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Modeling Consumers' Observational Learning in Digital Gaming: A Conceptual Model.

, , , and . JCSG, volume 11243 of Lecture Notes in Computer Science, page 159-168. Springer, (2018)

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Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empirical Study., , , , and . HCI (30), volume 11595 of Lecture Notes in Computer Science, page 85-104. Springer, (2019)In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model., , , and . HCI (28), volume 12789 of Lecture Notes in Computer Science, page 210-218. Springer, (2021)Serious video games and psychological support: A depression intervention among young cancer patients., , , , , , and . Entertain. Comput., (2022)Modeling the customer satisfaction function: a two-country comparison.. Electron. Mark., 28 (2): 163-175 (2018)The Role of Personality Factors Influencing Consumer Video Game Engagement in Young Adults: A Study on Generic Games., , , , , and . IEEE Access, (2021)A Revisit of the Measurements on Engagement in Videogames: A New Scale Development., , and . ICEC, volume 9926 of Lecture Notes in Computer Science, page 247-252. Springer, (2016)Playful-Consumption Experience in Digital Game Playing: A Scale Development., , and . ICEC, volume 10507 of Lecture Notes in Computer Science, page 290-296. Springer, (2017)Modeling Consumers' Observational Learning in Digital Gaming: A Conceptual Model., , , and . JCSG, volume 11243 of Lecture Notes in Computer Science, page 159-168. Springer, (2018)How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model., , , , , and . HCI (43), volume 13097 of Lecture Notes in Computer Science, page 3-10. Springer, (2021)Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games., , , , , and . HCI (31), volume 12211 of Lecture Notes in Computer Science, page 251-259. Springer, (2020)