Why do people play on-line games? An extended TAM with social influences and flow experience CL Hsu, HP Lu Information & management 41 (7), 853-868, 2004 | 3197 | 2004 |
Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation CL Hsu, JCC Lin Information & management 45 (1), 65-74, 2008 | 2695 | 2008 |
Play between worlds: Exploring online game culture TL Taylor MIT press, 2009 | 2311 | 2009 |
Ethnography and virtual worlds: A handbook of method TL Taylor, T Boellstorff, B Nardi, C Pearce Princeton university press, 2013 | 2048 | 2013 |
On and off the’Net: Scales for social capital in an online era D Williams Journal of computer-mediated communication 11 (2), 593-628, 2006 | 1939 | 2006 |
Where everybody knows your (screen) name: Online games as “third places” CA Steinkuehler, D Williams Journal of computer-mediated communication 11 (4), 885-909, 2006 | 1384 | 2006 |
Raising the stakes: E-sports and the professionalization of computer gaming TL Taylor Mit Press, 2012 | 1251 | 2012 |
Who plays, how much, and why? Debunking the stereotypical gamer profile D Williams, N Yee, SE Caplan Journal of computer-mediated communication 13 (4), 993-1018, 2008 | 1078 | 2008 |
From tree house to barracks: The social life of guilds in World of Warcraft D Williams, N Ducheneaut, L Xiong, Y Zhang, N Yee, E Nickell Games and culture 1 (4), 338-361, 2006 | 1078 | 2006 |
The virtual census: Representations of gender, race and age in video games D Williams, N Martins, M Consalvo, JD Ivory New media & society 11 (5), 815-834, 2009 | 1027 | 2009 |
What drives purchase intention for paid mobile apps?–An expectation confirmation model with perceived value CL Hsu, JCC Lin Electronic commerce research and applications 14 (1), 46-57, 2015 | 890 | 2015 |
The effects of blogger recommendations on customers’ online shopping intentions CL Hsu, JCC Lin, HS Chiang Internet research 23 (1), 69-88, 2013 | 798 | 2013 |
Consumer behavior in online game communities: A motivational factor perspective CL Hsu, HP Lu Computers in Human Behavior 23 (3), 1642-1659, 2007 | 778 | 2007 |
Problematic Internet use and psychosocial well-being among MMO players S Caplan, D Williams, N Yee Computers in human behavior 25 (6), 1312-1319, 2009 | 766 | 2009 |
Living digitally: Embodiment in virtual worlds TL Taylor The social life of avatars: Presence and interaction in shared virtual …, 2002 | 732 | 2002 |
Adoption of the mobile Internet: An empirical study of multimedia message service (MMS) CL Hsu, HP Lu, HH Hsu Omega 35 (6), 715-726, 2007 | 707 | 2007 |
Watch me play: Twitch and the rise of game live streaming TL Taylor Watch Me Play, 2018 | 694 | 2018 |
Looking for gender: Gender roles and behaviors among online gamers D Williams, M Consalvo, S Caplan, N Yee Journal of communication 59 (4), 700-725, 2009 | 584 | 2009 |
An empirical examination of consumer adoption of Internet of Things services: Network externalities and concern for information privacy perspectives CL Hsu, JCC Lin Computers in human behavior 62, 516-527, 2016 | 578 | 2016 |
Effect of perceived value and social influences on mobile app stickiness and in-app purchase intention CL Hsu, JCC Lin Technological Forecasting and Social Change 108, 42-53, 2016 | 474 | 2016 |