Artigos de revistas sobre o tema "Perceived Playfulness"
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Deny, Deny. "Faktor-Faktor yang Mempengaruhi Penggunaan BBM oleh Toko Online di Indonesia". Jurnal Riset Manajemen dan Bisnis (JRMB) Fakultas Ekonomi UNIAT 1, n.º 2 (1 de outubro de 2016): 93–104. http://dx.doi.org/10.36226/jrmb.v1i2.14.
Texto completo da fonteLiao, Pei Wen, e Jun Yi Hsieh. "What Influences Internet-Based Learning?" Social Behavior and Personality: an international journal 39, n.º 7 (1 de agosto de 2011): 887–96. http://dx.doi.org/10.2224/sbp.2011.39.7.887.
Texto completo da fontein, Amirudd, Grace T. Pontoh e Endang Sriningsih. "Determinants of Attitudes of Computer Users: an Approach to the Technology Acceptance Model and Social Cognitive Theory". Webology 18, SI03 (13 de janeiro de 2021): 92–111. http://dx.doi.org/10.14704/web/v18si03/web18022.
Texto completo da fonteKang, Minhyung. "Active users’ knowledge-sharing continuance on social Q&A sites: motivators and hygiene factors". Aslib Journal of Information Management 70, n.º 2 (19 de março de 2018): 214–32. http://dx.doi.org/10.1108/ajim-09-2017-0207.
Texto completo da fonteCodish, David, e 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.
Texto completo da fonteLin, Chih-Wei, Yu-Sheng Lin, Chia-Chi Liao e Chih-Cheng Chen. "Utilizing Technology Acceptance Model for Influences of Smartphone Addiction on Behavioural Intention". Mathematical Problems in Engineering 2021 (1 de junho de 2021): 1–7. http://dx.doi.org/10.1155/2021/5592187.
Texto completo da fonteRecuero Virto, Nuria, e 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, n.º 24 (22 de dezembro de 2020): 225. http://dx.doi.org/10.3991/ijet.v15i24.19327.
Texto completo da fonteLee, Hoon, Heejeong Hwang e Changsup Shim. "Experiential festival attributes, perceived value, satisfaction, and behavioral intention for Korean festivalgoers". Tourism and Hospitality Research 19, n.º 2 (3 de novembro de 2017): 199–212. http://dx.doi.org/10.1177/1467358417738308.
Texto completo da fonteWidianingsih, Rini, Dona Primasari e Agus Sunarmo. "IMPLEMENTASI BRINETS TERHADAP KINERJA PEGAWAI DENGAN PERCEIVED ENJOYMENT DAN COMPUTER PLAYFULNESS SEBAGAI VARIABEL MODERATING". Jurnal Analisis Bisnis Ekonomi 15, n.º 1 (27 de abril de 2017): 1–8. http://dx.doi.org/10.31603/bisnisekonomi.v15i1.998.
Texto completo da fonteGüvendi, Burcu, e Muhsin Hazar. "Playfulness, perceived stress and coping with stress approaches in teacher candidates in various departments". Journal of Human Sciences 13, n.º 3 (25 de dezembro de 2016): 5796. http://dx.doi.org/10.14687/jhs.v13i3.4348.
Texto completo da fonteWang, Shaofeng, Ahmed Tlili, Lixin Zhu e 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, n.º 16 (14 de agosto de 2021): 9104. http://dx.doi.org/10.3390/su13169104.
Texto completo da fonteFang, Ching-Han, Ching-Lin Fang, Ren-Fang Chao e Shang-Ping Lin. "Paternalistic Leadership and Employees’ Sustained Work Behavior: A Perspective of Playfulness". Sustainability 11, n.º 23 (25 de novembro de 2019): 6650. http://dx.doi.org/10.3390/su11236650.
Texto completo da fonteRaza, Syed Ali, Wasim Qazi e Amna Umer. "Facebook Is a Source of Social Capital Building Among University Students". Journal of Educational Computing Research 55, n.º 3 (21 de setembro de 2016): 295–322. http://dx.doi.org/10.1177/0735633116667357.
Texto completo da fonteLin, Cathy S., Sheng Wu e Ray J. Tsai. "Integrating perceived playfulness into expectation-confirmation model for web portal context". Information & Management 42, n.º 5 (julho de 2005): 683–93. http://dx.doi.org/10.1016/j.im.2004.04.003.
Texto completo da fonteHung, Shin-Yuan, Jacob Chia-An Tsai e Shin-Tzu Chou. "Decomposing perceived playfulness: A contextual examination of two social networking sites". Information & Management 53, n.º 6 (setembro de 2016): 698–716. http://dx.doi.org/10.1016/j.im.2016.02.005.
Texto completo da fonteNegra, Anissa, Wafa M'sallem e Mohamed Nabil Mzoughi. "Investigating Educators' Intention to Adopt M-Learning". International Journal of Technology and Human Interaction 17, n.º 3 (julho de 2021): 69–83. http://dx.doi.org/10.4018/ijthi.2021070105.
Texto completo da fontePriyadarshini, Chetna, S. Sreejesh e M. R. Anusree. "Effect of information quality of employment website on attitude toward the website". International Journal of Manpower 38, n.º 5 (7 de agosto de 2017): 729–45. http://dx.doi.org/10.1108/ijm-12-2015-0235.
Texto completo da fonteWu, Yi, Tingru Cui, Na Liu, Yimeng Deng e Junpeng Guo. "Demystifying continuous participation in game applications at social networking sites". Internet Research 28, n.º 2 (4 de abril de 2018): 374–92. http://dx.doi.org/10.1108/intr-11-2016-0347.
Texto completo da fontePaasonen, Susanna. "Many splendored things: Sexuality, playfulness and play". Sexualities 21, n.º 4 (8 de novembro de 2017): 537–51. http://dx.doi.org/10.1177/1363460717731928.
Texto completo da fonteLin, Tzu-Hong, Hsi-Peng Lu, Kuo-Lun Hsiao e Huei-Hsia Hsu. "Continuance Intention of Facebook Check-In Service Users: An Integrated Model". Social Behavior and Personality: an international journal 42, n.º 10 (18 de novembro de 2014): 1745–60. http://dx.doi.org/10.2224/sbp.2014.42.10.1745.
Texto completo da fonteAbraham, Juneman, e Melina Trimutiasari. "Sociopsychotechnological Predictors of Individual’s Social Loafing in Virtual Team". International Journal of Electrical and Computer Engineering (IJECE) 5, n.º 6 (1 de dezembro de 2015): 1500. http://dx.doi.org/10.11591/ijece.v5i6.pp1500-1510.
Texto completo da fonteKim, Yeongsil, e Mijin Kim. "Social Behavior and Perceived Playfulness according to Personality Types of SNG Players". Journal of Korea Game Society 13, n.º 4 (20 de agosto de 2013): 5–14. http://dx.doi.org/10.7583/jkgs.2013.13.4.5.
Texto completo da fonteLin, Hung-Yuan, e Chi-Hsian Chiang. "Analyzing Behaviors Influencing the Adoption of Online Games from the Perspective of Virtual Contact". Social Behavior and Personality: an international journal 41, n.º 1 (1 de fevereiro de 2013): 113–22. http://dx.doi.org/10.2224/sbp.2013.41.1.113.
Texto completo da fonteKim, YunJu, e Jong Woo Jun. "Factors Affecting Sustainable Purchase Intentions of SNS Emojis: Modeling the Impact of Self-Presentation". Sustainability 12, n.º 20 (12 de outubro de 2020): 8361. http://dx.doi.org/10.3390/su12208361.
Texto completo da fonteHsu, Chia-Lin, Kuo-Chien Chang e Mu-Chen Chen. "The impact of website quality on customer satisfaction and purchase intention: perceived playfulness and perceived flow as mediators". Information Systems and e-Business Management 10, n.º 4 (15 de outubro de 2011): 549–70. http://dx.doi.org/10.1007/s10257-011-0181-5.
Texto completo da fontePadilla-Meléndez, Antonio, Ana Rosa del Aguila-Obra e Aurora Garrido-Moreno. "Perceived playfulness, gender differences and technology acceptance model in a blended learning scenario". Computers & Education 63 (abril de 2013): 306–17. http://dx.doi.org/10.1016/j.compedu.2012.12.014.
Texto completo da fonteLi, Chi-Hua, e Chun-Ming Chang. "The influence of trust and perceived playfulness on the relationship commitment of hospitality online social network-moderating effects of gender". International Journal of Contemporary Hospitality Management 28, n.º 5 (9 de maio de 2016): 924–44. http://dx.doi.org/10.1108/ijchm-05-2014-0227.
Texto completo da fontePho, Duc-Hoa, Xuan-An Nguyen, Dinh-Hai Luong, Hoai-Thu Nguyen, Thi-Phuong-Thao Vu e Thi-Thuong-Thuong Nguyen. "Data on Vietnamese Students’ Acceptance of Using VCTs for Distance Learning during the COVID-19 Pandemic". Data 5, n.º 3 (11 de setembro de 2020): 83. http://dx.doi.org/10.3390/data5030083.
Texto completo da fonteGeorge Saadé, Raafat, e Jamal Abdulaziz AlSharhan. "Discovering the Motivations of Students when Using an Online Learning Tool". Journal of Information Technology Education: Research 14 (2015): 283–96. http://dx.doi.org/10.28945/2271.
Texto completo da fonteFajri, Faridiah Aghadiati, RY Kun Haribowo P., Nurisqi Amalia e Dina Natasari. "Gamification in e-learning: The mitigation role in technostress". International Journal of Evaluation and Research in Education (IJERE) 10, n.º 2 (1 de junho de 2021): 606. http://dx.doi.org/10.11591/ijere.v10i2.21199.
Texto completo da fonteRomán-Oyola, Rosa, Verónica Figueroa-Feliciano, Yoliannie Torres-Martínez, Jorge Torres-Vélez, Keyshla Encarnación-Pizarro, Samariz Fragoso-Pagán e Luis Torres-Colón. "Play, Playfulness, and Self-Efficacy: Parental Experiences with Children on the Autism Spectrum". Occupational Therapy International 2018 (1 de outubro de 2018): 1–10. http://dx.doi.org/10.1155/2018/4636780.
Texto completo da fonteEhlers, Diane K., e Jennifer L. Huberty. "Middle-Aged Women’s Preferred Theory-Based Features in Mobile Physical Activity Applications". Journal of Physical Activity and Health 11, n.º 7 (setembro de 2014): 1379–85. http://dx.doi.org/10.1123/jpah.2012-0435.
Texto completo da fonteSuki, Norazah Mohd. "Modelling Factors Influencing Early Adopters’ Purchase Intention Towards Online Music". International Journal of Technology and Human Interaction 7, n.º 4 (outubro de 2011): 46–61. http://dx.doi.org/10.4018/jthi.2011100104.
Texto completo da fonteWilliams, Alistair, Glyn Atwal e Douglas Bryson. "Luxury craftsmanship – the emergent luxury beer market". British Food Journal 121, n.º 2 (4 de fevereiro de 2019): 359–70. http://dx.doi.org/10.1108/bfj-02-2018-0092.
Texto completo da fonte유철우 e 최영찬. "The Structural Relationships between Loyalty, Identification, Perceived Playfulness, Trust and Interactivity in Internet Shopping Site". E-Business Studies 10, n.º 3 (setembro de 2009): 3–24. http://dx.doi.org/10.15719/geba.10.3.200909.3.
Texto completo da fonteChung, Janine, e Felix B. Tan. "Antecedents of perceived playfulness: an exploratory study on user acceptance of general information-searching websites". Information & Management 41, n.º 7 (setembro de 2004): 869–81. http://dx.doi.org/10.1016/j.im.2003.08.016.
Texto completo da fonteLiao, Chechen, Yi-Jen Huang, Pui-Lai To e Yu-Ting Lu. "Factors driving digital music purchases". Social Behavior and Personality: an international journal 45, n.º 4 (7 de maio de 2017): 583–98. http://dx.doi.org/10.2224/sbp.5875.
Texto completo da fonteTan, Felix B., e Jacky P. C. Chou. "The Relationship Between Mobile Service Quality, Perceived Technology Compatibility, and Users' Perceived Playfulness in the Context of Mobile Information and Entertainment Services". International Journal of Human-Computer Interaction 24, n.º 7 (22 de setembro de 2008): 649–71. http://dx.doi.org/10.1080/10447310802335581.
Texto completo da fonteChyung, Yun-Joo. "The mediating effect of perceived stress on the relationship between adolescents’ playfulness and subjective well-being". Korean Journal of Child Psychotherapy 12, n.º 1 (30 de abril de 2017): 23–42. http://dx.doi.org/10.23931/kacp.2017.12.1.23.
Texto completo da fonteKuo, Nien-Te, Kuo-Chien Chang, Yi-Sung Cheng e Jui-Chou Lin. "Effects of Tour Guide Interpretation and Tourist Satisfaction on Destination Loyalty in Taiwan’s Kinmen Battlefield Tourism: Perceived Playfulness and Perceived Flow as Moderators". Journal of Travel & Tourism Marketing 33, sup1 (12 de maio de 2015): 103–22. http://dx.doi.org/10.1080/10548408.2015.1008670.
Texto completo da fonteMarisse, K., e R. H. Dewi. "THE EFFECT OF SYSTEM QUALITY, INFORMATION QUALITY, AND PERCEIVED PLAYFULNESS ON THE USE OF TRANSPORTATION ONLINE APPLICATION". Russian Journal of Agricultural and Socio-Economic Sciences 108, n.º 12 (28 de dezembro de 2020): 112–19. http://dx.doi.org/10.18551/rjoas.2020-12.14.
Texto completo da fonteÇelik, Hakan. "Influence of social norms, perceived playfulness and online shopping anxiety on customers' adoption of online retail shopping". International Journal of Retail & Distribution Management 39, n.º 6 (10 de maio de 2011): 390–413. http://dx.doi.org/10.1108/09590551111137967.
Texto completo da fonteJoo, Young Ju, Hwayoung Yu e Eugene Lim. "Structural Relationships among Technology Readiness, Perceived Usefulness, Ease of Use, Playfulness and Intention to Use e-Learning". Journal of Educational Studies 47, n.º 2 (30 de junho de 2016): 53. http://dx.doi.org/10.15854/jes.2016.06.47.2.53.
Texto completo da fonteHuang, Tzu-Hao, Fen Liu, Li-Chen Chen e Ching-Ching Tsai. "The acceptance and impact of Google Classroom integrating into a clinical pathology course for nursing students: A technology acceptance model approach". PLOS ONE 16, n.º 3 (5 de março de 2021): e0247819. http://dx.doi.org/10.1371/journal.pone.0247819.
Texto completo da fonteAlwahaishi, Saleh, e Václav Snášel. "Modeling the Determinants Affecting Consumers’ Acceptance and Use of Information and Communications Technology". International Journal of E-Adoption 5, n.º 2 (abril de 2013): 25–39. http://dx.doi.org/10.4018/jea.2013040103.
Texto completo da fonteMüller-Stewens, Jessica, Tobias Schlager, Gerald Häubl e Andreas Herrmann. "Gamified Information Presentation and Consumer Adoption of Product Innovations". Journal of Marketing 81, n.º 2 (março de 2017): 8–24. http://dx.doi.org/10.1509/jm.15.0396.
Texto completo da fonteTickle-Degnen, Linda, e Wendy Coster. "Therapeutic Interaction and the Management of Challenge during the Beginning Minutes of Sensory Integration Treatment". Occupational Therapy Journal of Research 15, n.º 2 (abril de 1995): 122–41. http://dx.doi.org/10.1177/153944929501500205.
Texto completo da fonteHan, Bo. "I Play, I Pay?" International Journal of Virtual Communities and Social Networking 4, n.º 1 (janeiro de 2012): 19–31. http://dx.doi.org/10.4018/jvcsn.2012010102.
Texto completo da fonteLee, Crystal T., e Sara H. Hsieh. "Engaging consumers in mobile instant messaging: the role of cute branded emoticons". Journal of Product & Brand Management 28, n.º 7 (18 de novembro de 2019): 849–63. http://dx.doi.org/10.1108/jpbm-08-2018-1997.
Texto completo da fonteHackbarth, Gary, Varun Grover e Mun Y. Yi. "Computer playfulness and anxiety: positive and negative mediators of the system experience effect on perceived ease of use". Information & Management 40, n.º 3 (janeiro de 2003): 221–32. http://dx.doi.org/10.1016/s0378-7206(02)00006-x.
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