The impact of perceived risk, intangibility and consumer characteristics on online game playing.
Lily Shui-Lien ChenPublished in: Comput. Hum. Behav. (2010)
Keyphrases
- game playing
- perceived risk
- negative impact
- multi player
- online learning
- general game playing
- internet banking
- game tree search
- attitudes toward
- gender differences
- online game
- video games
- game tree
- learning outcomes
- imperfect information
- online shopping
- positive effects
- game play
- computer games
- electronic commerce
- online markets
- information systems
- game based learning
- information technology