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Using the playful consumption experience model to uncover behavioral intention to play Multiplayer Online Battle Arena (MOBA) games.

, , , , , and . Data Technol. Appl., 56 (2): 223-246 (2022)

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Playful-consumption experiences and subjective well-being: Children's smartphone usage., , , , and . Entertain. Comput., (2021)Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empirical Study., , , , and . HCI (30), volume 11595 of Lecture Notes in Computer Science, page 85-104. Springer, (2019)Using the playful consumption experience model to uncover behavioral intention to play Multiplayer Online Battle Arena (MOBA) games., , , , , and . Data Technol. Appl., 56 (2): 223-246 (2022)Modeling Consumers' Observational Learning in Digital Gaming: A Conceptual Model., , , and . JCSG, volume 11243 of Lecture Notes in Computer Science, page 159-168. Springer, (2018)How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model., , , , , and . HCI (43), volume 13097 of Lecture Notes in Computer Science, page 3-10. Springer, (2021)Analyzing and Prioritizing Usability Issues in Games., , , , , and . HCI (28), volume 12789 of Lecture Notes in Computer Science, page 110-118. Springer, (2021)Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games., , , , , and . HCI (31), volume 12211 of Lecture Notes in Computer Science, page 251-259. Springer, (2020)Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement., , , , and . Telematics Informatics, (February 2023)The impact of advertising value of in-game pop-up ads in online gaming on gamers' inspiration: An empirical investigation., , , , and . Telematics Informatics, (2021)TikTok app usage behavior: the role of hedonic consumption experiences., , , , and . Data Technol. Appl., 57 (3): 344-365 (2023)