Journal articles on the topic 'Perceived Playfulness'
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Ko, Arum, and Wanjeong Lee. "Young Children’s Self-Perceived Playfulness: The Relationship with Teacher Assessments and Children’s Executive Functions." Korean Journal of the Human Development 31, no. 3 (2024): 27–41. http://dx.doi.org/10.15284/kjhd.2024.31.3.27.
Full textRumangkit, Stefanus, and Hasna Larasati. "The Role Of Gamification, Perceived Playfulness, Learning Engagement, and Learning Motivation On Academic Achievement In Hybrid Learning." E3S Web of Conferences 426 (2023): 02002. http://dx.doi.org/10.1051/e3sconf/202342602002.
Full textDeny, Deny. "Faktor-Faktor yang Mempengaruhi Penggunaan BBM oleh Toko Online di Indonesia." Jurnal Riset Manajemen dan Bisnis (JRMB) Fakultas Ekonomi UNIAT 1, no. 2 (2016): 93–104. http://dx.doi.org/10.36226/jrmb.v1i2.14.
Full textLiao, Pei Wen, and Jun Yi Hsieh. "What Influences Internet-Based Learning?" Social Behavior and Personality: an international journal 39, no. 7 (2011): 887–96. http://dx.doi.org/10.2224/sbp.2011.39.7.887.
Full textTian, Zemin. "Influence of Gamification on User Loyalty Toward Mobile Applications." Social Behavior and Personality: an international journal 51, no. 5 (2023): 1–10. http://dx.doi.org/10.2224/sbp.12178.
Full textAndrew, Roberto, and Retno Ardianti. "Perceived playfulness, perceived usefulness, confirmation dan continuance intention pada layanan video on demand: satisfaction sebagai mediasi." MBR (Management and Business Review) 6, no. 2 (2022): 195–211. http://dx.doi.org/10.21067/mbr.v6i2.7549.
Full textin, Amirudd, Grace T. Pontoh, and Endang Sriningsih. "Determinants of Attitudes of Computer Users: an Approach to the Technology Acceptance Model and Social Cognitive Theory." Webology 18, SI03 (2021): 92–111. http://dx.doi.org/10.14704/web/v18si03/web18022.
Full textRen, Gang, Gang Wang, and Tianyang Huang. "What Influences Potential Users’ Intentions to Use Hotel Robots?" Sustainability 17, no. 12 (2025): 5271. https://doi.org/10.3390/su17125271.
Full textKang, Minhyung. "Active users’ knowledge-sharing continuance on social Q&A sites: motivators and hygiene factors." Aslib Journal of Information Management 70, no. 2 (2018): 214–32. http://dx.doi.org/10.1108/ajim-09-2017-0207.
Full textLin, Chih-Wei, Yu-Sheng Lin, Chia-Chi Liao, and Chih-Cheng Chen. "Utilizing Technology Acceptance Model for Influences of Smartphone Addiction on Behavioural Intention." Mathematical Problems in Engineering 2021 (June 1, 2021): 1–7. http://dx.doi.org/10.1155/2021/5592187.
Full textYang, Yanqun, Xinli Wu, Linwei Wang, Said M. Easa, and Xinyi Zheng. "Evaluating Acceptance of Novel Vehicle-Mounted Perfume Automatic Dispersal Device for Fatigued Drivers." Applied Sciences 14, no. 11 (2024): 4580. http://dx.doi.org/10.3390/app14114580.
Full textRecuero Virto, Nuria, and Maria Francisca Blasco López. "Lessons from Lockdown: Are Students Willing to Repeat the Experience of Using Interactive Smartboards?" International Journal of Emerging Technologies in Learning (iJET) 15, no. 24 (2020): 225. http://dx.doi.org/10.3991/ijet.v15i24.19327.
Full textLin, Chih-Wei, Chun-Yu Chien, Shao-Leon Lian, Yun-Tsan Lin, and Wei-Hsun Hsu. "Exploring the impact factors of the usage intention of AR sports games for home exercise based on the decomposed theory of planned behavior." Journal of Infrastructure, Policy and Development 8, no. 16 (2024): 10643. https://doi.org/10.24294/jipd10643.
Full textPark, Eun Ju. "The Effect of Pre-service Early Childhood Teachers' Playfulness and Play Belief on Play Teaching Efficacy." Taegu Science University Defense Security Institute 7, no. 1 (2023): 53–74. http://dx.doi.org/10.37181/jscs.2023.7.1.063.
Full textLee, Hoon, Heejeong Hwang, and Changsup Shim. "Experiential festival attributes, perceived value, satisfaction, and behavioral intention for Korean festivalgoers." Tourism and Hospitality Research 19, no. 2 (2017): 199–212. http://dx.doi.org/10.1177/1467358417738308.
Full textWidianingsih, Rini, Dona Primasari, and Agus Sunarmo. "IMPLEMENTASI BRINETS TERHADAP KINERJA PEGAWAI DENGAN PERCEIVED ENJOYMENT DAN COMPUTER PLAYFULNESS SEBAGAI VARIABEL MODERATING." Jurnal Analisis Bisnis Ekonomi 15, no. 1 (2017): 1–8. http://dx.doi.org/10.31603/bisnisekonomi.v15i1.998.
Full textCodish, David, and Gilad Ravid. "Academic Course Gamification: The Art of Perceived Playfulness." Interdisciplinary Journal of e-Skills and Lifelong Learning 10 (2014): 131–51. http://dx.doi.org/10.28945/2066.
Full textLin, Chih-Wei, Chun-Yu Chien, Chi-Pei Ou Yang, and Tso-Yen Mao. "Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective." Sustainability 15, no. 1 (2022): 589. http://dx.doi.org/10.3390/su15010589.
Full textHua, Nan, Randall Shannon, Murtaza Haider, and George P. Moschis. "Factors Influencing Purchase Intention of Food Surplus through a Food-Sharing Platform." Sustainability 15, no. 17 (2023): 13000. http://dx.doi.org/10.3390/su151713000.
Full textGüvendi, Burcu, and Muhsin Hazar. "Playfulness, perceived stress and coping with stress approaches in teacher candidates in various departments." Journal of Human Sciences 13, no. 3 (2016): 5796. http://dx.doi.org/10.14687/jhs.v13i3.4348.
Full textWustmann, Seiler Corina, Patricia Lannen, Isabelle Duss, and Fabio Sticca. "Mitspielen, (An)Leiten, Unbeteiligt sein? Zusammenhänge kindlicher und elterlicher Playfulness: eine Pilotstudie." Frühe Bildung: Interdisziplinäre Zeitschrift für Forschung, Ausbildung und Praxis 10, no. 3 (online first) (2021): 1–8. https://doi.org/10.5281/zenodo.4963976.
Full textAbu-AlSondos, Ibrahim A., Anas A. Salameh, Abeer F. Alkhwaldi, Alaa S. Mushtaha, Maha Shehadeh, and Ala'a Al-junaidi. "Evaluating Mobile E-Learning Systems Acceptance: An Integrated Model." International Journal of Interactive Mobile Technologies (iJIM) 17, no. 16 (2023): 30–47. http://dx.doi.org/10.3991/ijim.v17i16.42679.
Full textOh, Chi-Sung, Yejin Lee, and Ji-Hwan Yoon. "The impacts of travel product live commerce characteristics on perceived usefulness, flow, and purchase intention." Tourism Sciences Society of Korea 48, no. 5 (2024): 127–45. http://dx.doi.org/10.17086/jts.2024.48.5.127.145.
Full textZhukova, Marina, and Susan C. Herring. "Benign or Toxic? Differences in Emoji Interpretation by Gender, Generation, and Emoji Type." Language@Internet 22, Special Issue (2024): 74–108. https://doi.org/10.14434/li.v22.40800.
Full textJung, Sang-Hyun, and Hwa-Hyung Lee. "The Effects of SNS Characteristics on the Ticket Purchase Intention of Performing Arts Consumers: Focusing on the Technology Acceptance Model." Korea Association Of Cultural Economics 26, no. 2 (2023): 113–43. http://dx.doi.org/10.36234/kace.2023.26.2.113.
Full textRusmana, Oman, Icuk Rangga Bawono, and Riza Uyun Indriyani. "Analysis of User’s Acceptance of The Accrual-Based Financial Simda with Technology Acceptance Model (Tam) 3 Adapted Approach." Jurnal Akuntansi dan Governance Andalas 1, no. 2 (2020): 1–20. http://dx.doi.org/10.25077/jaga.v1i2.41.
Full textKristiani, Nuning, and Shahnaz Wirenta Putri. "PENGARUH PERCEIVED USEFULNESS DAN PLAYFULNESS TERHADAP INTENTION TO USE PENGGUNA APLIKASI TIK TOK DI MASA PANDEMI COVID 19." CAPITAL: Jurnal Ekonomi dan Manajemen 5, no. 2 (2022): 162. http://dx.doi.org/10.25273/capital.v5i2.12021.
Full textLin, Chih-Wei, Yu-Sheng Lin, Yi-Sheng Xie, and Jui-Hsiu Chang. "Understanding the Behavioural Intention to Play the Nintendo Switch: An Extension of the Technology Acceptance Model." Applied System Innovation 5, no. 6 (2022): 124. http://dx.doi.org/10.3390/asi5060124.
Full textChen, Zaidie, Fatihah Mohd, and Nur Ain Ayunni Sabri. "THE FUTURE OF MOBILE BANKING ADOPTION: NEW INSIGHTS FROM CONSUMER BEHAVIOR AND THE TECHNOLOGY ACCEPTANCE MODEL." Journal of Information System and Technology Management 10, no. 38 (2025): 351–65. https://doi.org/10.35631/jistm.1038024.
Full textPangestu, Raka, and Sri Rahayu Hijrah Hati. "Analysis of Factors Influencing Impulsive Buying Behavior and the Role of Influencer Marketing in Electronic Commerce." Ekonomis: Journal of Economics and Business 9, no. 1 (2025): 214. https://doi.org/10.33087/ekonomis.v9i1.2015.
Full textWu, Yue, Qianling Jiang, Shiyu Ni, and Hui’e Liang. "Critical Factors for Predicting Users’ Acceptance of Digital Museums for Experience-Influenced Environments." Information 12, no. 10 (2021): 426. http://dx.doi.org/10.3390/info12100426.
Full textPark, Yeon Ok. "A study on Informativeness and Playfulness on the Perceived Ease of Use and Usefulness: focusing on mediating effect of immersiveness." Korea Institute of Design Research Society 9, no. 2 (2024): 324–38. http://dx.doi.org/10.46248/kidrs.2024.2.324.
Full textHasanah, Adha Faubya, Liza Agustina Maureen Nelloh, and Sasotya Pratama. "How Effective is FYP (ForYouPage) Campaign for Business Contents on in Indonesia?" Jurnal Ilmu Manajemen & Ekonomika 14, no. 2 (2022): 51. http://dx.doi.org/10.35384/jime.v14i2.274.
Full textBrown, Kieron. "Play and Playfulness in Lynda Barry’s What It Is." Eludamos: Journal for Computer Game Culture 12, no. 1 (2021): 127–48. http://dx.doi.org/10.7557/23.6366.
Full textWang, Shaofeng, Ahmed Tlili, Lixin Zhu, and Junfeng Yang. "Do Playfulness and University Support Facilitate the Adoption of Online Education in a Crisis? COVID-19 as a Case Study Based on the Technology Acceptance Model." Sustainability 13, no. 16 (2021): 9104. http://dx.doi.org/10.3390/su13169104.
Full textTang, Tianpei, Xiwei Wang, Jianbing Wu, Meining Yuan, Yuntao Guo, and Xunqian Xu. "Determinants and the Moderating Effects of Individual Characteristics on Autonomous Vehicle Adoption in China." International Journal of Environmental Research and Public Health 20, no. 1 (2022): 43. http://dx.doi.org/10.3390/ijerph20010043.
Full textFang, Ching-Han, Ching-Lin Fang, Ren-Fang Chao, and Shang-Ping Lin. "Paternalistic Leadership and Employees’ Sustained Work Behavior: A Perspective of Playfulness." Sustainability 11, no. 23 (2019): 6650. http://dx.doi.org/10.3390/su11236650.
Full textHuang, Menghua, Yingxue Ren, Xu Wang, Xinzhe Li, and Li Li. "What affects the use of smartphones by the elderly? A hybrid survey from China." National Accounting Review 5, no. 3 (2023): 245–60. http://dx.doi.org/10.3934/nar.2023015.
Full textFaridiah, Aghadiati Fajri, Kun Haribowo P. RY., Amalia Nurisqi, and Natasari Dina. "Gamification in e-learning: The mitigation role in technostress." International Journal of Evaluation and Research in Education (IJERE) 10, no. 2 (2021): 606–14. https://doi.org/10.11591/ijere.v10i2.21199.
Full textRaza, Syed Ali, Wasim Qazi, and Amna Umer. "Facebook Is a Source of Social Capital Building Among University Students." Journal of Educational Computing Research 55, no. 3 (2016): 295–322. http://dx.doi.org/10.1177/0735633116667357.
Full textNursyamsiah, Amalia, Mahir Pradana, and Arry Widodo. "Model of Impulsive Buying Behavior in Shopee Live: Study of Demand, Convenience, Interactivity, and Playfulness Through Perceived Usefulness." MARGINAL JOURNAL OF MANAGEMENT ACCOUNTING GENERAL FINANCE AND INTERNATIONAL ECONOMIC ISSUES 4, no. 3 (2025): 726–41. https://doi.org/10.55047/marginal.v4i3.1745.
Full textTehdi, Evan, and Florentina Kurniasari T. "Analysis of the Influence of Technological Innovativeness on Perceived Usefulness, Perceived Ease of Use, and Perceived Playfulness and their implications for Usage Intention: An analysis of LinkAja application users." Business and Entrepreneurial Review 21, no. 2 (2021): 231–42. http://dx.doi.org/10.25105/ber.v21i2.9617.
Full textNegra, Anissa, Wafa M'sallem, and Mohamed Nabil Mzoughi. "Investigating Educators' Intention to Adopt M-Learning." International Journal of Technology and Human Interaction 17, no. 3 (2021): 69–83. http://dx.doi.org/10.4018/ijthi.2021070105.
Full textPriyadarshini, Chetna, S. Sreejesh, and M. R. Anusree. "Effect of information quality of employment website on attitude toward the website." International Journal of Manpower 38, no. 5 (2017): 729–45. http://dx.doi.org/10.1108/ijm-12-2015-0235.
Full textPaasonen, Susanna. "Many splendored things: Sexuality, playfulness and play." Sexualities 21, no. 4 (2017): 537–51. http://dx.doi.org/10.1177/1363460717731928.
Full textWu, Yi, Tingru Cui, Na Liu, Yimeng Deng, and Junpeng Guo. "Demystifying continuous participation in game applications at social networking sites." Internet Research 28, no. 2 (2018): 374–92. http://dx.doi.org/10.1108/intr-11-2016-0347.
Full textLin, Tzu-Hong, Hsi-Peng Lu, Kuo-Lun Hsiao, and Huei-Hsia Hsu. "Continuance Intention of Facebook Check-In Service Users: An Integrated Model." Social Behavior and Personality: an international journal 42, no. 10 (2014): 1745–60. http://dx.doi.org/10.2224/sbp.2014.42.10.1745.
Full textWu, Yue, Qianling Jiang, Hui’e Liang, and ShiYu Ni. "What Drives Users to Adopt a Digital Museum? A Case of Virtual Exhibition Hall of National Costume Museum." SAGE Open 12, no. 1 (2022): 215824402210821. http://dx.doi.org/10.1177/21582440221082105.
Full textAbraham, Juneman, and Melina Trimutiasari. "Sociopsychotechnological Predictors of Individual’s Social Loafing in Virtual Team." International Journal of Electrical and Computer Engineering (IJECE) 5, no. 6 (2015): 1500. http://dx.doi.org/10.11591/ijece.v5i6.pp1500-1510.
Full textLin, Cathy S., Sheng Wu, and Ray J. Tsai. "Integrating perceived playfulness into expectation-confirmation model for web portal context." Information & Management 42, no. 5 (2005): 683–93. http://dx.doi.org/10.1016/j.im.2004.04.003.
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