Intention in information systems adoption and use: Current state and research directions

A Jeyaraj, YK Dwivedi, V Venkatesh - International Journal of Information …, 2023 - Elsevier
Intention has been a key dependent variable in information system (IS) research for the last
several decades. It features in various IS acceptance models including the technology …

E-commerce in agri-food sector: A systematic literature review based on service-dominant logic

M Zhang, S Berghäll - Journal of Theoretical and Applied Electronic …, 2021 - mdpi.com
Agricultural e-commerce (AE) has attracted substantial attention within various research
disciplines for several years. In this paper, we present a literature review of the recent state …

Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports

TY Qian, R Matz, L Luo, C Xu - Journal of Business Research, 2022 - Elsevier
The current study examined the relationships between gamification, perceived value, and
viewer engagement in a gamified livestreaming service, where gamification complemented …

Music streaming services: understanding the drivers of customer purchase and intention to recommend

ML Barata, PS Coelho - Heliyon, 2021 - cell.com
The music industry has undergone tremendous changes in relation to its production,
distribution, and consumption habits due to the exponential development of new …

Videogames-as-a-service: how does in-game value co-creation enhance premium gaming co-creation experience for players?

A Hussain, MF Abid, A Shamim, DH Ting… - Journal of Retailing and …, 2023 - Elsevier
The games as a service model have enabled game developers to reach worldwide
audiences and regard games as services rather than products, opening up new avenues to …

Finding love in online games: Social interaction, parasocial phenomenon, and in-game purchase intention of female game players

AD Gong, YT Huang - Computers in Human Behavior, 2023 - Elsevier
In recent years, the number of players of otome games, which target the niche market of
young females, has been rapidly increasing in Asia. Although previous studies have …

[HTML][HTML] Creatability, achievability, and immersibility: New game design elements that increase online game usage

CI Teng, TL Huang, GL Huang, CN Wu… - International Journal of …, 2024 - Elsevier
Online games are popular technology-enabled applications designed to satisfy a wide
range of player needs. Self-determination theory (SDT) has been used in past online game …

Does esports spectating influence game consumption?

J Macey, V Tyrväinen, H Pirkkalainen… - Behaviour & …, 2022 - Taylor & Francis
Contemporary digital technologies have facilitated practices related to games whereby
users often produce and consume content for free. To date, research into consumer …

Artificial Intelligence as a tool for analysis in Social Sciences: methods and applications

MC Hernández-Lugo - LatIA, 2024 - latia.ageditor.uy
Artificial Intelligence (AI) transforms the social sciences by providing new methodologies
and tools for data analysis. This article was based on a comprehensive literature review that …

Understanding the adoption and willingness to pay for internet of things services

D Kasilingam, R Krishna - International Journal of Consumer …, 2022 - Wiley Online Library
Internet of Things (IOT) involves devices that can interact with one another by connecting to
the internet and sending information, ultimately improving human lives. This research is one …