Multiple sequential mediation in an extended uses and gratifications model of augmented reality game Pokémon Go
暂无分享,去创建一个
[1] John F. Sherry,et al. Teaching Old Brands New Tricks: Retro Branding and the Revival of Brand Meaning , 2003 .
[2] Chiao-Chen Chang,et al. Examining users′ intention to continue using social network games: A flow experience perspective , 2013, Telematics Informatics.
[3] Kenneth K. Boyer,et al. Theorizing, testing, and concluding for mediation in SCM research: Tutorial and procedural recommendations , 2014 .
[4] Lin Xiao,et al. Promoting online learners' continuance intention: An integrated flow framework , 2016, Inf. Manag..
[5] James C. Anderson,et al. STRUCTURAL EQUATION MODELING IN PRACTICE: A REVIEW AND RECOMMENDED TWO-STEP APPROACH , 1988 .
[6] Judy A. Siguaw,et al. Formative versus Reflective Indicators in Organizational Measure Development: A Comparison and Empirical Illustration , 2006 .
[7] Marina Bianchi. Collecting in a Consumer Society , 2002 .
[8] Mohammad I. Merhi. Towards a framework for online game adoption , 2016, Comput. Hum. Behav..
[9] Ching-I Teng,et al. Loyalty Due to Others: The Relationships Among Challenge, Interdependence, and Online Gamer Loyalty , 2012, J. Comput. Mediat. Commun..
[10] Shirley S. Ho,et al. Escaping through exergames: Presence, enjoyment, and mood experience in predicting children's attitude toward exergames , 2017, Comput. Hum. Behav..
[11] A. Diamantopoulos,et al. Guidelines for choosing between multi-item and single-item scales for construct measurement: a predictive validity perspective , 2012 .
[12] Ming-Chi Lee,et al. Understanding the behavioural intention to play online games: An extension of the theory of planned behaviour , 2009, Online Inf. Rev..
[13] Yu-Chen Chen,et al. The value of participation in virtual consumer communities on brand loyalty , 2006, Internet Res..
[14] Marko Sarstedt,et al. Using partial least squares path modeling in international advertising research: basic concepts and recent issues , 2012 .
[15] Yufei Yuan,et al. Online game addiction among adolescents: motivation and prevention factors , 2012, Eur. J. Inf. Syst..
[16] Ned Kock,et al. Lateral Collinearity and Misleading Results in Variance-Based SEM: An Illustration and Recommendations , 2012, J. Assoc. Inf. Syst..
[17] Christian Derbaix,et al. Generational Concerts: In Quest of Authenticity? , 2010 .
[18] R. Belk,et al. The Fire of Desire: A Multisited Inquiry into Consumer Passion , 2003 .
[19] Andrew D. Brown,et al. Making sense of sensemaking narratives , 2008 .
[20] Matthew K. O. Lee,et al. Brand loyalty in enterprise microblogs: Influence of community commitment, IT habit, and participation , 2015, Inf. Technol. People.
[21] Yong Jae Ko,et al. Dimensions of motivation associated with playing sport video games : Modification and extension of the Sport Video Game Motivation Scale , 2011 .
[22] Wen-Lung Shiau,et al. Continuance intention of blog users: the impact of perceived enjoyment, habit, user involvement and blogging time , 2013, Behav. Inf. Technol..
[23] Philipp A. Rauschnabel,et al. Exploring User Adoption of Augmented Reality Applications based on Pokémon Go , 2017, DEC.
[24] Tzung-Ru Tsai,et al. What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior , 2010, Int. J. Hum. Comput. Interact..
[25] Patrick Y. K. Chau,et al. Cultivating the sense of belonging and motivating user participation in virtual communities: A social capital perspective , 2012, Int. J. Inf. Manag..
[26] I-Cheng Chang,et al. The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games , 2014, Internet Res..
[27] M. Sarstedt,et al. A new criterion for assessing discriminant validity in variance-based structural equation modeling , 2015 .
[28] Anol Bhattacherjee,et al. Extending technology usage models to interactive hedonic technologies: a theoretical model and empirical test , 2010, Inf. Syst. J..
[29] Mira Lee,et al. Social Network Games Uncovered: Motivations and Their Attitudinal and Behavioral Outcomes , 2012, Cyberpsychology Behav. Soc. Netw..
[30] Tao Zhou,et al. The effect of network externality on mobile social network site continuance , 2015, Program.
[31] Robert E. Hoskisson,et al. The Effect of Quantum Versus Incremental M-form Reorganization on Performance: A Time-Series Exploration of Intervention Dynamics , 1985 .
[32] Bin Wang,et al. Enhancing perceived enjoyment in social games through social and gaming factors , 2016, Inf. Technol. People.
[33] Joseph F. Hair,et al. Estimation issues with PLS and CBSEM: Where the bias lies! ☆ , 2016 .
[34] Fethi Calisir,et al. An empirical study on factors affecting continuance intention of using Facebook , 2015, Comput. Hum. Behav..
[35] Wen-Lung Shiau,et al. Understanding behavioral intention to use a cloud computing classroom: A multiple model comparison approach , 2016, Inf. Manag..
[36] William D. Todor,et al. Relationships Between Leader Reward and Punishment Behavior and Group Processes and Productivity , 1985 .
[37] Hsin Hsin Chang,et al. Social capital and individual motivations on knowledge sharing: Participant involvement as a moderator , 2011, Inf. Manag..
[38] Thurasamy Ramayah,et al. Testing and Controlling for Common Method Variance: A Review of Available Methods , 2017 .
[39] Abdullah J. Sultan,et al. Exploring the Boundaries of Nostalgic Advertising Effects: A Consideration of Childhood Brand Exposure and Attachment on Consumers’ Responses to Nostalgia-Themed Advertisements , 2014 .
[40] D. W. F. van Krevelen,et al. A Survey of Augmented Reality Technologies, Applications and Limitations , 2010, Int. J. Virtual Real..
[41] Kristopher J Preacher,et al. Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models , 2008, Behavior research methods.
[42] James M. Boyle,et al. Engagement in digital entertainment games: A systematic review , 2012, Comput. Hum. Behav..
[43] Han-Chao Chang,et al. The effect of flow experience on player loyalty in mobile game application , 2016, Comput. Hum. Behav..
[44] J. V. van Berkum,et al. How robust is the language architecture? The case of mood , 2013, Front. Psychol..
[45] Scott B. MacKenzie,et al. Working memory: theories, models, and controversies. , 2012, Annual review of psychology.
[46] Galit Shmueli,et al. The elephant in the room: Predictive performance of PLS models , 2016 .
[47] Tao Zhou,et al. Examining mobile instant messaging user loyalty from the perspectives of network externalities and flow experience , 2011, Comput. Hum. Behav..
[48] Sam Bucolo,et al. Designing new business models: Blue sky thinking and testing , 2016 .
[49] Heng-Chiang Huang,et al. How Experience-Driven Community Identification Generates Trust and Engagement , 2012, Online Inf. Rev..
[50] Angelica C. Cortes,et al. Motives For Purchasing Artwork, Collectibles And Antiques , 2011 .
[51] John G. Lynch,et al. Reconsidering Baron and Kenny: Myths and Truths about Mediation Analysis , 2010 .
[52] Hsi-Peng Lu,et al. Why do people play mobile social games? An examination of network externalities and of uses and gratifications , 2014, Internet Res..
[53] Orvar Löfgren,et al. Mess: on domestic overflows , 2017 .
[54] Virpi Kristiina Tuunainen,et al. What makes continued mobile gaming enjoyable? , 2017, Comput. Hum. Behav..
[55] Yong Liu,et al. Exploring the impact of use context on mobile hedonic services adoption: An empirical study on mobile gaming in China , 2011, Comput. Hum. Behav..
[56] C. Shapiro,et al. Network Externalities, Competition, and Compatibility , 1985 .
[57] Marko Sarstedt,et al. Mirror, mirror on the wall: a comparative evaluation of composite-based structural equation modeling methods , 2017, Journal of the Academy of Marketing Science.
[58] I-Cheng Chang,et al. Model of online game addiction: The role of computer-mediated communication motives , 2016, Telematics Informatics.
[59] Lars Coenen,et al. The Role of Trials and Demonstration Projects in the Development of a Sustainable Bioeconomy , 2017 .
[60] Lan-Ying Huang,et al. Predicting online game loyalty based on need gratification and experiential motives , 2011, Internet Res..
[61] Rogelio Puente‐Díaz,et al. The effect of achievement goals on enjoyment, effort, satisfaction and performance. , 2012, International journal of psychology : Journal international de psychologie.
[62] A. Picón,et al. The relationship between satisfaction and loyalty: A mediator analysis , 2014 .
[63] Princely Ifinedo,et al. Applying uses and gratifications theory and social influence processes to understand students' pervasive adoption of social networking sites: Perspectives from the Americas , 2016, Int. J. Inf. Manag..
[64] Dong Liu,et al. Motives Matter: Motives for Playing Pokémon Go and Implications for Well-Being , 2017, Cyberpsychology Behav. Soc. Netw..
[65] Joseph F. Hair,et al. Partial least squares structural equation modeling (PLS-SEM): An emerging tool in business research , 2014 .
[66] L. Nadelson,et al. Motivational engagement and video gaming: a mixed methods study , 2010 .
[67] Amalia Triantafillidou,et al. Consumption experience outcomes: satisfaction, nostalgia intensity, word-of-mouth communication and behavioural intentions , 2014 .
[68] Ian Phau,et al. The value of historical nostalgia for marketing management , 2011 .
[69] W. Kim,et al. Effects of an online virtual community on customer loyalty and travel product purchases. , 2004 .
[70] Scott B. MacKenzie,et al. Common method biases in behavioral research: a critical review of the literature and recommended remedies. , 2003, The Journal of applied psychology.
[71] Chang-Hyun Jin,et al. The role of users' motivations in generating social capital building and subjective well-being: The case of social network games , 2014, Comput. Hum. Behav..
[72] Yong Liu,et al. Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games , 2015, Comput. Hum. Behav..
[73] Z. Demetrovics,et al. Why do you play? The development of the motives for online gaming questionnaire (MOGQ) , 2011, Behavior research methods.
[74] Kinshuk,et al. Location-Based Augmented Reality for Mobile Learning: Algorithm, System, and Implementation. , 2015 .
[75] Catherine Carey,et al. Modeling collecting behavior: The role of set completion , 2008 .
[76] Nick Yee,et al. Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..
[77] Christian Nitzl,et al. Mediation Analysis in Partial Least Squares Path Modeling: Helping Researchers Discuss More Sophisticated Models , 2016, Ind. Manag. Data Syst..
[78] Lingling Gao,et al. Understanding consumers' continuance intention towards mobile purchase: A theoretical framework and empirical study - A case of China , 2015, Comput. Hum. Behav..
[79] Yih-Chearng Shiue,et al. Influence of Facebook game players' behavior on flow and purchase intention , 2014 .
[80] Lingling Gao,et al. An empirical study on continuance intention of mobile social networking services: Integrating the IS success model, network externalities and flow theory , 2014 .
[81] De Liu,et al. The Effects of Trust and Enjoyment on Intention to Play Online Games , 2007 .
[82] Yi-Shun Wang,et al. Hedonic and Utilitarian Motivations for Physical Game Systems Use Behavior , 2012, Int. J. Hum. Comput. Interact..
[83] Christian Nitzl,et al. Mediation Analyses in Partial Least Squares Structural Equation Modeling: Guidelines and Empirical Examples , 2017 .
[84] R. Brodie,et al. Consumer engagement in a virtual brand community: An exploratory analysis , 2013 .
[85] B. Schmeichel,et al. Collectors and Collecting: A Social Psychological Perspective , 2004 .
[86] Clay M. Voorhees,et al. Discriminant validity testing in marketing: an analysis, causes for concern, and proposed remedies , 2016 .
[87] Jen-Her Wu,et al. Falling in love with online games: The uses and gratifications perspective , 2010, Comput. Hum. Behav..
[88] Mary Beth Rosson,et al. Weak Ties in Networked Communities , 2005, Inf. Soc..
[89] P. Klarner,et al. Disentangling the Effects of Team Competences, Team Adaptability, and Client Communication on the Performance of Management Consulting Teams , 2013 .
[90] Hans van der Heijden,et al. Factors influencing the usage of websites: the case of a generic portal in The Netherlands , 2003, Inf. Manag..
[91] Clara Isabel Koetz,et al. Nostalgia in online brand communities , 2016 .