User experience, satisfaction, and continual usage intention of IT
By Liqiong Deng, Douglas Edward Turner, Robert Gehling, B. Prince. European Journal of Information Systems, 2010
427 citations recorded by the source corpus.
Subfields: Information Systems and Management, Marketing, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/ddc9f7742866dd5da457eb9c2a94878d9fa266e2
How researchers see this paper
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In Information Systems and Management
- Heikki Karjaluoto
- Matti Leppäniemi
- Janne Hepola
- Christy M. K. Cheung
- Christian Hinsch
- Reto Felix
- Manju K. Ahuja
- Philipp A. Rauschnabel
In Marketing
- Christy M. K. Cheung
- Matti Leppäniemi
- Heikki Karjaluoto
- Philipp A. Rauschnabel
- Daniele Scarpi
- Tao Zhou
- Janne Hepola
- Sangmi Chai
In Sociology and Political Science
- Heikki Karjaluoto
- Matti Leppäniemi
- Janne Hepola
- Christy M. K. Cheung
- Christian Hinsch
- Reto Felix
- Ayoung Suh
- Christian Wagner
Citations in the corpus
- Is it all about consumer engagement? Explaining continuance intention for utilitarian and hedonic service consumption (2020, background): “Some studies have specifically focused on continuance intention (e.g., Bhattacherjee, 2001; Deng et al., 2010).”
- Work and Fun on the Internet: The Effects of Utilitarianism and Hedonism Online (2012, background): “However, the two orientations co-exist on the Internet (Deng et al. 2010; Hung, Tsang, and Liu 2010; Koo, Kim, and Lee 2008; Sénécal, Gharbi, and Jacques 2002), and the two largest clusters of Internet browsers are recreational and task-oriented consumers (Brown 2000; Brown, Pope, and Voges 2003;…”
- Examining mobile banking user adoption from the perspectives of trust and flow experience (2011, background): “Deng et al. [33] argued that cognitive absorption (similar to flow) affects users’ satisfaction with mobile internet services and their continuance usage.”
- What is XR? Towards a Framework for Augmented and Virtual Reality (2022, background): “Second, ambiguity and user confusion impact managerially-relevant outcome variables such as customer intention to use a product (Deng et al., 2010).”
- Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017, methodology): “[15] highlighted the importance of users’ hedonic experiences in ensuring IS continuance in the workplace, the concept of FE has been widely adopted in the IS literature by researchers on the basis of the assumption that the experiences of total immersion and absorption with an activity engender hei”