Why do people play on-line games? An extended TAM with social influences and flow experience
By Chin-Lung Hsu, Hsi-Peng Lu. Information Manager (The), 2004
2,147 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Information Systems and Management, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/d2d0ecddb27b10e19aa23b6e8bf6468dc8788051
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Juho Hamari
- Jonna Koivisto
- Martin Valcke
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Ya-Ching Lee
- Po-Han Wu
In Information Systems and Management
- Yung-Ming Cheng
- Yogesh Kumar Dwivedi
- Juho Hamari
- Nripendra P. Rana
- Tao Zhou
- Ali Abdallah Alalwan
- Anil Bilgihan
- Jonna Koivisto
In Sociology and Political Science
- Juho Hamari
- Yogesh Kumar Dwivedi
- Yung-Ming Cheng
- Jonna Koivisto
- Tao Zhou
- Nripendra P. Rana
- Ali Abdallah Alalwan
- Anil Bilgihan
Citations in the corpus
- The impact of e-service quality, customer satisfaction and loyalty on e-marketing: Moderating effect of perceived value (2009, background): “For instance, they are cheaper to conduct, elicit faster responses and are geographically unrestricted (Hsu & Lu, 2004).”
- An empirical investigation into factors influencing the adoption of an e-learning system (2006, methodology): “Research result OIR 30,5 536 use (Nault and Dexter, 1994; Wang and Seidmann, 1995; Shapiro and Varian, 1999; Luo and Strong, 2003; Hsu and Lu, 2004).”
- Falling in love with online games: The uses and gratifications perspective (2010, background): “Furthermore, in Taiwan, 40% of Internet users have played online games (Hsu & Lu, 2004), and the Market Intelligence and Consulting Institute (MIC, 2009) of Taiwan also forecasts that the market value of online games will soar from NT$10 billion (approximately US$307.7 million at a 1:32.5 exchange…”
- The Effects of Trust and Enjoyment on Intention to Play Online Games (2007, background): “The Impact of Subjective Norms on Intention Subjective norms involve referent identification and norm compliance [Hsu & Lu 2004].”
- An adoption framework for mobile augmented reality games: The case of Pokémon Go (2017, background): “For example, Hsu and Lu (2004) find that flow influences users’ intention to play online games.”
- Viability of the "Technology Acceptance Model" in Multimedia Learning Environments: A Comparative Study (2007, neutral): “Hsu & Lu (2004) 233 on-line game users 0.23 n.s 0.57 0.14 0.99”
- Students' perceptions about the use of video games in the classroom (2010, background): “In the case of online gaming acceptance, Hsu and Lu (2004) were able to explain about 80% of the variance with an extended TAM that incorporated social norm and flow experience.”
- User experience, satisfaction, and continual usage intention of IT (2010, background): “These studies have consistently suggested the importance of CA in predicting IT beliefs and use behaviors (Agarwal & Karahanna, 2000; Hsu & Lu, 2004; Saade & Bahli, 2004; Shang et al ., 2005; Wakefield & Whitten, 2006; Zhang et al ., 2006).”