How Do Workplace Frustration and Need Satisfaction Motivate Online Gamer Loyalty?
暂无分享,去创建一个
Gen-Yih Liao | T.C.E. Cheng | Tzu-Ling Huang | Thi Tuan Linh Pham | Ching‐I Teng | Gen-Yih Liao | T. Cheng | Tzu-Ling Huang | Ching-I. Teng
[1] Geoffrey L. Cohen,et al. The Psychology of Self‐defense: Self‐Affirmation Theory , 2006 .
[2] Alan Dick,et al. Customer loyalty: Toward an integrated conceptual framework , 1994 .
[3] Jacob Cohen,et al. A power primer. , 1992, Psychological bulletin.
[4] Daniel M. Johnson,et al. Motivations for videogame play: Predictors of time spent playing , 2016, Comput. Hum. Behav..
[5] Gail A. Mountain,et al. Problem solving, confidence and frustration when carrying out familiar tasks on non-familiar mobile devices , 2016, Comput. Hum. Behav..
[6] Christothea Herodotou,et al. Dispelling the myth of the socio-emotionally dissatisfied gamer , 2014, Comput. Hum. Behav..
[7] Paul E. Spector,et al. A model of work frustration–aggression , 1999 .
[8] E. Deci,et al. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.
[9] Ching-I Teng,et al. Impact of avatar identification on online gamer loyalty: Perspectives of social identity and social capital theories , 2017, Int. J. Inf. Manag..
[10] Wei-Hsi Hung,et al. Understanding players' achievement values from MMORPGs: an exploratory study , 2015, Internet Res..
[11] Janne Paavilainen,et al. Why do players buy in-game content? An empirical study on concrete purchase motivations , 2017, Comput. Hum. Behav..
[12] Junghoon Moon,et al. Exploring the effect of e-WOM participation on e-Loyalty in e-commerce , 2013, Decis. Support Syst..
[13] Heikki Topi,et al. A Conceptual Model for User-system Collaboration: Enhancing Usability of Complex Information Systems , 2017, Commun. Assoc. Inf. Syst..
[14] Ching-I Teng,et al. Strengthening Loyalty of Online Gamers: Goal Gradient Perspective , 2017, Int. J. Electron. Commer..
[15] Kennon M. Sheldon,et al. Basic psychological need satisfaction, need frustration, and need strength across four cultures , 2015 .
[16] Mohammad I. Merhi. Towards a framework for online game adoption , 2016, Comput. Hum. Behav..
[17] Margaret Meiling Luo,et al. Cognitive appraisal of incident handling, affects, and post-adoption behaviors: A test of affective events theory , 2018, Int. J. Inf. Manag..
[18] Yogesh Kumar Dwivedi,et al. Examining branding co-creation in brand communities on social media: Applying the paradigm of Stimulus-Organism-Response , 2018, Int. J. Inf. Manag..
[19] Gabriel Pestana,et al. A framework for social well-being and skills management at the workplace , 2017, Int. J. Inf. Manag..
[20] E. Deci,et al. Basic psychological needs and work motivation: A longitudinal test of directionality , 2018 .
[21] E. Deci,et al. The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior , 2000 .
[22] Ching-I Teng,et al. Look to the future: Enhancing online gamer loyalty from the perspective of the theory of consumption values , 2018, Decis. Support Syst..
[23] Juho Hamari,et al. Why do people play games? A meta-analysis , 2017, Int. J. Inf. Manag..
[24] Juho Hamari,et al. Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games , 2017, Int. J. Inf. Manag..
[25] S. Sreejesh,et al. Effect of nature of the game on ad-persuasion in online gaming context: Moderating roles of game-product congruence and consumer's need for cognition , 2017, Internet Res..
[26] Na Liu,et al. Demystifying continuous participation in game applications at social networking sites: A social playfulness design perspective , 2018, Internet Res..
[27] T. C. Edwin Cheng,et al. Enhancing customer loyalty to mobile instant messaging: Perspectives of network effect and self-determination theories , 2018, Telematics Informatics.
[28] Gen-Yih Liao,et al. You Can Make It: Expectancy for Growth Increases Online Gamer Loyalty , 2017, Int. J. Electron. Commer..
[29] Scott Donaldson. Mechanics and Metagame , 2017, Games Cult..
[30] E. Deci,et al. Within-person variation in security of attachment: a self-determination theory perspective on attachment, need fulfillment, and well-being. , 2000, Journal of personality and social psychology.
[31] Yogesh Kumar Dwivedi,et al. Content design of advertisement for consumer exposure: Mobile marketing through short messaging service , 2017, Int. J. Inf. Manag..
[32] Patrick Olivier,et al. Our Year With the Glass: Expectations, Letdowns and Ethical Dilemmas of Technology Trials With Vulnerable People , 2017, Interact. Comput..
[33] Edward J. Garrity,et al. Player Commitment to Massively Multiplayer Online Role-Playing Games (MMORPGs): An Integrated Model , 2013, Int. J. Electron. Commer..
[34] Dennis F. Galletta,et al. Lost in Cyberspace: The Impact of Information Scent and Time Constraints on Stress, Performance, and Attitudes Online , 2015, J. Manag. Inf. Syst..
[35] T. C. Edwin Cheng,et al. Who are likely to build strong online social networks? The perspectives of relational cohesion theory and personality theory , 2018, Comput. Hum. Behav..
[36] T. C. Edwin Cheng,et al. How do avatar characteristics affect avatar friendliness and online gamer loyalty? Perspective of the theory of embodied cognition , 2018, Internet Res..
[37] Gen-Yih Liao,et al. When Does Frustration Not Reduce Continuance Intention of Online Gamers? the Expectancy Disconfirmation Perspective , 2016 .
[38] R. Bennett,et al. Development of a measure of workplace deviance. , 2000, The Journal of applied psychology.
[39] Wenshin Chen,et al. The importance of enhancing, maintaining and saving face in smartphone repurchase intentions of Chinese early adopters: An exploratory study , 2017, Inf. Technol. People.