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Problematic Use of Massively Multiplayer Online Games: Scale Development and Validation.

, and . PACIS, page 178. (2013)

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A literature Analysis about Social Information Contribution and Consumption on Social Networking sites., , , , and . ECIS, page Research Paper 11. (2016)Technology-Mediated Self-Regulation: An Implication for Preventing Online Gaming Addiction., , and . ICIS, Association for Information Systems, (2016)An Empirical Investigation into the Antecedents and Consequences of Customer Engagement in Omnichannel Retailing., , , and . PACIS, page 158. (2017)Problematic Use of Massively Multiplayer Online Games: Scale Development and Validation., and . PACIS, page 178. (2013)Cyberslacking in the Workplace: Antecedents and Effects on Job Performance., , , and . MIS Q., 47 (1): 281-316 (2023)An Empirical Examination of Continuance Intention of Social Network Sites., , , , and . Pac. Asia J. Assoc. Inf. Syst., 8 (4): 5 (2017)Cyberbullying on social networking sites: A literature review and future research directions., , and . Inf. Manag., 58 (2): 103411 (2021)The "Darth" Side of Technology Use: An Inductively Derived Typology of Cyberdeviance., , , , and . J. Manag. Inf. Syst., 35 (4): 1060-1091 (2018)Explaining the Development of the Excessive Use of Massively Multiplayer Online Games: A Positive-Negative Reinforcement Perspective., , and . HICSS, page 668-677. IEEE Computer Society, (2014)Understanding the continuance intention of knowledge sharing in online communities of practice through the post-knowledge-sharing evaluation processes., , and . J. Assoc. Inf. Sci. Technol., 64 (7): 1357-1374 (2013)