Falling in love with online games: The uses and gratifications perspective
By Jen-Her Wu, Shu-Chin Wang, Ho-Huang Tsai. Computers in Human Behavior, 2010
432 citations recorded by the source corpus.
Subfields: Communication, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/ca4b895ea436d6d1b6a740435bf0116674a6961e
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Communication
In Sociology and Political Science
- Max Sjöblom
- Juho Hamari
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Bahiyah Omar
- Dequan Wang
- V. Pitardi
Citations in the corpus
- What is eSports and why do people watch it? (2017, methodology): “…(LaRose and Eastin, 2004; Papacharissi and Mendelson, 2010; Papacharissi and Rubin, 2000; Whiting and Williams, 2013), including online games (Wu et al., 2010), Facebook ( Joinson, 2008), video streaming (Cha, 2014; Chiang and Hsiao, 2015; Sjöblom and Hamari, 2017), Twitter ( Johnson and…”
- Engagement in digital entertainment games: A systematic review (2012, background): “Wu, Wang, and Tsai (2010) examined why players want to continue playing a particular game.”
- Alexa, she's not human but… Unveiling the drivers of consumers' trust in voice‐based artificial intelligence (2021, background): “Previous research has outlined that users are driven by hedonic benefits when interacting with technology (Wu et al., 2010).”
- Customers' need for uniqueness theory versus brand congruence theory: The impact on satisfaction with social network sites (2020, neutral): “Indeed, for an SNS to flourish it needs to maintain a competitive advantage by satisfying the ‘gratification’ purpose(s) of its users that motivate continuous use (Wu, Wang, and Tsai, 2010; Chang and Zhu, 2012).”
- Watch, Share or Create: The Influence of Personality Traits and User Motivation on TikTok Mobile Video Usage (2020, background): “Most studies conceptualize media use as the degree of media exposure [35] or habitual use of media in everyday life [36].”
- Tweet this: A uses and gratifications perspective on how active Twitter use gratifies a need to connect with others (2011, methodology): “The U&G approach has been found to be a useful framework for Internet research (Bumgarner, 2007; Chung & Kim, 2008; Hollenbaugh, 2010; Johnson & Yang, 2009; Joinson, 2008; Kaye, 2005; Ko, 2000; Ko et al., 2005; LaRose & Eastin, 2004; LaRose et al., 2001; Raacke & Bonds-Raacke, 2008; Wu et al., 2010)”