Modeling game usage, purchase behavior and ease of use
暂无分享,去创建一个
[1] Donald R. Bacon,et al. Composite Reliability in Structural Equations Modeling , 1995 .
[2] P. D. Pelsmacker,et al. Advergames: the impact of brand prominence and game repetition on brand responses , 2010 .
[3] P. Bentler,et al. Comparative fit indexes in structural models. , 1990, Psychological bulletin.
[4] Jinwoo Kim,et al. Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents , 2004, Cyberpsychology Behav. Soc. Netw..
[5] Stef Nicovich. The Effect of Involvement on Ad Judgment in a Video Game Environment , 2005 .
[6] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[7] M. Browne,et al. Alternative Ways of Assessing Model Fit , 1992 .
[8] James Newman,et al. In search of the videogame player , 2002, New Media Soc..
[9] Ku-Ho Lin,et al. The Effect of Billboards within the Gaming Environment , 2004 .
[10] David Gefen,et al. TAM or Just Plain Habit: A Look at Experienced Online Shoppers , 2003, J. Organ. End User Comput..
[11] Dena Elisabeth Eber,et al. Towards computer game aesthetics , 2001, Digit. Creativity.
[12] Fiona Joy Newton,et al. The effect of product placement in computer games on brand attitude and recall , 2009 .
[13] Markku Eskelinen,et al. Towards computer game studies , 2001, Digit. Creativity.
[14] C. Fornell,et al. Evaluating structural equation models with unobservable variables and measurement error. , 1981 .
[15] Jesper Juul. The repeatedly lost art of studying games , 2001, Game Stud..
[16] E. Hirschman,et al. The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun , 1982 .
[17] Anthony D. Miyazaki,et al. Reducing online privacy risk to facilitate e‐service adoption: the influence of perceived ease of use and corporate credibility , 2010 .
[18] William R. Darden,et al. Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value , 1994 .
[19] Kiseol Yang. Determinants of US consumer mobile shopping services adoption: implications for designing mobile shopping services , 2010 .
[20] Morris B. Holbrook,et al. How Motivation Moderates the Effects of Emotions on the Duration of Consumption , 1998 .
[21] Pradeep Chintagunta,et al. Investigating Consumer Purchase Behavior in Related Technology Product Categories , 2010, Mark. Sci..
[22] J. Hair. Multivariate data analysis , 1972 .
[23] Kiseol Yang,et al. Age cohort analysis in adoption of mobile data services: gen Xers versus baby boomers , 2008 .
[24] Dennis L. Hoffman,et al. Marketing in Hypermedia Computer-Mediated Environments : Conceptual Foundations 1 ) , 1998 .
[25] Michelle Renee Nelson,et al. Advertainment or Adcreep Game Players’ Attitudes toward Advertising and Product Placements in Computer Games , 2004 .
[26] Julian Kücklich,et al. Perspectives of Computer Game Philology , 2003, Game Stud..
[27] P. Bentler,et al. Evaluating model fit. , 1995 .
[28] Kalpesh Kaushik Desai,et al. Descriptive Characteristics of Memory-Based Consideration Sets: Influence of Usage Occasion Frequency and Usage Location Familiarity , 2000 .
[29] T. Chan,et al. Consumers' adoption of new technology products: the role of coping strategies , 2009 .
[30] Mihaly Csikszentmihalyi,et al. Flow: the psychology of happiness , 1992 .
[31] R. Oliver,et al. Assessing the Dimensionality and Structure of the Consumption Experience: Evaluation, Feeling, and Satisfaction , 1993 .
[32] Roger J. Calantone,et al. A comparison of three models to explain shop‐bot use on the web , 2002 .
[33] M. Holbrook,et al. On the conceptual link between mass customisation and experiential consumption: an explosion of subjectivity , 2001 .
[34] S. Cavusgil,et al. Alliance orientation: Conceptualization, measurement, and impact on market performance , 2006 .
[35] Eric T. Bradlow,et al. Testing Behavioral Hypotheses Using an Integrated Model of Grocery Store Shopping Path and Purchase Behavior , 2009 .
[36] B. Kahn,et al. The Influence of Assortment Structure on Perceived Variety and Consumption Quantities , 2004 .
[37] M. Holbrook,et al. Consumer Responses to Advertising: The Effects of Ad Content, Emotions, and Attitude toward the Ad on Viewing Time , 1991 .
[38] Espen Aarseth. Investigació sobre jocs: aproximacions metodològiques a l'anàlisi de jocs , 2007 .
[39] Izak Benbasat,et al. Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation , 1991, Inf. Syst. Res..
[40] Rex B. Kline,et al. Principles and Practice of Structural Equation Modeling , 1998 .
[41] Irwin Brown,et al. Exploring Differences in Internet Adoption and Usage between Historically Advantaged and Disadvantaged Groups in South Africa , 2003 .
[42] Leo R. Vijayasarathy,et al. Predicting consumer intentions to use on-line shopping: the case for an augmented technology acceptance model , 2004, Inf. Manag..
[43] Christian Homburg,et al. Applications of structural equation modeling in marketing and consumer research: A review , 1996 .
[44] Johannes Fromme,et al. Computer Games as a Part of Children's Culture , 2003, Game Stud..
[45] Torill Mortensen,et al. Playing With Players - Potential Methodologies for MUDs , 2002, Game Stud..
[46] Gordon B. Davis,et al. User Acceptance of Information Technology: Toward a Unified View , 2003, MIS Q..
[47] Bo Kampmann Walther,et al. Playing and Gaming - Reflections and Classifications , 2003, Game Stud..
[48] M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience , 1990 .
[49] Z. Liao,et al. Consumer perceptions of internet‐based e‐retailing: an empirical research in Hong Kong , 2009 .
[50] Thompson S. H. Teo,et al. Intrinsic and extrinsic motivation in Internet usage , 1999 .
[51] Yuping Liu. The Long-Term Impact of Loyalty Programs on Consumer Purchase Behavior and Loyalty , 2007 .
[52] R. Batra,et al. Measuring the hedonic and utilitarian sources of consumer attitudes , 1991 .
[53] Ingrid M. Martin,et al. When to Say When: Effects of Supply on Usage , 1993 .
[54] Deanna S. Kempf. Attitude formation from product trial: Distinct roles of cognition and affect for hedonic and functional products , 1999 .
[55] M. Molesworth. Real brands in imaginary worlds: investigating players' experiences of brand placement in digital games , 2006 .
[56] Simon Gottschalk,et al. Videology: Video‐Games as Postmodern Sites/Sights of Ideological Reproduction , 1995 .
[57] Jesper Juul,et al. Games Telling stories? - A brief note on games and narratives , 2001, Game Stud..
[58] Tony Manninen. Conceptual, communicative and pragmatic aspects of interaction forms-rich interaction model for collaborative virtual environments , 2003, Proceedings 11th IEEE International Workshop on Program Comprehension.
[59] Nizami Cummins,et al. Integrating E-Commerce and Games , 2002, Personal and Ubiquitous Computing.
[60] Terence A. Shimp,et al. The Theory of Reasoned Action Applied to Coupon Usage , 1984 .
[61] Robert Davis,et al. Measuring Consumer Interactivity in Response to Campaigns Coupling Mobile and Television Media , 2008, Journal of Advertising Research.
[62] Espen Aarseth. Cybertext: Perspectives on Ergodic Literature , 1997 .
[63] Wynne W. Chin. The partial least squares approach for structural equation modeling. , 1998 .
[64] R. Bucklin,et al. Modeling Purchase Behavior at an E-Commerce Web Site: A Task-Completion Approach , 2004 .
[65] Fred D. Davis,et al. A Model of the Antecedents of Perceived Ease of Use: Development and Test† , 1996 .
[66] Lucian F. Dinu,et al. The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names , 2006 .
[67] Thompson S. H. Teo. Demographic and motivation variables associated with Internet usage activities , 2001, Internet Res..
[68] Tom Apperley. Genre and game studies: Toward a critical approach to video game genres , 2006 .
[69] Frank Alpert,et al. Modelling consumer entertainment software choice: An exploratory examination of key attributes, and differences by gamer segment , 2010 .
[70] Winkler Tina,et al. Receptiveness of Gamers to Embedded Brand Messages in Advergames , 2006 .
[71] T. B. Cornwell,et al. Cashing in on crashes via brand placement in computer games , 2005 .
[72] Nolan Bushnell. Relationships between fun and the computer business , 1996, CACM.
[73] Yu Chen,et al. Possession and access : consumer desires and value perceptions regarding contemporary art collection and exhibit visits , 2009 .
[74] Marie-Laure Ryan,et al. Beyond Myth and Metaphor - The Case of Narrative in Digital Media , 2001, Game Stud..
[75] Günter Silberer,et al. Communicating brands playfully , 2008 .
[76] Seung-A Annie Jin,et al. Avatar-Based Advertising in Second Life , 2009 .
[77] R. Stine,et al. Bootstrapping Goodness-of-Fit Measures in Structural Equation Models , 1992 .