The DOI matches its Crossref record; 10 of the 10 references it cites were found in a registry or an index.
Creatability, achievability, and immersibility: New game design elements that increase online game usage
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Podsakoff, P. M., MacKenzie, S. B., Lee, J.-Y., & Podsakoff, N. P. (2003) · Journal of Applied Psychology · doi:10.1037/0021-9010.88.5.879 · Cited by 82,194
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 54,599
The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior
Deci, E. L., & Ryan, R. M. (2000) · Psychological Inquiry · doi:10.1207/s15327965pli1104_01 · Cited by 34,210
Dwivedi, Y. K., Kshetri, N., Hughes, L., Slade, E. L., Jeyaraj, A., Kar, A. K., Baabdullah, A. M., Koohang, A., Raghavan, V., Ahuja, M., et al. (2023) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2023.102642 · Cited by 4,584
The IKEA effect: When labor leads to love
Norton, M. I., Mochon, D., & Ariely, D. (2012) · Journal of Consumer Psychology · doi:10.1016/j.jcps.2011.08.002 · Cited by 1,049
Digital support for student engagement in blended learning based on self-determination theory
Chiu, T. K. F. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106909 · Cited by 395
Why do people play games? A meta-analysis
Hamari, J., & Keronen, L. (2017) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2017.01.006 · Cited by 368
Technology readiness and the organizational journey towards AI adoption: An empirical study
Uren, V., & Edwards, J. S. (2023) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2022.102588 · Cited by 335
Mäntymäki, M., & Riemer, K. (2014) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2013.12.010 · Cited by 112
Online social games: The effect of social comparison elements on continuance behaviour
Esteves, J., Valogianni, K., & Greenhill, A. (2021) · Information & Management · doi:10.1016/j.im.2021.103452 · Cited by 73
Research works printed but not linked: 127
- Alalwan, 2020, Mobile food ordering apps: An empirical study of the factors affecting customer e-satisfaction and continued intention to reuse, International Journal of Information Management, 50, 28, 10.1016/j.ijinfomgt.2019.04.008 · DOI · Paper page
- Alalwan, 2017, Factors influencing adoption of mobile banking by Jordanian bank customers: Extending UTAUT2 with trust, International Journal of Information Management, 37, 99, 10.1016/j.ijinfomgt.2017.01.002 · DOI · Paper page
- Aydınlıyurt, 2021, Continuance intention in gamified mobile applications: A study of behavioral inhibition and activation systems, International Journal of Information Management, 61, 10.1016/j.ijinfomgt.2021.102414 · DOI
- Bagozzi, 2010, Structural equation models are modelling tools with many ambiguities: Comments acknowledging the need for caution and humility in their use, Journal of Consumer Psychology, 20, 208, 10.1016/j.jcps.2010.03.001 · DOI · Paper page
- Bagozzi, 1988, On the evaluation of structural equation models, Journal of the Academy of Marketing Science, 16, 74, 10.1007/BF02723327 · DOI · Paper page
- Billieux, 2015, Problematic involvement in online games: A cluster analytic approach, Computers in Human Behavior, 43, 242, 10.1016/j.chb.2014.10.055 · DOI · Paper page
- Bollen, 1996, An alternative two stage least squares (2SLS) estimator for latent variable equations, Psychometrika, 61, 109, 10.1007/BF02296961 · DOI · Paper page
- Bunjak, 2022, Context is key: The joint roles of transformational and shared leadership and management innovation in predicting employee IT innovation adoption, International Journal of Information Management, 66, 10.1016/j.ijinfomgt.2022.102516 · DOI
- Cao, 2023, How to provide competitors in educational gamification: The roles of competitor level and autonomous choice, Computers in Human Behavior, 138, 10.1016/j.chb.2022.107477 · DOI
- Chen, 2021, Making digital innovation happen: A chief information officer issue selling perspective, Information Systems Research, 32, 987, 10.1287/isre.2021.1008 · DOI
- Cheung, 2015, Promoting sales of online games through customer engagement, Electronic Commerce Research and Applications, 14, 241, 10.1016/j.elerap.2015.03.001 · DOI · Paper page
- Chi, 2023, Customers’ acceptance of artificially intelligent service robots: The influence of trust and culture, International Journal of Information Management, 70, 10.1016/j.ijinfomgt.2023.102623 · DOI · Paper page
- Chou, 2014, Reasons for avatar gender swapping by online game players: A qualitative interview-based study, International Journal of E-Business Research, 10, 1, 10.4018/ijebr.2014100101 · DOI
- Ciriello, 2024, Emergence of creativity in IS development teams: A socio-technical systems perspective, International Journal of Information Management, 74, 10.1016/j.ijinfomgt.2023.102698 · DOI
- Cohen, 1992, A power primer, Psychological Bulletin, 112, 155, 10.1037/0033-2909.112.1.155 · doi:10.1037/0033-2909.112.1.155 · Paper page
- Cunningham, 2005, The application of social cognitive career theory to sport and leisure career choices, Journal of Career Development, 32, 122, 10.1177/0894845305279164 · DOI
- Dickinson, 2020, Virtual reality as a platform for research in gambling behaviour, Computers in Human Behavior, 107, 10.1016/j.chb.2020.106293 · DOI
- Ebbes, 2005, Solving and testing for regressor-error (in) dependence when no instrumental variables are available: With new evidence for the effect of education on income, Quantitative Marketing and Economics, 3, 365, 10.1007/s11129-005-1177-6 · DOI · Paper page
- Fang, 2019, Social influence and monetization of freemium social games, Journal of Management Information Systems, 36, 730, 10.1080/07421222.2019.1628878 · DOI
- Fennis, 2011, Bridging the intention–behavior gap: Inducing implementation intentions through persuasive appeals, Journal of Consumer Psychology, 21, 302, 10.1016/j.jcps.2010.12.003 · DOI
- Formosa, 2022, Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic, Computers in Human Behavior, 131, 10.1016/j.chb.2022.107232 · DOI
- Fornell, 1981, Evaluating structural equation models with unobservable variables and measurement error, Journal of Marketing Research, 18, 39, 10.1177/002224378101800104 · DOI · Paper page
- Goodarzi, 2023, Exploring the impact of online social participation on loneliness in older adults: Evidence from the Canadian longitudinal study on aging, International Journal of Information Management, 73, 10.1016/j.ijinfomgt.2023.102685 · DOI
- Hall, 2020, Expressivity of creativity and creative design considerations in digital games, Computers in Human Behavior, 105, 10.1016/j.chb.2019.106206 · DOI
- Hamari, 2020, “Why pay premium in freemium services?” A study on perceived value, continued use and purchase intentions in free-to-play games, International Journal of Information Management, 51, 10.1016/j.ijinfomgt.2019.102040 · DOI · Paper page
- Hamari, 2015, Why do people use gamification services?, International Journal of Information Management, 35, 419, 10.1016/j.ijinfomgt.2015.04.006 · DOI · Paper page
- Hassan, 2019, How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking, International Journal of Information Management, 46, 151, 10.1016/j.ijinfomgt.2018.12.004 · DOI · Paper page
- De Henestrosa, 2023, Last man standing: Battle royale games through the lens of self-determination theory, Games and Culture, 18, 427, 10.1177/15554120221101312 · DOI
- Hollebeek, 2021, Game on! How gamified loyalty programs boost customer engagement value, International Journal of Information Management, 61, 10.1016/j.ijinfomgt.2021.102308 · DOI
- Hooda, 2022, The effects of trust on behavioral intention and use behavior within e-government contexts, International Journal of Information Management, 67, 10.1016/j.ijinfomgt.2022.102553 · DOI · Paper page
- Hou, 2023, When carrots and sticks meet: A mixed-methods study on Internet taxi drivers’ job engagement in the IT-driven sharing economy, Information & Management, 60, 10.1016/j.im.2023.103788 · DOI
- Hsiao, 2021, Who captures whom–Pokémon or tourists? A perspective of the Stimulus-Organism-Response model, International Journal of Information Management, 61, 10.1016/j.ijinfomgt.2021.102312 · DOI
- Huang, 2017, Influence of temperament and character on online gamer loyalty: Perspectives from personality and flow theories, Computers in Human Behavior, 70, 398, 10.1016/j.chb.2017.01.009 · DOI
- Hult, 2018, Addressing endogeneity in international marketing applications of partial least squares structural equation modeling, Journal of International Marketing, 26, 1, 10.1509/jim.17.0151 · DOI · Paper page
- Huotari, 2017, A definition for gamification: Anchoring gamification in the service marketing literature, Electronic Markets, 27, 21, 10.1007/s12525-015-0212-z · DOI · Paper page
- Islam, 2022, Adverse consequences of emotional support seeking through social network sites in coping with stress from a global pandemic, International Journal of Information Management, 62, 10.1016/j.ijinfomgt.2021.102431 · DOI
- Jansz, 2010, Playing The Sims2: An exploration of gender difference in players’ motivations and patterns of play, New Media & Society, 12, 235, 10.1177/1461444809342267 · DOI
- Jean, 2016, Assessing endogeneity issues in international marketing research, International Marketing Review, 33, 483, 10.1108/IMR-02-2015-0020 · DOI
- Jeyaraj, 2023, Intention in information systems adoption and use: Current state and research directions, International Journal of Information Management, 73, 10.1016/j.ijinfomgt.2023.102680 · DOI
- Jia, 2017, Using Mechanical Turk data in IS research: Risks, rewards, and recommendations, Communications of the Association for Information Systems, 41, 301, 10.17705/1CAIS.04114 · DOI
- Johnson, 2021, Need satisfaction, passion, empathy and helping behaviour in videogame play, Computers in Human Behavior, 122, 10.1016/j.chb.2021.106817 · DOI
- Junglas, 2022, On the benefits of consumer IT in the workplace—An IT empowerment perspective, International Journal of Information Management, 64, 10.1016/j.ijinfomgt.2022.102478 · DOI
- Ke, 2012, Inducing intrinsic motivation to explore the enterprise system: The supremacy of organizational levers, Journal of Management Information Systems, 29, 257, 10.2753/MIS0742-1222290308 · DOI
- Kim, 2018, Dividing network externality into the number of peers and users: Focusing on sociability and enjoyment in online games, Information Technology & People, 31, 388, 10.1108/ITP-04-2017-0129 · DOI
- Koivisto, 2019, The rise of motivational information systems: A review of gamification research, International Journal of Information Management, 45, 191, 10.1016/j.ijinfomgt.2018.10.013 · DOI · Paper page
- Kuem, 2020, Prominence and engagement: Different mechanisms regulating continuance and contribution in online communities, Journal of Management Information Systems, 37, 162, 10.1080/07421222.2019.1705510 · DOI
- Laato, 2021, Convergence between the real and the augmented: Experiences and perceptions in location-based games, Telematics and Informatics, 65, 10.1016/j.tele.2021.101716 · doi:10.1016/j.tele.2021.101716
- Laato, 2020, Did location-based games motivate players to socialize during COVID-19?, Telematics and Informatics, 54, 10.1016/j.tele.2020.101458 · DOI
- Laato, 2021, Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience, Computers in Human Behavior, 121, 10.1016/j.chb.2021.106816 · DOI
- Lee, 2021, Understanding massively multiplayer online role‐playing game addiction: A hedonic management perspective, Information Systems Journal, 31, 33, 10.1111/isj.12292 · DOI
- Li, 2014, Enhancing user-game engagement through software gaming elements, Journal of Management Information Systems, 30, 115, 10.2753/MIS0742-1222300405 · DOI
- Liao, 2019, How do avatar attractiveness and customization impact online gamers’ flow and loyalty?, Internet Research, 29, 349, 10.1108/IntR-11-2017-0463 · DOI
- Liao, 2023, The influence of media capabilities on knowledge contribution in online communities, Information Systems Research
- Liao, 2020, How online gamers’ participation fosters their team commitment: Perspective of social identity theory, International Journal of Information Management, 52, 10.1016/j.ijinfomgt.2020.102095 · DOI
- Liao, 2022, Real-world demotivation as a predictor of continued video game playing: A study on escapism, anxiety and lack of intrinsic motivation, Electronic Commerce Research and Applications, 53, 10.1016/j.elerap.2022.101147 · DOI
- Liao, 2017, You can make it: Expectancy for growth increases online gamer loyalty, International Journal of Electronic Commerce, 21, 398, 10.1080/10864415.2016.1319227 · DOI
- Lin, 2015, Understanding players’ achievement values from MMORPGs: An exploratory study, Internet Research, 25, 829, 10.1108/IntR-12-2013-0268 · DOI
- Lin, 2023, Following too much on Facebook brand page: A concept of brand overload and its validation, International Journal of Information Management, 73, 10.1016/j.ijinfomgt.2023.102682 · DOI
- Lindell, 2001, Accounting for common method variance in cross-sectional research designs, Journal of Applied Psychology, 86, 114, 10.1037/0021-9010.86.1.114 · DOI · Paper page
- Liu, 2013, Digital games and beyond: What happens when players compete?, MIS Quarterly, 37, 111, 10.25300/MISQ/2013/37.1.05 · DOI · Paper page
- Locke, 1996, Motivation through conscious goal setting, Applied and Preventive Psychology, 5, 117, 10.1016/S0962-1849(96)80005-9 · DOI · Paper page
- Lu, 2018, Addressing endogeneity in operations management research: Recent developments, common problems, and directions for future research, Journal of Operations Management, 64, 53, 10.1016/j.jom.2018.10.001 · DOI · Paper page
- Maier, 2023, Cross-sectional research: A critical perspective, use cases, and recommendations for IS research, International Journal of Information Management, 70, 10.1016/j.ijinfomgt.2023.102625 · DOI · Paper page
- Mäntymäki, 2013, Purchasing behavior in social virtual worlds: An examination of Habbo Hotel, International Journal of Information Management, 33, 282, 10.1016/j.ijinfomgt.2012.12.002 · DOI
- Maragno, 2023, Exploring the factors, affordances and constraints outlining the implementation of artificial intelligence in public sector organizations, International Journal of Information Management, 73, 10.1016/j.ijinfomgt.2023.102686 · DOI
- Mazaheri, 2020, Research directions in information systems field, current status and future trends: A literature analysis of AIS basket of top journals, Australasian Journal of Information Systems, 24, 1, 10.3127/ajis.v24i0.2045 · DOI
- Menard, 2017, User motivations in protecting information security: Protection motivation theory versus self-determination theory, Journal of Management Information Systems, 34, 1203, 10.1080/07421222.2017.1394083 · DOI · Paper page
- Merhi, 2023, An evaluation of the critical success factors impacting artificial intelligence implementation, International Journal of Information Management, 69, 10.1016/j.ijinfomgt.2022.102545 · DOI
- Meske, 2023, A conceptual model of feedback mechanisms in adjusted affordances–Insights from usage of a mental mobile health application, International Journal of Information Management, 69, 10.1016/j.ijinfomgt.2022.102597 · DOI
- Mishra, 2023, Re-examining post-acceptance model of information systems continuance: A revised theoretical model using MASEM approach, International Journal of Information Management, 68, 10.1016/j.ijinfomgt.2022.102571 · DOI
- Mochon, 2012, Bolstering and restoring feelings of competence via the IKEA effect, International Journal of Research in Marketing, 29, 363, 10.1016/j.ijresmar.2012.05.001 · DOI · Paper page
- Mogaji, 2023, Immersive time (ImT): Conceptualizing time spent in the metaverse, International Journal of Information Management, 72, 10.1016/j.ijinfomgt.2023.102659 · DOI
- Nusair, 2024, Exploring the pivotal role of community engagement on tourists’ behaviors in social media: A cross-national study, International Journal of Information Management, 74, 10.1016/j.ijinfomgt.2023.102701 · DOI
- Peng, 2023, Identification of causal mechanisms from randomized experiments: A framework for endogenous mediation analysis, Information Systems Research, 34, 67, 10.1287/isre.2022.1113 · DOI
- Petter, 2020, Gaming the system: The effects of social capital as a resource for virtual team members, Information & Management, 57, 10.1016/j.im.2019.103239 · DOI
- Pham, 2023, Cooperate to play: How in-game cooperation knowledge impacts online gamer loyalty, Computers in Human Behavior, 143
- Preacher, 2008, Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models, Behavior Research Methods, 40, 879, 10.3758/BRM.40.3.879 · DOI · Paper page
- Qin, 2021, Attractiveness of game elements, presence, and enjoyment of mobile augmented reality games: The case of Pokémon GO, Telematics and Informatics, 62, 10.1016/j.tele.2021.101620 · DOI
- Rana, 2015, Citizen’s adoption of an e-government system: Validating extended social cognitive theory (SCT), Government Information Quarterly, 32, 172, 10.1016/j.giq.2015.02.002 · DOI · Paper page
- Reer, 2022, Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction, Computers in Human Behavior, 132, 10.1016/j.chb.2022.107242 · DOI · Paper page
- Rese, 2024, Perceived conversational ability of task-based chatbots–Which conversational elements influence the success of text-based dialogues?, International Journal of Information Management, 74, 10.1016/j.ijinfomgt.2023.102699 · DOI
- Riar, 2022, Gamification of cooperation: A framework, literature review and future research agenda, International Journal of Information Management, 67, 10.1016/j.ijinfomgt.2022.102549 · DOI
- Richter, 2023, What is novel about the metaverse?, International Journal of Information Management, 73, 10.1016/j.ijinfomgt.2023.102684 · DOI
- Rogers, 2017, The motivational pull of video game feedback, rules, and social interaction: Another self-determination theory approach, Computers in Human Behavior, 73, 446, 10.1016/j.chb.2017.03.048 · DOI
- Ryan, 2006, The motivational pull of video games: A self-determination theory approach, Motivation and Emotion, 30, 344, 10.1007/s11031-006-9051-8 · DOI · Paper page
- Ryu, 2021, Online service or virtual community? Building platform loyalty in reward-based crowdfunding, Internet Research, 31, 315, 10.1108/INTR-06-2019-0256 · DOI
- Sepehr, 2018, Understanding the role of competition in video gameplay satisfaction, Information & Management, 55, 407, 10.1016/j.im.2017.09.007 · DOI
- Shareef, 2017, Content design of advertisement for consumer exposure: Mobile marketing through short messaging service, International Journal of Information Management, 37, 257, 10.1016/j.ijinfomgt.2017.02.003 · DOI · Paper page
- Shareef, 2020, Group behavior in social media: Antecedents of initial trust formation, Computers in Human Behavior, 105, 10.1016/j.chb.2019.106225 · DOI
- Sharma, 2009, Estimating the effect of common method variance: The method—method pair technique with an illustration from TAM research, MIS Quarterly, 33, 473, 10.2307/20650305 · DOI · Paper page
- Sharma, 2021, For it is in giving that we receive: Investigating gamers’ gifting behaviour in online games, International Journal of Information Management, 60, 10.1016/j.ijinfomgt.2021.102363 · DOI
- Shiau, 2024, Have we controlled properly? Problems with and recommendations for the use of control variables in information systems research, International Journal of Information Management, 74, 10.1016/j.ijinfomgt.2023.102702 · DOI
- Shoshani, 2021, The Fortnite social paradox: The effects of violent-cooperative multi-player video games on children’s basic psychological needs and prosocial behavior, Computers in Human Behavior, 116, 10.1016/j.chb.2020.106641 · DOI
- Simonofski, 2022, Tailoring open government data portals for lay citizens: A gamification theory approach, International Journal of Information Management, 65, 10.1016/j.ijinfomgt.2022.102511 · DOI
- Singh, 2021, Gamification in marketing, International Journal of Information Management, 61, 10.1016/j.ijinfomgt.2021.102415 · doi:10.1016/j.ijinfomgt.2021.102415
- Snodgrass, 2011, Enhancing one life rather than living two: Playing MMOs with offline friends, Computers in Human Behavior, 27, 1211, 10.1016/j.chb.2011.01.001 · DOI
- Stahl, 2024, The ethics of ChatGPT–Exploring the ethical issues of an emerging technology, International Journal of Information Management, 74, 10.1016/j.ijinfomgt.2023.102700 · DOI · Paper page
- Steelman, 2014, Data collection in the digital age: Innovative alternatives to student samples, MIS Quarterly, 38, 355, 10.25300/MISQ/2014/38.2.02 · DOI · Paper page
- Suh, 2018, Enhancing user engagement through gamification, Journal of Computer Information Systems, 58, 204, 10.1080/08874417.2016.1229143 · DOI · Paper page
- Sultana, 2023, The effect of fear and situational motivation on online information avoidance: The case of COVID-19, International Journal of Information Management, 69, 10.1016/j.ijinfomgt.2022.102596 · DOI
- Sun, 2020, When digitalized customers meet digitalized services: A digitalized social cognitive perspective of omnichannel service usage, International Journal of Information Management, 54, 10.1016/j.ijinfomgt.2020.102200 · DOI
- Sun, 2021, Understanding how firm attributes affect voice in brand community, Industrial Management & Data Systems, 121, 1045, 10.1108/IMDS-07-2020-0418 · DOI
- Teng, 2010, Customization, immersion satisfaction, and online gamer loyalty, Computers in Human Behavior, 26, 1547, 10.1016/j.chb.2010.05.029 · DOI · Paper page
- Teng, 2021, How can avatar’s item customizability impact gamer loyalty?, Telematics & Informatics, 62, 10.1016/j.tele.2021.101626 · DOI
- Teng, 2022, How strategic, offensive, and defensive engagement impact gamers’ need satisfaction, loyalty, and game usage, International Journal of Information Management, 66, 10.1016/j.ijinfomgt.2022.102515 · DOI
- Teng, 2022, Drawing goals nearer: Using the goal-gradient perspective to increase online game usage, International Journal of Information Management, 66, 10.1016/j.ijinfomgt.2022.102522 · DOI
- Toda, 2019, An approach for planning and deploying gamification concepts with social networks within educational contexts, International Journal of Information Management, 46, 294, 10.1016/j.ijinfomgt.2018.10.001 · DOI
- Tomer, 2022, Features of technology and its linkages with turnover intention and work exhaustion among IT professionals: A multi-study investigation, International Journal of Information Management, 66, 10.1016/j.ijinfomgt.2022.102518 · DOI
- Tsai, 2014, Contribution behavior in virtual communities: Cognitive, emotional, and social influences, MIS Quarterly, 38, 143, 10.25300/MISQ/2014/38.1.07 · DOI · Paper page
- Tsai, 2014, Why do newcomers participate in virtual communities? An integration of self-determination and relationship management theories, Decision Support Systems, 57, 178, 10.1016/j.dss.2013.09.001 · DOI
- Tsai, 2021, Running on a social exercise platform: Applying self-determination theory to increase motivation to participate in a sporting event, Computers in Human Behavior, 114, 10.1016/j.chb.2020.106523 · DOI
- Tseng, 2022, How does media richness foster online gamer loyalty?, International Journal of Information Management, 62, 10.1016/j.ijinfomgt.2021.102439 · DOI
- Tseng, 2018, Enhancing customer loyalty to mobile instant messaging: Perspectives of network effect and self-determination theories, Telematics & Informatics, 35, 1133, 10.1016/j.tele.2018.01.011 · DOI
- Turel, 2020, An intertwined perspective on technology and digitised individuals: Linkages, needs and outcomes, Information Systems Journal, 30, 929, 10.1111/isj.12304 · DOI
- Türkay, 2023, Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions, Behaviour & Information Technology, 42, 1720, 10.1080/0144929X.2022.2094832 · DOI
- Wang, 2021, Exploring the effects of psychological ownership, gaming motivations, and primary/secondary control on online game addiction, Decision Support Systems, 144, 10.1016/j.dss.2021.113512 · DOI
- Wei, 2022, What motivates employees to use social media at work? A perspective of self-determination theory, Industrial Management & Data Systems, 122, 55, 10.1108/IMDS-06-2020-0322 · DOI
- Wei, 2020, Do stressors stifle or facilitate employees’ innovative use of enterprise systems: The moderating role of IT mindfulness, Information Technology & People, 34, 955, 10.1108/ITP-09-2019-0499 · DOI
- Whittaker, 2021, ‘Go with the flow’ for gamification and sustainability marketing, International Journal of Information Management, 61, 10.1016/j.ijinfomgt.2020.102305 · DOI
- Wong, 2022, The role of cybersecurity and policy awareness in shifting employee compliance attitudes: Building supply chain capabilities, International Journal of Information Management, 66, 10.1016/j.ijinfomgt.2022.102520 · DOI
- Wu, 2023, Understanding sustained participation in crowdsourcing platforms: The role of autonomy, temporal value, and hedonic value, Information Technology & People, 36, 734, 10.1108/ITP-09-2019-0502 · DOI
- Xi, 2019, Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction, International Journal of Information Management, 46, 210, 10.1016/j.ijinfomgt.2018.12.002 · DOI · Paper page
- Xu, 2022, How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances, International Journal of Information Management, 64, 10.1016/j.ijinfomgt.2022.102477 · DOI
- Yan, 2021, Continuance intention of online technologies: A systematic literature review, International Journal of Information Management, 58, 10.1016/j.ijinfomgt.2021.102315 · DOI · Paper page
- Yee, 2006, Motivations for play in online games, CyberPsychology & Behavior, 9, 772, 10.1089/cpb.2006.9.772 · DOI · Paper page
- Zhang, 2023, Lender retention of online prosocial lending: A self-determination perspective, Internet Research, 33, 1079, 10.1108/INTR-07-2021-0527 · DOI
- Zhu, 2023, The dualistic view of challenge-hindrance technostress in accounting information systems: Technological antecedents and coping responses, International Journal of Information Management, 73, 10.1016/j.ijinfomgt.2023.102681 · DOI
Metadata
- Authors
- Teng, C.-I., Huang, T.-L., Huang, G.-L., Wu, C.-N., Cheng, T. C. E., & Liao, G.-Y.
- Venue
- International Journal of Information Management
- Publisher
- Elsevier BV
- Published
- 2024-04
- Volume
- 75
- Pages
- 102732
- ISSN
- 0268-4012
- Cited by
- 31
- References
- 10
- Language
- en
- Licence
- www.elsevier.com/tdm/userlicense/1.0/ (tdm)
- www.elsevier.com/legal/tdmrep-license (tdm)
- creativecommons.org/licenses/by-nc/4.0/ (vor)
- Funders
- Taiwan Ministry of Science and Technology
- Ministry of Science and Technology of the People's Republic of China
- Hong Kong Polytechnic University
- Ministry of Science and Technology, Taiwan (111-2410-H-182-011-MY3)
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review
How to cite
Cite CoChat for the checks on this page, and the paper for its own findings.
- This page
- CoChat. (2026). Citation check: Creatability, achievability, and immersibility: New game design elements that increase online game usage. https://app.cochat.ai/papers/10.1016/j.ijinfomgt.2023.102732
- The paper
- Teng, C.-I., Huang, T.-L., Huang, G.-L., Wu, C.-N., Cheng, T. C. E., & Liao, G.-Y. (2024). Creatability, achievability, and immersibility: New game design elements that increase online game usage. International Journal of Information Management. https://doi.org/10.1016/j.ijinfomgt.2023.102732
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.