Citation Impact

Citing Papers

Why Don’t Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior1
2000 Standout
"Facebook distress": A model to investigate discontinuation of social networking site use
2013
Drivers and Consequences of Frustration When Using Social Networking Services: A Quantitative Analysis of Facebook Users
2015
Understanding anthropomorphism in service provision: a meta-analysis of physical robots, chatbots, and other AI
2021 Standout
Examining the impact of gamification on intention of engagement and brand attitude in the marketing context
2017
You are what you can access: Sharing and collaborative consumption online
2013 Standout
Online social networks: A survey of a global phenomenon
2012
Examining the Impact of Online Friendship Desire on Citizenship Behavior*
2013
Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM)
2013
The impact of social media on risk perceptions during the MERS outbreak in South Korea
2017
Mental health problems and social media exposure during COVID-19 outbreak
2020 Standout
Why do you play? The development of the motives for online gaming questionnaire (MOGQ)
2011
Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model
2016 Standout
Remote working and digital transformation during the COVID-19 pandemic: Economic–financial impacts and psychological drivers for employees
2022 Standout
Children and Adolescents and Digital Media
2016 Standout
The Facebook Influence Model: A Concept Mapping Approach
2013
Advantages and challenges associated with augmented reality for education: A systematic review of the literature
2016 Standout
The agile improvement of MMORPGs based on the enhanced chaotic neural network
2011
Artificial intelligence and business models in the sustainable development goals perspective: A systematic literature review
2020 Standout
Towards an understanding of the consumer acceptance of mobile wallet
2009
Improving renewable energy policy planning and decision-making through a hybrid MCDM method
2019 Standout
Research trends in social network sites’ educational use: a review of publications in all SSCI journals to 2015
2016
Threshold Value in Automatic Learning Style Detection
2013
Understanding Customer Experience Throughout the Customer Journey
2016 Standout
Applying the UTAUT Model to Explain the Students’ Acceptance of Mobile Learning System in Higher Education
2019 Standout
The rise of motivational information systems: A review of gamification research
2018 Standout
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 Standout
Exploring Factors Affecting the Adoption of Internet of Things Services
2016
An empirical examination of consumer adoption of Internet of Things services: Network externalities and concern for information privacy perspectives
2016
Literature review as a research methodology: An overview and guidelines
2019 Standout
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
A Systematic Review on Educational Data Mining
2017 Standout
Variables y parámetros del modelo Kano aplicado al turismo de salud.
2020
“Working out for likes”: An empirical study on social influence in exercise gamification
2015
Information technology adoption: a review of the literature and classification
2017
Gamification, quantified-self or social networking? Matching users’ goals with motivational technology
2018
A meta-analysis of mobile commerce adoption and the moderating effect of culture
2012 Standout
The flipped classroom: A review of its advantages and challenges
2018 Standout
Augmented reality for STEM learning: A systematic review
2018 Standout
Analysis of the essential factors affecting of intention to use of mobile learning applications: A comparison between universities adopters and non-adopters
2018
Industry 4.0 technologies: Implementation patterns in manufacturing companies
2019 Standout
Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis
2019 Standout
Kano Model Application in the Tourism Industry: A Systematic Literature Review
2020
Defining service innovation: A review and synthesis
2016
Purchasing behavior in social virtual worlds: An examination of Habbo Hotel
2013
Resources and digital export: An RBV perspective on the role of digital technologies and capabilities in cross-border e-commerce
2021 Standout
Industry 4.0 technologies assessment: A sustainability perspective
2020 Standout
Why do people play games? A meta-analysis
2017
Implementing flipped classroom that used an intelligent tutoring system into learning process
2018
Determinants of 21st-Century Skills and 21st-Century Digital Skills for Workers: A Systematic Literature Review
2020 Standout
Factors affecting the intention to use a web-based learning system among blue-collar workers in the automotive industry
2010
Big data analytics as an operational excellence approach to enhance sustainable supply chain performance
2019 Standout
Understanding the MOOCs continuance: The role of openness and reputation
2014
Online game addiction among adolescents: motivation and prevention factors
2011
Industry 4.0: A bibliometric review of its managerial intellectual structure and potential evolution in the service industries
2019
Stay competitive in 2035: a scenario-based method to foresight in the design and manufacturing industry
2020
Employing Augmented-Reality-Embedded Instruction to Disperse the Imparities of Individual Differences in Earth Science Learning
2015
Industry 4.0 and the human factor – A systems framework and analysis methodology for successful development
2020 Standout
Challenges in the online component of blended learning: A systematic review
2019 Standout
Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment
2015
Developing a General Extended Technology Acceptance Model for E-Learning (GETAMEL) by analysing commonly used external factors
2015 Standout
Why do people use gamification services?
2015
How do we inspire children to learn with e-readers?
2015
Assessing the impact of big data on firm innovation performance: Big data is not always better data
2019 Standout
Hybrid Physical Education Teaching and Curriculum Design Based on a Voice Interactive Artificial Intelligence Educational Robot
2020 Standout
The impact of customer experience and perceived value on sustainable social relationship in blogs: An empirical study
2015
The moderating effect of experience on the intention to adopt mobile social network sites for pedagogical purposes: An extension of the technology acceptance model
2018
The role of social support on relationship quality and social commerce
2014
Celebrity vs. Influencer endorsements in advertising: the role of identification, credibility, and Product-Endorser fit
2019 Standout
Empirical investigation of Facebook discontinues usage intentions based on SOR paradigm
2017 Standout
The Internet of Things: Review and theoretical framework
2019 Standout
Information and communication technology overload and social networking service fatigue: A stress perspective
2015 Standout
Measuring flow in gamification: Dispositional Flow Scale-2
2014
Students’ perceptions about the use of video games in the classroom
2009
The relation between 21st-century skills and digital skills: A systematic literature review
2017 Standout
Relationship between innovation capability, innovation type, and firm performance
2017 Standout
Engagement in digital entertainment games: A systematic review
2011
Determinants of mobile value-added service continuance: The mediating role of service experience
2014
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
2014 Standout
Fuzzy multiple criteria decision-making techniques and applications – Two decades review from 1994 to 2014
2015 Standout
Increasing firm agility through the use of data analytics: The role of fit
2017
Understanding the effect of e-learning on individual performance: The role of digital literacy
2014
How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love
2018 Standout
The Impact of Anthropomorphism on Consumers’ Purchase Decision in Chatbot Commerce
2021
Investigating customer adoption behaviours in Mobile Financial Services
2011
The effects of peer intrinsic and extrinsic motivation on MMOG game-based collaborative learning
2011
Can we have fun @ work? The role of intrinsic motivation for utilitarian systems
2012
Service Quality Delivery through Web Sites: A Critical Review of Extant Knowledge
2002 Standout
Blended learning in higher education: Students’ perceptions and their relation to outcomes
2010 Standout
Antecedents and effects of social network fatigue
2014
Internet Gaming Addiction: A Systematic Review of Empirical Research
2011
Demographic differences in perceived benefits from gamification
2014
The interactional effects of atmospherics and perceptual curiosity on emotions and online shopping intention
2009
Technology Acceptance Model in M-learning context: A systematic review
2018 Standout
Continuance intention to use MOOCs: Integrating the technology acceptance model (TAM) and task technology fit (TTF) model
2016
The sharing economy: Why people participate in collaborative consumption
2015 Standout
Exploring student perceptions, learning outcome and gender differences in a flipped mathematics course
2015
Popularity of Brand Posts on Brand Fan Pages: An Investigation of the Effects of Social Media Marketing
2012 Standout
Learning Engagement and Persistence in Massive Open Online Courses (MOOCS)
2018 Standout
Blame the Bot: Anthropomorphism and Anger in Customer–Chatbot Interactions
2021 Standout
Exploring the effect of overload on the discontinuous intention of social media users: An S-O-R perspective
2017 Standout
Beyond the hype: Big data concepts, methods, and analytics
2014 Standout
Analysing the acceptation of online games in mobile devices: An application of UTAUT2
2019

Works of Hsi‐Peng Lu being referenced

Intention to Continue Using Facebook Fan Pages from the Perspective of Social Capital Theory
2011
Why people use social networking sites: An empirical study integrating network externalities and motivation theory
2011
Trends and lacunae for future computer assisted learning (CAL) research: An assessment of the literature in SSCI journals from 1998–2006
2008
Smart manufacturing technology, market maturity analysis and technology roadmap in the computer and electronic product manufacturing industry
2018
Experience differences and continuance intention of blog sharing
2011
Consumer behavior in online game communities: A motivational factor perspective
2005
Antecedents and consequences of trust in online product recommendations
2010
Stereotypes or golden rules? Exploring likable voice traits of social robots as active aging companions for tech-savvy baby boomers in Taiwan
2018
Understanding the intentions of users to ‘stick’ to social networking sites: a case study in Taiwan
2014
Toward an understanding of the behavioral intention to use a social networking site: An extension of task-technology fit to social-technology fit
2013
An examination of the celebrity endorsements and online customer reviews influence female consumers’ shopping behavior
2012
The role of Internet addiction in online game loyalty: an exploratory study
2008
Measuring innovation competencies for integrated services in the communications industry
2010
Contribution to quality research: a literature review of Kano's model from 1998 to 2012
2012
The influence of extro/introversion on the intention to pay for social networking sites
2010
Understanding intention to continuously share information on weblogs
2007
The impact of individual differences on e‐learning system satisfaction: A contingency approach
2009
Rankless by CCL
2026