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| == IS articles that use the theory == | | == IS articles that use the theory == |
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| + | Straub, D., Loch, K., Evaristo, R., Karahanna, E., & Srite, M. (2002). Toward a theory-based measurement of culture. Journal of Global Information Management (JGIM), 10(1), 13-23. |
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| + | Qiu, L., & Benbasat, I. (2010). A study of demographic embodiments of product recommendation agents in electronic commerce. International Journal of Human-Computer Studies, 68(10), 669-688. |
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| + | Lee, D., Kim, H. S., & Kim, J. K. (2011). The impact of online brand community type on consumer's community engagement behaviors: Consumer-created vs. marketer-created online brand community in online social-networking web sites. Cyberpsychology, Behavior, and Social Networking, 14(1-2), 59-63. |
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| + | Song, J., & Kim, Y. J. (2006). Social influence process in the acceptance of virtual community service. Information Systems Frontiers, 8(3), 241-252. |
| + | Park, S. B., & Chung, N. (2011). Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games. Computers in Human Behavior, 27(6), 2372-2379. |
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| + | Mishra, A. N., Anderson, C., Angst, C. M., & Agarwal, R. (2012). Electronic health records assimilation and physician identity evolution: An identity theory perspective. Information Systems Research, 23(3-part-1), 738-760. |
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| + | Neys, J. L., Jansz, J., & Tan, E. S. (2014). Exploring persistence in gaming: The role of self-determination and social identity. Computers in Human Behavior, 37, 196-209. |
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| == Contributor(s) == | | == Contributor(s) == |