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97 results on '"perceived playfulness"'

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2. Serious gaming: user acceptance of the simulated motorbike license training system.

4. A Study on the Relationship Between Socialization of Blended Learning and Motivation Regulation Under Sustainable Development With Teacher Support as the Moderating Variable.

5. Factors Influencing Purchase Intention of Food Surplus through a Food-Sharing Platform.

6. A study on how to improve users' perceived playfulness in and continuance intention with VR technology to paint in virtual natural landscapes

7. Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers' Behavioral Perspective.

9. The effects of mini-detail short videos on consumer purchase intention on Taobao: A TAM2-based approach.

10. Predicting the Intention to Use Social Media Sites: A Hybrid SEM - Machine Learning Approach

11. A study on the effects of perceived playfulness and emotional support in interactive learning environments for German language acquisition—A role-playing library system case

12. Visiting Intentions toward Theme Parks: Do Short Video Content and Tourists' Perceived Playfulness on TikTok Matter?

13. Online Gamified Learning Platforms (OGLPs) for Participatory Learning

14. Promoting Customers’ Augmented Reality Immersion in Restaurants.

15. Evaluating Perceived Service Quality, Perceived Playfulness, and Gratification towards User’s Attitude of Mobile Instant Messaging Application

16. Online Gamified Learning Platforms (OGLPs) for Experiential Learning

17. THE EFFECT OF SYSTEM QUALITY, INFORMATION QUALITY, AND PERCEIVED PLAYFULNESS ON THE USE OF TRANSPORTATION ONLINE APPLICATION

18. 移动短视频使用对旅游者行为意愿的影响研究.

20. Perceived playfulness in same-sex friendships and happiness.

21. EXAMINING THE SUCCESS FACTORS OF SMART WATCH: A BEHAVIORAL PERSPECTIVE ON CONSUMERS.

22. Moderating Effects of Task Type on Wireless Technology Acceptance.

24. OTT서비스 이용자의 지속사용의도 영향 요인에 관한 연구: 기술수용모델의 확장을 중심으로.

25. Learners' Experience Towards e-Assessment Tools: A Comparative Study on Virtual Reality and Moodle Quiz.

26. The playfulness of Facebook – Shaped by underlying psychological drivers and gender differences.

27. Why Consumers Use Mobile Commerce?

28. Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective

31. Visiting Intentions toward Theme Parks: Do Short Video Content and Tourists’ Perceived Playfulness on TikTok Matter?

32. Using EEG Frontal Asymmetry to Predict IT User’s Perceptions Regarding Usefulness, Ease of Use and Playfulness.

33. PREDICTING THE ADOPTION OF SOCIAL MEDIA: AN INTEGRATED MODEL AND EMPIRICAL STUDY ON FACEBOOK USAGE.

34. The Effects of Mobile Service Quality and Technology Compatibility on Users’ Perceived Playfulness

35. Extending the Technology Acceptance Model (TAM) to Explore Customer’s Behavioral Intention to Use Self-Service Technologies (SSTs) in Chinese Budget Hotels

37. THE EFFECT OF SYSTEM QUALITY, INFORMATION QUALITY, AND PERCEIVED PLAYFULNESS ON THE USE OF TRANSPORTATION ONLINE APPLICATION

40. Continued use of an interactive computer game-based visual perception learning system in children with developmental delay.

41. FACTORS DRIVING DIGITAL MUSIC PURCHASES.

42. Playfulness in mobile instant messaging: Examining the influence of emoticons and text messaging on social interaction.

44. Drivers of technology adoption during the COVID-19 pandemic: The motivational role of psychological needs and emotions for pre-service teachers

45. User Acceptance on Mobile Apps as an Effective Medium to Learn Kadazandusun Language.

46. Effects of Tour Guide Interpretation and Tourist Satisfaction on Destination Loyalty in Taiwan’s Kinmen Battlefield Tourism: Perceived Playfulness and Perceived Flow as Moderators.

47. Learners’ Experience Towards E-Assessment Tools: A Comparative Study on Virtual Reality and Moodle Quiz

48. The relationship between attitude toward using and customer satisfaction with mobile application services.

49. Overcoming invisible obstacles in organizational learning.

50. Customer Satisfaction in the Context of the Use of Viral Marketing in Social Media.

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