Adoption intention in GSS: relative importance of beliefs
ACM SIGMIS Database - Special double issue: diffusion of technological innovation
Relational development in computer-supported groups
MIS Quarterly
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
Perceived critical mass effect on groupware acceptance
European Journal of Information Systems
Implementation in a world of workstations and networks
Information and Management
Extending the TAM for a World-Wide-Web context
Information and Management
Predicting customer behavior in the market-space: a study of Rayport and Sviokla's framework
Information and Management
Why do people use information technology?: a critical review of the technology acceptance model
Information and Management
Understanding it adoption decisions in small business: integrating current theories
Information and Management
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
What drives mobile commerce? An empirical evaluation of the revised technology acceptance model
Information and Management
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
Extending the TAM for a t-commerce
Information and Management
Consumer Bidding Behavior on Internet Auction Sites
International Journal of Electronic Commerce
The Economic Leverage of the Virtual Community
International Journal of Electronic Commerce
Trust and TAM in online shopping: an integrated model
MIS Quarterly
Virtual communities and society: Toward an integrative three phase model
International Journal of Information Management: The Journal for Information Professionals
E-business in the entertainment sector: the Egmont case
International Journal of Information Management: The Journal for Information Professionals
IT takes a village: Virtual communities in support of education
International Journal of Information Management: The Journal for Information Professionals
The potential of virtual communities in the insurance industry in the UK and Greece
International Journal of Information Management: The Journal for Information Professionals
Computers and Industrial Engineering
Understanding factors affecting e-reverse auction use: An integrative approach
Computers in Human Behavior
Acceptance of Mobile Entertainment by Chinese Rural People
UAHCI '09 Proceedings of the 5th International on ConferenceUniversal Access in Human-Computer Interaction. Part II: Intelligent and Ubiquitous Interaction Environments
Towards an understanding of the consumer acceptance of mobile wallet
Computers in Human Behavior
Online consumer loyalty: Why e-tailers should seek a high-profile leadership position
Computers in Human Behavior
Factors Affecting Online Game Players' Loyalty
IDGD '09 Proceedings of the 3rd International Conference on Internationalization, Design and Global Development: Held as Part of HCI International 2009
ICS'09 Proceedings of the 13th WSEAS international conference on Systems
Knowledge search and people with high epistemic curiosity
Computers in Human Behavior
Strategic practices by clicks-and-bricks and pure-play audio webcasters
Telematics and Informatics
Students' perceptions about the use of video games in the classroom
Computers & Education
Computers in Human Behavior
How socio-economic structure influences rural users' acceptance of mobile entertainment
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Explaining mobile community user participation from a social capital perspective
International Journal of Mobile Communications
Customization, immersion satisfaction, and online gamer loyalty
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
Why do people play social network games?
Computers in Human Behavior
Segmenting online gamers by motivation
Expert Systems with Applications: An International Journal
Parental acceptance of digital game-based learning
Computers & Education
The agile improvement of MMORPGs based on the enhanced chaotic neural network
Knowledge-Based Systems
'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
Perceptions, quality and motivational needs in image tagging human computation games
Journal of Information Science
Motivation and its mechanisms in virtual communities
CRIWG'11 Proceedings of the 17th international conference on Collaboration and technology
Computers in Human Behavior
An empirical analysis of the determinants of 3G adoption in China
Computers in Human Behavior
The effects of peer intrinsic and extrinsic motivation on MMOG game-based collaborative learning
Information and Management
An e-patient's End-user community (EUCY): The value added of social network applications
Computers in Human Behavior
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
The psychology behind QR codes: User experience perspective
Computers in Human Behavior
Loyalty Due to Others: The Relationships Among Challenge, Interdependence, and Online Gamer Loyalty
Journal of Computer-Mediated Communication
More than flow: revisiting the theory of four channels of flow
International Journal of Computer Games Technology
International Journal of Enterprise Information Systems
An Empirical Investigation into the Sources of Customer Dissatisfaction with Online Games
International Journal of E-Business Research
Exploring Cross-Cultural Value Structures with Smartphones
Journal of Global Information Management
Exploring the Player Flow Experience in E-Game Playing
International Journal of Technology and Human Interaction
Theoretical and Practical Aspects of Conducting Meetings and Events in Virtual Worlds
International Journal of Strategic Information Technology and Applications
Factors affecting Chinese Ubiquitous Game Service usage intention
International Journal of Mobile Communications
Journal of Theoretical and Applied Electronic Commerce Research
Journal of Theoretical and Applied Electronic Commerce Research
An investigation of information sharing and seeking behaviors in online investment communities
Computers in Human Behavior
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The concept of online communities has been used to improve customers' loyalty in recent years. While studies on transaction community such as online auction have received more attention in the literature, entertainment community such as online game has seldom been addressed. This study applies the theory of reasoned action (TRA) and modifies the technology acceptance model (TAM) to propose a research model. An empirical study involving 356 subjects was conducted to test this model. The results indicate that customer loyalty is influenced by perceived enjoyment, social norms and preference. Perceived cohesion has an indirect impact on loyalty. In addition, the finding's practical implication suggests that community managers must overcome the problems users encounter, including suffering from an unstable system, malicious players and grief players.