Falling in love with online games
The uses and gratifications perspective
Dados Bibliográficos
| ID | 19611337 |
|---|---|
| Autores | Jen‐her Wu (National Sun Yat-sen University, autor correspondente), Jen-Her Wu, Shu-Ching Wang (0000-0002-5981-221X, National Sun Yat-sen University), Ho-Huang Tsai (Taiwan Semiconductor Manufacturing Company (Taiwan)) |
| Ano | 2010 |
| Volume | 26 |
| Fascículo | 6 |
| Páginas | 1862-1871 |
| Data de publicação | 2010-08-18 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | Computers in Human Behavior (JOURNAL) |
| Identificadores do periódico | ISSN: 0747-5632 • E-ISSN: 1873-7692 |
| Editora | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.chb.2010.07.033 |
| OpenAlex | W2131875738 |
| Idioma | EN |
| Citações recebidas | 71 |
| Referências citadas | 38 |
Advertising · Business · Falling in love · Psychoanalysis · Social media · Sociology · Uses and gratifications theory · World Wide Web · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Psychology · Social Media and Politics · Social Psychology · Artificial Intelligence
Beyond the Screen
Retracted
Engagement in digital entertainment games
Tweet this
Modeling hedonic is continuance through the uses and gratifications theory
Hey Alexa … examine the variables influencing the use of artificial intelligent in-home voice assistants
Child’s Play? Assessing the Bidirectional Longitudinal Relationship between Gaming and Intelligence in Early Childhood
Relationship between gaming disorder across various dimensions among Pubg players
The Effect of Online News Commenting on Internal Emotional State Among Pathological Internet Users
Habitually Scrolling
A uses and gratifications approach to examining users’ continuance intention towards smart mobile learning
The station scientist
Why Do Tourists Wear Hanfu to Travel? Exploring the Antecedents of Tourists’ Behavioral Intention
Key Elements and Practical Logic of Integrating Traditional Visual Elements into Game Art Design
Why Are People Loyal to Live Stream Channels? The Perspectives of Uses and Gratifications and Media Richness Theories
Impact of Social Media on Intention to Purchase Pay-Per-View and Event Attendance
Vi̇deo Oyunlarinda Etki̇leşi̇mi̇n Önemi̇
Breaking free from the “digital rabbit hole”
Using animation to develop a usability questionnaire
Growing together
The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy
Developing a Model of Video Game Play
Longitudinal effect of parental technoference on adolescents’ school engagement
Examining the interaction between internet gaming engagement and psychological needs in adolescents
Influence of social networking sites on life satisfaction among university students
From freemium to premium
Understanding peer recommendation in mobile social games
Content-, system-, and hardware-related effects on the experience of flow in VR gaming
Identifying research streams in online gambling and gaming literature
From pixels to perceptions
Showing with whom I belong
Electronic surveillance in the couple
Young adults’ motivations for following social influencers and their relationship to identification and buying behavior
From skill growth expectancy to online game commitment
What drives problematic online gaming? The role of IT identity, maladaptive cognitions, and maladaptive emotions
Impacts of real-world need satisfaction on online gamer loyalty
How a company’s gamification strategy influences corporate learning
To shop or not
A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities
From intrusion to advantage
Trust me, if you can
Changes in user experience and satisfaction as media technology evolves
Why Do People Return to Video Platforms? Millennials and Centennials on TikTok
Gender differences in gratifications from fitness app use and implications for health interventions
Determinants and consequences of Facebook feature use
Loyalty Due to Others
How Do Online Game Communities Retain Gamers? Social Presence and Social Capital Perspectives
Using netnography for the study of role-playing in female online games
YouTube stickiness
User experiences in live video streaming
Multiple sequential mediation in an extended uses and gratifications model of augmented reality game Pokémon Go
Catch me if you can
Why do people play mobile social games? An examination of network externalities and of uses and gratifications
Investigating microblogging addiction tendency through the lens of uses and gratifications theory
Watch, Share or Create
The factors influencing user loyalty in virtual green games
Beyond the Full Game
Virtual Goods Purchase, Game Satisfaction and Perceived Justice
The influence of collaborative learning games within different devices on student’s learning performance and behaviours
Digital game-based learning of information literacy
Why do people watch others play video games? An empirical study on the motivations of Twitch users
Instagram
Love me Tinder
Antecedents and consequences of problematic smartphone use
What is eSports and why do people watch it
Perfect Love or Illusory Hope? Female Players’ Ambivalent Fantasies Concerning Chinese Otome Games
Do Consumers Care About Aesthetics and Compatibility? The Intention to Use Wearable Devices in Health Care
From social interactivity to buying
Great times with board games’. Promoting the right to play for adolescents in residential care
How online social community participation affect product stickiness
Uses and Gratifications of Biophilic Simulation Games
Customer Evaluations of Service Complaint Experiences
An empirical analysis of the antecedents of electronic commerce service continuance
Multivariate Data Analysis.
Why do people play on-line games? An extended TAM with social influences and flow experience
An Updated Paradigm for Scale Development Incorporating Unidimensionality and Its Assessment
Playing online games against computer- vs. human-controlled opponents
Adding Value in the Information Age
Loneliness and social uses of the Internet
Motivations for Play in Online Games
Consumer behavior in online game communities
Physical Interpersonal Relationships and Social Anxiety among Online Game Players
Third-Person Perceptions and Online Games
Capturing Global Youth
Where Everybody Knows Your (Screen) Name
Gender and Computer Games
Gratifications and Seeding Behavior of Online Adolescents
What Do We Really Know About First-Person-Shooter Games? An Event-Related, High-Resolution Content Analysis
| Obras citantes distintas | 71 |
|---|---|
| Citações por ano | 4,73 |
| Intervalo de citações | 2011 - 2026 (16) |
| Velocidade de citação | current |
| Altamente citado | Não |
| Tipos de citação | Neutras: 69 |