The integration of video games in family-life dynamics
暂无分享,去创建一个
Chris Hackley | Dina H. Bassiouni | Hakim Meshreki | Hakim Meshreki | Chris Hackley | D. H. Bassiouni | D. Bassiouni
[1] Christine T. Kydd,et al. Individual characteristics associated with World Wide Web use: an empirical study of playfulness and motivation , 1997, DATB.
[2] P. Sheeran,et al. Descriptive norms as an additional predictor in the theory of planned behaviour: A meta-analysis , 2003 .
[3] L. Stoel,et al. Consumer e-shopping acceptance: Antecedents in a technology acceptance model , 2009 .
[4] Peter A. Todd,et al. Understanding Information Technology Usage: A Test of Competing Models , 1995, Inf. Syst. Res..
[5] Craig K. Enders,et al. The Relative Performance of Full Information Maximum Likelihood Estimation for Missing Data in Structural Equation Models , 2001 .
[6] Karin M. Ekström. Parental consumer learning or ‘keeping up with the children’ , 2007 .
[7] Stephen Abram,et al. Born with the Chip:The next Generation Will Profoundly Impact Both Library Service and the Culture within the Profession. , 2004 .
[8] E. Hirschman,et al. Hedonic Consumption: Emerging Concepts, Methods and Propositions , 1982 .
[9] Adamantios Diamantopoulos,et al. Introducing Lisrel: A Guide for the Uninitiated , 2000 .
[10] H. Kelman. Compliance, identification, and internalization three processes of attitude change , 1958 .
[11] D. Buckingham,et al. Gotta Catch 'em all: Structure, Agency and Pedagogy in Children's Media Culture , 2003 .
[12] Cheolho Yoon,et al. Convenience and TAM in a ubiquitous computing environment: The case of wireless LAN , 2007, Electron. Commer. Res. Appl..
[13] J. Nunnally,et al. Psychometric Theory: NY. , 1978 .
[14] Viswanath Venkatesh,et al. User Acceptance Enablers in Individual Decision Making About Technology: Toward an Integrated Model , 2002, Decis. Sci..
[15] Giuditta De Prato,et al. Global Trends in Mobile: A New Global Landscape for Supply And Demand , 2016 .
[16] Chris Hackley,et al. Video games and young children’s evolving sense of identity: a qualitative study , 2016 .
[17] N. Kock. Common Method Bias in PLS-SEM: A Full Collinearity Assessment Approach , 2015, Int. J. e Collab..
[18] Shintaro Okazaki,et al. Capturing Global Youth: Mobile Gaming in the U.S., Spain, and the Czech Republic , 2008, J. Comput. Mediat. Commun..
[19] Nick Yee,et al. Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..
[20] Hans van der Heijden,et al. User Acceptance of Hedonic Information Systems , 2004, MIS Q..
[21] Ned Kock,et al. A Note on How to Conduct a Factor-Based PLS-SEM Analysis , 2015, Int. J. e Collab..
[22] J. V. Looy,et al. Children’s Motives to Start, Continue, and Stop Playing Video Games: Confronting Popular Theories with Real-World Observations , 2017, Current Addiction Reports.
[23] Fairouz M. Aldhmour,et al. AN INVESTIGATION OF FACTORS INFLUENCING CONSUMERS' INTENTION TO USE ONLINE SHOPPING: AN EMPIRICAL STUDY IN SOUTH OF JORDAN , 2016 .
[24] Shintaro Okazaki,et al. Exploring convenience in mobile commerce: Moderating effects of gender , 2013, Comput. Hum. Behav..
[25] S. Rolland,et al. Consumers in Virtual Worlds: Identity Building and Consuming Experience in Second Life , 2009 .
[26] Chao-Min Chiu,et al. Understanding e-learning continuance intention: An extension of the Technology Acceptance Model , 2006, Int. J. Hum. Comput. Stud..
[27] Daniel L. King,et al. Assessing Problematic Video Gaming Using the Theory of Planned Behavior: A Longitudinal Study of Dutch Young People , 2013, International Journal of Mental Health and Addiction.
[28] Bin Wang,et al. Enhancing perceived enjoyment in social games through social and gaming factors , 2016, Inf. Technol. People.
[29] Peter A. Todd,et al. Consumer Reactions to Electronic Shopping on the World Wide Web , 1996, Int. J. Electron. Commer..
[30] Thompson S. H. Teo,et al. Intrinsic and extrinsic motivation in Internet usage , 1999 .
[31] A. Boomsma. Reporting Analyses of Covariance Structures , 2000 .
[32] Mark D. Griffiths,et al. Social Interactions in Massively Multiplayer Online Role-Playing Gamers , 2007, Cyberpsychology Behav. Soc. Netw..
[33] Richard A. Johnson,et al. Applying the Technology Acceptance Model to the WWW , 2000 .
[34] 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.
[35] R. Soetaert,et al. Exploring the acceptance of video games in the classroom by secondary school students , 2009, ICCE 2009.
[36] R. Bagozzi,et al. Representing and testing organizational theories: A holistic construal. , 1982 .
[37] Viswanath Venkatesh,et al. Creation of Favorable User Perceptions: Exploring the Role of Intrinsic Motivation , 1999, MIS Q..
[38] P. M. Podsakoff,et al. Self-Reports in Organizational Research: Problems and Prospects , 1986 .
[39] I. Ajzen,et al. Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research , 1977 .
[40] Richard Elliott,et al. Peer pressure and poverty: exploring fashion brands and consumption symbolism among children of the ‘British poor’ , 2004 .
[41] Lew G. Brown. The Strategic and Tactical Implications of Convenience in Consumer Product Marketing , 1989 .
[42] Amelia M. Lee,et al. Relationships Among Dispositional Ability Conceptions, Intrinsic Motivation, Perceived Competence, Experience, Persistence, and Performance , 2005 .
[43] Lew G. Brown. Convenience in Services Marketing , 1990 .
[44] Elena Karahanna,et al. Time Flies When You're Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage , 2000, MIS Q..
[45] Marios Koufaris,et al. Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior , 2002, Inf. Syst. Res..
[46] Elizabeth Thomson,et al. Family purchase decision making: exploring child influence behaviour , 2007 .
[47] Fred D. Davis,et al. A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies , 2000, Management Science.
[48] Luís Filipe Rodrigues,et al. Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking , 2016, Comput. Hum. Behav..
[49] Abdullah M. Baabdullah,et al. Consumer adoption of Mobile Social Network Games (M-SNGs) in Saudi Arabia: The role of social influence, hedonic motivation and trust , 2018 .
[50] Ming-Chi Lee,et al. Factors influencing the adoption of internet banking: An integration of TAM and TPB with perceived risk and perceived benefit , 2009, Electron. Commer. Res. Appl..
[51] Edward E. Rigdon,et al. Experiential value: Conceptualization, measurement and application in the catalog and Internet shopping environment. , 2001 .
[52] Christian Homburg,et al. Applications of structural equation modeling in marketing and consumer research: A review , 1996 .
[53] Rupak Rauniar,et al. Technology acceptance model (TAM) and social media usage: an empirical study on Facebook , 2014, J. Enterp. Inf. Manag..
[54] Kieran Mathieson,et al. Predicting User Intentions: Comparing the Technology Acceptance Model with the Theory of Planned Behavior , 1991, Inf. Syst. Res..
[55] Antonio Sánchez-Mena,et al. The Effect of Age on Teachers' Intention to Use Educational Video Games: A TAM Approach. , 2017 .
[56] Fred D. Davis,et al. Extrinsic and Intrinsic Motivation to Use Computers in the Workplace1 , 1992 .
[57] Terry L. Childers,et al. HEDONIC AND UTILITARIAN MOTIVATIONS FOR ONLINE RETAIL SHOPPING BEHAVIOR , 2001 .
[58] R. Bagozzi,et al. On the evaluation of structural equation models , 1988 .
[59] 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..
[60] Jan-Benedict E. M. Steenkamp,et al. The use of LISREL in validating marketing constructs. , 1991 .
[61] Yu-Ru Lin,et al. Elucidating user behavior of mobile learning: A perspective of the extended technology acceptance model , 2007, Electron. Libr..
[62] Carol Tenopir. Rethinking Virtual Reference. , 2004 .
[63] Jinghui Hou. Uses and gratifications of social games: Blending social networking and game play , 2011, First Monday.
[64] Viswanath Venkatesh,et al. Why Don't Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior , 2000, MIS Q..
[65] Izak Benbasat,et al. Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation , 1991, Inf. Syst. Res..
[66] S. Gosling,et al. Facebook as a research tool for the social sciences: Opportunities, challenges, ethical considerations, and practical guidelines. , 2015, The American psychologist.
[67] Gordon B. Davis,et al. User Acceptance of Information Technology: Toward a Unified View , 2003, MIS Q..
[68] Diane Jass Ketelhut,et al. Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption , 2011, Comput. Educ..
[69] P. R. Warshaw. A New Model for Predicting Behavioral Intentions: An Alternative to Fishbein , 1980 .
[70] Chin-Lung Hsu,et al. Why do people play on-line games? An extended TAM with social influences and flow experience , 2004, Inf. Manag..
[71] C. Fornell,et al. Evaluating structural equation models with unobservable variables and measurement error. , 1981 .
[72] Rahul C. Basole,et al. On the Evolution of Mobile Platform Ecosystem Structure and Strategy , 2011, Bus. Inf. Syst. Eng..
[73] Bernadette Szajna,et al. Empirical evaluation of the revised technology acceptance model , 1996 .
[74] Magid Igbaria,et al. Personal Computing Acceptance Factors in Small Firms: A Structural Equation Model , 1997, MIS Q..
[75] Daniel L. Sherrell,et al. Examining the influence of control and convenience in a self-service setting , 2010 .
[76] Jinyoung Han,et al. Student Acceptance Model of Educational Games in University Class , 2018, IMCOM.
[77] Christiane Prange,et al. Children's impact on innovation decision making , 2009 .
[78] Viswanath Venkatesh,et al. Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology , 2012, MIS Q..
[79] Chia-Chi Chang,et al. Analysis of critical factors for social games based on extended technology acceptance model: a DEMATEL approach , 2018, Behav. Inf. Technol..
[80] Viswanath Venkatesh,et al. Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model , 2000, Inf. Syst. Res..
[81] Robert A Ping,et al. On assuring valid measures for theoretical models using survey data , 2004 .
[82] Rachid Oumlil,et al. Do TAM Constructs Predict E-tourism Adoption by Hotels in Agadir City South of Morocco? , 2016 .
[83] Michal Kosinski,et al. Participant recruitment and data collection through Facebook: the role of personality factors1 , 2016 .
[84] Fred D. Davis,et al. User Acceptance of Computer Technology: A Comparison of Two Theoretical Models , 1989 .
[85] Viswanath Venkatesh,et al. Model of Adoption and Technology in Households: A Baseline Model Test and Extension Incorporating Household Life Cycle , 2005, MIS Q..
[86] H. Stern,et al. The use of multiple imputation for the analysis of missing data. , 2001, Psychological methods.
[87] Chihui Chiang,et al. Towards an understanding of the behavioral intention to use mobile knowledge management , 2009 .
[88] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[89] Xiaohui Wang,et al. Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model , 2017, Cyberpsychology Behav. Soc. Netw..
[90] James C. Anderson,et al. STRUCTURAL EQUATION MODELING IN PRACTICE: A REVIEW AND RECOMMENDED TWO-STEP APPROACH , 1988 .
[91] Hsiu-Ju Chen,et al. Clarifying the Impact of Social Escapism in Users’ Acceptance for Online Entertaining Services—An Extension of the Technology Acceptance Model Based on Online Karaoke Television Services Users , 2016, Inf. Syst. Manag..