|
Anderson, J. C., & Gerbing, D. W. (1988). Structural equation modeling in practice: A review and recommended two-step approach. Psychological Bulletin, 103(3), 411-423. Anderson, C., Spataro, S. E., & Flynn, F. J. (2008). Personality and organizational culture as determinants of influence. Journal of Applied Psychology, 93(3), 702-710. Anderson, R. E., & Srinivasan, S. S. (2003). E-satisfaction and e-loyalty: A contingency framework. Psychology & Marketing, 20(2), 123-138. Bagozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation models. Journal of the Academy of Marketing Science, 16(1), 74-94. Bandura (1986). Social foundations of thought and action: A social cognitive theory, Englewood Cliffs, NJ: Prentice-Hall. Barrick, M. R., & Mount, M. K. (1991). The Big Five personality dimensions and job performance: A meta-analysis. Personnel Psychology, 44(1), 1-26. Bipp, T., Steinmayr, R., & Spinath, B. (2008). Personality and achievement motivation: Relationship among Big Five domain and facet scales, achievement goals, and intelligence. Personality and Individual Differences, 44(7), 1454-1464. Bitner, M. J. (1990). Evaluating service encounters: The effects of physical surroundings and employee responses. Journal of Marketing, 54(2), 69-82. Blickle, G. (1996). Personality traits, learning strategies, and performance. European Journal of Personality, 10(5), 337-352. Blumberg, F. C., Rosenthal, S. F., & Randall, J. D. (2008). Impasse-driven learning in the context of video games. Computers in Human Behavior, 24(4), 1530-1541. Bollen, K. A. (1989). Structural equations with latent variables. New York: Wiley. Browne, M. W., & Cudeck, R. (1993). Alternative ways of assessing model fit. In K. A. Bollen & J. S. Long (eds.), Testing structural equation models. Newbury Park, CA: Sage, 136-162. Carmines, E. G., & Mclver, J. P. (1981). Unobserved variables. In G. W. Bohrnstedt, & E. F. Borgatta (Eds.), Social measurement: Current issues. Beverly Hills, CA: Sage, 111-130. Chamorro-Premuzic, T., Furnham, A., & Lewis, M. (2007). Personality and approaches to learning predict preference for different teaching methods. Learning and Individual Differences, 17(3), 241-250. Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. CyberPsychology & Behavior, 7(1), 11-24. Chung, J., & Tan, F. B. (2004). Antecedents of perceived playfulness: An exploratory study on user acceptance of general information-searching websites. Information & Management, 41(7), 869-881. Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco, CA: Jossey-Bass. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: HarperCollins. Csikszentmihalyi, M. (1997). Happiness and creativity: Going with flow. Social Report on Happiness, 31(5), 8-12. De Ruyter, K., Martin, W., & Bloemer, J. (1998). On the relationship between perceived service quality, service loyalty and switching costs. International Journal of Service Industry Management, 9(5), 436-453. DFC Intelligence (2006). Online game market forecasted to reach $13 billion by 2011. http://www.dfcint.com/wp/?p=52, 2006. Dick, A. S., & Basu, K. (1994). Customer loyalty: An integrated conceptual framework. Journal of Academy of Marketing Science, 22(2), 99-113. Ellis, G. D., Voelkl, J. E., & Morris, C. (1994). Measurement and analysis issues with explanation of variance in daily experience using the flow model. Journal of Leisure Research, 26(4), 337-356. Fornell, C., & Larcker, D. F. (1981). Evaluating structural models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50. Ghani, J. A., & Deshpande, S. P. (1994). Task characteristics and the experience of optimal flow in human-computer interaction. Journal of Psychology, 128(4), 381-391. Hampson, S. E., & Goldberg, L. R. (2006). A first large cohort study of personality trait stability over the 40 years between elementary school and midlife. Journal of Personality & Social Psychology, 91(4), 763-779. Harris, J. A. (1993). Personalities of students in three faculties: Perception and accuracy. Personality and Individual Differences, 15(3), 351-352. Hoffman, D. L., & Novak, T. P. (1996). Marketing in Hypermedia computer-mediated environments: Conceptual foundations. Journal of Marketing, 60(3), 50-68. Hong, R. Y., Paunonen, S. V., & Slade, H. P. (2008). Big Five personality factors and the prediction of behavior: A multitrait-multimethod approach. Personality and Individual Differences, 45(2), 160-166. Hsieh, Y.-C., Chiu, H.-C., & Chiang, M.-Y. (2005). Maintaining a committed online customer: A study across search-experience-credence products. Journal of Retailing, 81(1), 75-82. Hsu, C.-L., & Lu, H.-P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853-868. Hsu, C.-L., & Lu, H.-P. (2007). Customer behavior in online game communities: A motivational factor perspective. Computers in Human Behavior, 23(3), 1642-1659. Iacobucci, D., & Duhachek, A. (2003). Advancing alpha: Measuring reliability with confidence. Journal of Consumer Psychology, 13(4), 478-487. International Data Corporation (2008). 玩家需求多元化使台灣線上遊戲市場持續成長, http://www.idc.com.tw/report/News/Taiwan/news_Taiwan_080715.html. Johnson, M. D., Herrmann, A., & Huber, F. (2006). The evolutions of loyalty intentions. Journal of Marketing, 70(2), 122-132. Knez, I., & Niedenthal, S. (2008). Lighting in digital game worlds: Effects on affect and play performance. CyberPsychology & Behavior, 11(2), 129-137. Korzaan, M. L. (2003). Going with the flow: Predicting online purchases intentions. Journal of Computer Information Systems, 43(4), 25-31. Kurtz, J. E., Tarquini, S. J., & Iobst, E. A. (2008). Socially desirable responding in personality assessment: Still more substance than style. Personality and Individual Differences, 45(1), 22-27. Lu, H., & Lin J. C.-C. (2003). Predicting customer behavior in the market-space: A study of Rayport and Sviokla’s framework. Information & Management, 40(1), 1-10. Major, D. A., Turner, J. E., & Fletcher, T. D. (2006). Linking proactive personality and the Big Five to motivation to learn and development activity. Journal of Applied Psychology, 91(4), 927-935. Methlie, L. B., & Nysveen, H. (1999). Loyalty of on-line bank customers. Journal of Information Technology, 14(4), 375-386. Ng, B., & Wiemer-Hastings, P. (2005). Addiction to the Internet and online gaming. CyberPsychology & Behavior, 8(2), 110-113. Novak, T. P., Hoffman, D. L., & Duhachek, A. (2003). The influence of goal-directed and experiential activities on online flow experience. Journal of Consumer Psychology, 13(1,2), 3-16. Novak, T. P., Hoffman, D. L., & Yung, Y.-F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing Science, 19(1), 22-42. Nunnally, J. C., & Bernstein, I. H. (1994). Psychometric theory, 3rd ed., New York, NY: McGraw-Hill. Pervin, L. A. (1993). Personality: Theory and research, 6th ed., New York: Wiley. Reichheld, F. F. (1996). Learning from customer defections. Harvard Business Review, 74(2), 56-69. Rubinstein, G. (2003). Authoritarianism and its relation to creativity: A comparative study among students of design, behavior science and law. Personality and Individual Difference, 34(4), 695-705. Russell-Bennett, R., McColl-Kennedy, J. R., & Coote, L. V. (2007). Involvement, satisfaction, and brand loyalty in a small business setting. Journal of Business Research, 60(12), 1253-1260. Saucier, G. (1994). Mini-Marker: A brief version of Goldbergs unipolar Big-Five marker. Journal of Personality Assessment, 63(3), 506-516. Sheeks, M. S., & Brichmeier, Z. P. (2007). Shyness, sociability, and the use of computer-mediated communication in relationship development. CyberPsychology & Behavior, 10(1), 64-70. Shin, N. (2006). Online learner's 'flow' experience: An empirical study. British Journal of Educational Technology, 37(5), 705-720. Skadberg, Y. X., & Kimmel, J. R. (2004). Visitors’ flow experience while browsing a web site: Its measurement, contributing factors and consequences. Computers in Human Behavior, 20(3), 403-422. Skinner, B. F. (1968). The techonlogy of teaching. New York: Appleton-Century-Crofts. Srinivasan, S. S., Anderson, R., & Ponnavolu, K. (2002). Customer loyalty in e-commerce: An exploration of its antecedents and consequences. Journal of Retailing, 78(1), 41-50. Teng, C.-I. (2008). Personality differences between online game players and nonplayers in a student sample. CyberPsychology & Behavior, 11(2), 232-234. Teng, C.-I., Huang, L.-S., Jeng, S.-P., Chou, Y.-J., & Hu, H.-H. (2008). Who are loyal customers in online games? Paper presented at the meeting of 2008 International Consortium for Electronic Business, Waikoloa, Hawaii. Trevino, L. K., & Webster, J. (1992). Flow in computer-mediated communication. Communication Research, 19(5), 539-573. Wan, C.-S., & Chiou, W.-B. (2006). Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for Taiwanese adolescents. CyberPsychology & Behavior, 9(3), 317-324. Webb, N. M. (1982). Student interaction and learning in small groups. Review of Educational Research, 52(3), 421-445. Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., & Groner, R. (2008). Playing online games against computer-vs. human controlled opponents: Effects on presence, flow and enjoyment. Computers in Human Behavior, 24(5), 2274-2291. Yang, H.-E., Wu, C.-H., & Wang, K.-C. (in press). An empirical analysis of online game service satisfaction and loyalty. Expert Systems with Applications, doi:10.1016/j.eswa.2007.12.005. Zaichkowsky, J. L. (1985). Measuring the involvement construct. Journal of Consumer Research, 12(3), 341-352.
|