TAM) that incorporates social influences and flow experience as belief-related constructs to predict users' acceptance of on-line games. The proposed model was empirically evaluated using survey data collected from 233 users about their perceptions of on-line games. Overall, the results reveal that social norms, attitude, and flow experience explain about 80% of game playing. The implications of this study are discussed.