The Effects of Trust and Enjoyment on Intention to Play Online Games
348 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/84257280435b9cb1882e9aa580e64ab86d7a7156
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Paul Benjamin Lowry
- Tom L. Roberts Jr.
- Farzana Parveen Tajudeen
- Bryan I. Hammer
- Noor Ismawati Jaafar
- Jen-Her Wu
- James Eric Gaskin
- Ainin Sulaiman
Citations in the corpus
- A unified perspective on the factors influencing consumer acceptance of internet of things technology (2014, background): “In addition, as Yoon (2002) indicated that trust may influence behavioral intention indirectly via attitude, several studies (Byoung et al.”
- Understanding the impact of social media usage among organizations (2017, result): “This result was consistent with the study of Wu and Liu [75].”
- Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2012, background): “…Chau, & Lou, 2005; Lin, Tai, & Fang, 2008; Premkumar, Ramamurthy, & Liu, 2008; Stafford & Stafford, 2002; Wasko & Faraj, 2000; Wu, Li, & Rao, 2008; Wu & Liu, 2007) Escape pressures (Joines, Scherer, & Scheufele, 2003; Thompson & Prottas, 2006) Engage in challenges (Foltz, 2004; Vorderer,…”
- Factors influencing the use of social media by SMEs and its performance outcomes (2015, result): “The result was consistent with Wu and Liu (2007) study.”
- 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).”