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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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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)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)Modeling the customer satisfaction function: a two-country comparison.. Electron. Mark., 28 (2): 163-175 (2018)An empirical validation of consumer video game engagement: A playful-consumption experience approach., , , , and . Entertain. Comput., (2019)Consumer Acceptance and Continuance of Online Group Buying., and . J. Comput. Inf. Syst., 54 (3): 87-96 (2014)The Role of Personality Factors Influencing Consumer Video Game Engagement in Young Adults: A Study on Generic Games., , , , , and . IEEE Access, (2021)Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation., , and . Int. J. Comput. Games Technol., (2017)Understanding knowledge transfer and knowledge management through social learning.. J. Knowl. Manag., 27 (7): 1904-1924 (2023)