Consumer behavior in online game communities: A motivational factor perspective
By Chin-Lung Hsu, Hsi-Peng Lu. Computers in Human Behavior, 2007
528 citations recorded by the source corpus.
Subfields: Communication, Information Systems and Management, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/630154bbbac2ef7a2904e9c255cec5363ee84309
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Communication
- Donghee Don Shin
- Tao Zhou
- Muhammad Hasnain Abbas Naqvi
- Mishal Hasnain Naqvi
- M. Miao
- Yushi Jiang
- Francisco J. Liébana-Cabanillas
- Francisco Muñoz-Leiva
In Information Systems and Management
- Yogesh Kumar Dwivedi
- Tao Zhou
- Donghee Don Shin
- Paul Benjamin Lowry
- Tom L. Roberts Jr.
- Nripendra P. Rana
- Francisco J. Liébana-Cabanillas
- Bryan I. Hammer
In Sociology and Political Science
- Yogesh Kumar Dwivedi
- Tao Zhou
- Donghee Don Shin
- Francisco J. Liébana-Cabanillas
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Tom L. Roberts Jr.
Citations in the corpus
- Understanding Online Community User Participation: A Social Influence Perspective (2011, background): “, 2010), social cognitive theory (Hsu et al., 2007), social capital theory (Chiu et al.”
- Engagement in digital entertainment games: A systematic review (2012, background): “Hsu and Lu (2007) found that customer loyalty in online game communities was influenced by perceived enjoyment, social norms and preference, while perceived cohesion of the community had an indirect impact on loyalty through its impact on customers’ loyalty to the community.”
- Filter-enhanced MLP is All You Need for Sequential Recommendation (2022, background): “Such merit is particularly appealing for the recommendation task, where users’ behaviors tend to show certain periodic trends [11, 19, 21].”
- User experience in social commerce: in friends we trust (2013, background): “As hypothesised, the effect of SN has a much stronger impact on intention than previous studies have indicated (Davis 1989, Lucas and Spitler 2000, Brown and Venkatesh 2005, Nysveen et al. 2005, Hsu and Lu 2007, Shin 2007, Dahlberg et al. 2008, Shen and Eder 2011).”
- Towards an understanding of the consumer acceptance of mobile wallet (2009, background): “As noted by several IS researchers (Brown & Venkatesh, 2005; Davis, 1989; Hsu & Lu, 2007), the TAM is incomplete in one key respect: It does not account for social influence in the adoption and utilization of new technologies.”
- The effect of social influence, trust, and entertainment value on social media use: Evidence from Pakistan (2020, methodology): “Attitude was measured through the scale adapted from (Hsu & Lu, 2007).”
- Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2012, background): “For the same reasons that we outline in this section, a recent HMS study showed that PU was not significant in the model (Hsu & Lu, 2004), and PU was subsequently dropped from a related follow-up study (Hsu & Lu, 2007).”
- Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017, background): “Social influence can have a significant impact on behaviors of users in the ICT context (Venkatesh & Davis, 2000; Straub et al., 1997; Hsu & Lu, 2007).”
- Falling in love with online games: The uses and gratifications perspective (2010, background): “Furthermore, they are all without geographic restriction (Hsu & Lu, 2007; Kim & Kim, 2010; Lo, 2008; Lo et al., 2005; Wu & Liu, 2007; Zhong, 2009).”
- Determinants of intention to use the mobile banking apps: An extension of the classic TAM model (2017, background): “In addition, it was found that ease of use has a positive impact on usefulness of virtual communities (Hsu & Lu, 2007), in the electronic banking sector (Aldás, Lassala, Ruiz, & Sanz, 2011; Muñoz-Leiva et al., 2012; Liébana-Cabanillas, Muñoz-Leiva, & Rejón-Guardia, 2013), or in the case of mobile…”
- Why do you play? The development of the motives for online gaming questionnaire (MOGQ) (2011, background): “Hsu and Lu (2007) found that satisfaction of intrinsic motives, such as entertainment, fun, curiosity, exploration, or seeking the experience of flow, increases users ’ commitment toward the game.”
- Factors affecting purchase intention on mobile shopping web sites (2009, background): “For example, several studies examined that user’s ease of use perception influences significantly user’s intrinsic motivation (enjoyment or playfulness) (Hsu and Lu, 2007; Moon and Kim, 2001).”