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Journal ArticleDOI

Why do people play on-line games? an extended TAM with social influences and flow experience

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TLDR
This study applies the technology acceptance model (TAM) that incorporates social influences and flow experience as belief-related constructs to predict users' acceptance of on-line games to reveal that social norms, attitude, andflow experience explain about 80% of game playing.
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This article is published in Information & Management.The article was published on 2004-09-01. It has received 1845 citations till now. The article focuses on the topics: Technology acceptance model & Entertainment technology.

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A meta-analysis of the technology acceptance model

TL;DR: The study confirmed the value of using students as surrogates for professionals in some TAM studies, and revealed the power of meta-analysis as a rigorous alternative to qualitative and narrative literature review methods.
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A systematic literature review of empirical evidence on computer games and serious games

TL;DR: The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes, and the most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective
Journal ArticleDOI

Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation

TL;DR: A model involving technology acceptance, knowledge sharing and social influences is developed based on the theory of reasoned action and indicated that ease of use and enjoyment, and knowledge sharing were positively related to attitude toward blogging, and accounted for 78% of the variance.
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A meta-analysis of the technology acceptance model: Investigating subjective norm and moderation effects

TL;DR: A quantitative meta-analysis of previous research on the technology acceptance model indicated a significant influence of subjective norm on perceived usefulness and behavioral intention to use.
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Consumer e-shopping acceptance: Antecedents in a technology acceptance model

TL;DR: In this paper, the authors integrated e-shopping quality, enjoyment, and trust into a technology acceptance model (TAM) to understand consumer acceptance of e-Shopping.
References
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Journal ArticleDOI

The theory of planned behavior

TL;DR: Ajzen, 1985, 1987, this article reviewed the theory of planned behavior and some unresolved issues and concluded that the theory is well supported by empirical evidence and that intention to perform behaviors of different kinds can be predicted with high accuracy from attitudes toward the behavior, subjective norms, and perceived behavioral control; and these intentions, together with perceptions of behavioral control, account for considerable variance in actual behavior.
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Evaluating Structural Equation Models with Unobservable Variables and Measurement Error

TL;DR: In this paper, the statistical tests used in the analysis of structural equation models with unobservable variables and measurement error are examined, and a drawback of the commonly applied chi square test, in additit...

Perceived Usefulness, Perceived Ease of Use, and User

TL;DR: Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage.
Journal ArticleDOI

Perceived usefulness, perceived ease of use, and user acceptance of information technology

TL;DR: In this article, the authors developed and validated new scales for two specific variables, perceived usefulness and perceived ease of use, which are hypothesized to be fundamental determinants of user acceptance.
Book

Diffusion of Innovations

TL;DR: A history of diffusion research can be found in this paper, where the authors present a glossary of developments in the field of Diffusion research and discuss the consequences of these developments.
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