Impact of online gamers’ personality traits on interdependence, network convergence, and continuance intention: Perspective of social exchange theory
Author
Abstract
Suggested Citation
DOI: 10.1016/j.ijinfomgt.2017.08.009
Download full text from publisher
As the access to this document is restricted, you may want to
for a different version of it.References listed on IDEAS
- Marc Ohana, 2016. "Voice, Affective Commitment and Citizenship Behavior in Teams: The Moderating Role of Neuroticism and Intrinsic Motivation," Post-Print hal-02390180, HAL.
- Hamari, Juho, 2015. "Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment," International Journal of Information Management, Elsevier, vol. 35(3), pages 299-308.
- Ching-I Teng & Tzu-Wei Liu, 2014. "How do personality interactions affect service quality? the perspective of processing efficiency theory," Service Business, Springer;Pan-Pacific Business Association, vol. 8(2), pages 375-397, June.
- Hamari, Juho & Koivisto, Jonna, 2015. "Why do people use gamification services?," International Journal of Information Management, Elsevier, vol. 35(4), pages 419-431.
- Hamari, Juho & Keronen, Lauri, 2017. "Why do people play games? A meta-analysis," International Journal of Information Management, Elsevier, vol. 37(3), pages 125-141.
- Hamari, Juho & Hanner, Nicolai & Koivisto, Jonna, 2017. "Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games," International Journal of Information Management, Elsevier, vol. 37(1), pages 1449-1459.
- Kang, Ju-Young M. & Johnson, Kim K.P., 2015. "F-Commerce platform for apparel online social shopping: Testing a Mowen’s 3M model," International Journal of Information Management, Elsevier, vol. 35(6), pages 691-701.
- Cui, Xiling, 2017. "In- and extra-role knowledge sharing among information technology professionals: The five-factor model perspective," International Journal of Information Management, Elsevier, vol. 37(5), pages 380-389.
Citations
Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
Cited by:
- Pham, Thi Tuan Linh & Liao, Gen-Yih & Shih, Sheng-Pao & Cheng, T.C.E. & Teng, Ching-I, 2024. "How gaming team participation fosters consumers’ social networks, communication and commitment," Journal of Retailing and Consumer Services, Elsevier, vol. 81(C).
- Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
- Yan, Min & Filieri, Raffaele & Gorton, Matthew, 2021.
"Continuance intention of online technologies: A systematic literature review,"
International Journal of Information Management, Elsevier, vol. 58(C).
- M. Yan & R. Filieri & M. Gorton, 2021. "Continuance intention of online technologies: A systematic literature review," Post-Print hal-04713692, HAL.
- Hassan, Lobna & Dias, Antonio & Hamari, Juho, 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, Elsevier, vol. 46(C), pages 151-162.
- Choden, Khendum & Bagchi, Kallol K. & Udo, Godwin J. & Kirs, Peeter J., 2019. "The influence of individual values on internet use: A multinational study," International Journal of Information Management, Elsevier, vol. 46(C), pages 198-209.
Most related items
These are the items that most often cite the same works as this one and are cited by the same works as this one.- Hamari, Juho & Keronen, Lauri, 2017. "Why do people play games? A meta-analysis," International Journal of Information Management, Elsevier, vol. 37(3), pages 125-141.
- Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
- Hamari, Juho & Hanner, Nicolai & Koivisto, Jonna, 2017. "Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games," International Journal of Information Management, Elsevier, vol. 37(1), pages 1449-1459.
- Toda, Armando M. & do Carmo, Ricardo M.C. & da Silva, Alan P. & Bittencourt, Ig I. & Isotani, Seiji, 2019. "An approach for planning and deploying gamification concepts with social networks within educational contexts," International Journal of Information Management, Elsevier, vol. 46(C), pages 294-303.
- Höllig, Christoph E. & Tumasjan, Andranik & Welpe, Isabell M., 2020. "Individualizing gamified systems: The role of trait competitiveness and leaderboard design," Journal of Business Research, Elsevier, vol. 106(C), pages 288-303.
- Hassan, Lobna & Dias, Antonio & Hamari, Juho, 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, Elsevier, vol. 46(C), pages 151-162.
- Ungureanu, Olga & van Oest, Rutger & Schauerte, Nico, 2025. "Add on or move on: Do in-game purchases help or hurt upgrading to newer game versions?," International Journal of Research in Marketing, Elsevier, vol. 42(4), pages 1105-1124.
- Westmattelmann, Daniel & Grotenhermen, Jan-Gerrit & Sprenger, Marius & Rand, William & Schewe, Gerhard, 2021. "Apart we ride together: The motivations behind users of mixed-reality sports," Journal of Business Research, Elsevier, vol. 134(C), pages 316-328.
- Kien Le Trung, 2024. "Exploring how gamification potentially motivates employees - A research in Vietnamese businesses," European Journal of Economics, Law and Social Sciences, Sciendo, vol. 8(2), pages 25-39.
- Allam, Hesham & Bliemel, Michael & Spiteri, Louise & Blustein, James & Ali-Hassan, Hossam, 2019. "Applying a multi-dimensional hedonic concept of intrinsic motivation on social tagging tools: A theoretical model and empirical validation," International Journal of Information Management, Elsevier, vol. 45(C), pages 211-222.
- Buil, Isabel & Catalán, Sara & Martínez, Eva, 2020. "Understanding applicants’ reactions to gamified recruitment," Journal of Business Research, Elsevier, vol. 110(C), pages 41-50.
- Moro, Sérgio & Ramos, Pedro & Esmerado, Joaquim & Jalali, Seyed Mohammad Jafar, 2019. "Can we trace back hotel online reviews’ characteristics using gamification features?," International Journal of Information Management, Elsevier, vol. 44(C), pages 88-95.
- Szymon Watoła & Feifei Han & Artur Strzelecki, 2025. "The antecedents of players’ financial commitment to make microtransactions in free-to-play games," Future Business Journal, Springer, vol. 11(1), pages 1-14, December.
- Lingling Yu & Ruixuan Li & Shuo Cheng, 2025. "Exploring the effect of platform gamification on users’ intermittent discontinuance: An ambivalence perspective," Electronic Markets, Springer;IIM University of St. Gallen, vol. 35(1), pages 1-16, December.
- Ahmet Türkmen & Muhammed Bilgehan Aytaç, 2025. "The role of overt and covert narcissism in virtual goods purchase motivations and intention," Electronic Commerce Research, Springer, vol. 25(3), pages 1545-1575, June.
- Adina Letiţia Negruşa & Valentin Toader & Aurelian Sofică & Mihaela Filofteia Tutunea & Rozalia Veronica Rus, 2015. "Exploring Gamification Techniques and Applications for Sustainable Tourism," Sustainability, MDPI, vol. 7(8), pages 1-30, August.
- Zhang, Mingli & Tong, Xinjia & Zhang, Yan & Wang, Yu, 2026. "Be a contributor or consumer? Effects of subscription on user engagement in knowledge-sharing communities," Technology in Society, Elsevier, vol. 84(C).
- Jian Wang & Fakhar Shahzad & Zeeshan Ahmad & Muhammad Abdullah & Nadir Munir Hassan, 2022. "Trust and Consumers’ Purchase Intention in a Social Commerce Platform: A Meta-Analytic Approach," SAGE Open, , vol. 12(2), pages 21582440221, April.
- Anoop George & Sebastian Joy Panattil & Muhammed Sajid & Manu Melwin Joy, 2026. "Enablers and inhibitors of personalised gamification adoption in m-wallet applications: a behavioural reasoning theory perspective," Journal of Financial Services Marketing, Palgrave Macmillan, vol. 31(1), pages 1-20, March.
- Thanh-Binh Phung & Phuc-Thien Vo, 2025. "The role of gamification experience in shaping continuous usage and word-of-mouth intentions: evidence from e-wallet services in Vietnam," Journal of Financial Services Marketing, Palgrave Macmillan, vol. 30(4), pages 1-19, December.
Corrections
All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:eee:ininma:v:38:y:2018:i:1:p:232-242. See general information about how to correct material in RePEc.
If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.
If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .
If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Catherine Liu (email available below). General contact details of provider: https://www.journals.elsevier.com/international-journal-of-information-management .
Please note that corrections may take a couple of weeks to filter through the various RePEc services.
Printed from https://ideas.repec.org/a/eee/ininma/v38y2018i1p232-242.html