All Stories

  1. Game affordance, gamer orientation, and in‐game purchases: A hedonic–instrumental framework
  2. Mapping the study of learning analytics in higher education
  3. Wearable health information systems intermittent discontinuance
  4. Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement
  5. Understanding the influence of social media on people’s life satisfaction through two competing explanatory mechanisms
  6. Social influence or personal preference? Examining the determinants of usage intention across social media with different sociability
  7. IT Service Satisfaction