2013
DOI: 10.1016/j.tele.2012.10.006
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Examining users′ intention to continue using social network games: A flow experience perspective

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Cited by 232 publications
(175 citation statements)
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“…Similar to Chang (2013) as well as Hsu and Lu (2004), Jin (2011) also demonstrated that flow has an effect on behavioural intention, where the higher the level of flow experienced, the greater one's intention to adopt or play a game. Although Zhou's (2013) study was conducted in the mobile gaming context, the findings are similar to those by Hsu and Lu (2004) in that both found flow to mediate the relationship between perceived ease of use and adoption intention.…”
Section: Adoptionmentioning
confidence: 72%
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“…Similar to Chang (2013) as well as Hsu and Lu (2004), Jin (2011) also demonstrated that flow has an effect on behavioural intention, where the higher the level of flow experienced, the greater one's intention to adopt or play a game. Although Zhou's (2013) study was conducted in the mobile gaming context, the findings are similar to those by Hsu and Lu (2004) in that both found flow to mediate the relationship between perceived ease of use and adoption intention.…”
Section: Adoptionmentioning
confidence: 72%
“…Among the four types of media use motives (i.e., information seeking, social relationships, pastime, and self-presence), pastime is the strongest predictor of flow (Khang et al, 2013). Social interaction also has been shown to have a positive effect on flow (Chang, 2013). In a study on game-based cooperative learning, it was found that the quality of cooperative learning is a key factor contributing to flow, which increases affective learning in terms of empathy and interest in learning (Raphael et al, 2012).…”
Section: User-game Characteristicsmentioning
confidence: 99%
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