{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,8]],"date-time":"2026-06-08T11:39:35Z","timestamp":1780918775518,"version":"3.54.1"},"reference-count":76,"publisher":"Emerald","issue":"3","license":[{"start":{"date-parts":[[2017,9,5]],"date-time":"2017-09-05T00:00:00Z","timestamp":1504569600000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["PROG"],"published-print":{"date-parts":[[2017,9,5]]},"abstract":"<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title>\n<jats:p>The purpose of this paper is to explore the purchase intention in mobile social network games (M-SNGs) through a new perspective and discuss how to effectively promote players\u2019 payment.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title>\n<jats:p>The author proposed a research model by integrating customer engagement (CE) and uses and gratification theory (U&amp;G). Three dimensions of CE and three types of U&amp;G were analyzed, respectively to explore the direct and indirect effects on purchase intention in M-SNGs. Online questionnaires were adopted to collect data, and 354 valid samples were analyzed by structural equation modeling approach.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Findings<\/jats:title>\n<jats:p>The findings show that hedonic gratification (entertainment) and social gratification (self-presentation) have significant indirect effects on players\u2019 purchase intention in M-SNGs through the mediation effects of CE, whereas this mechanism is not fully applied to utilitarian gratification (flexibility). Besides, three dimensions of CE are not independent, because absorption can indirectly affect vigor through dedication.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Research limitations\/implications<\/jats:title>\n<jats:p>The findings suggest that hedonic gratification (entertainment) and social gratification (self-presentation) can trigger three dimensions of CE to stimulate purchase intentions in M-SNGs, and utilitarian gratification (flexibility) can also promote players\u2019 payment through absorption which is one dimension of CE. Some other theoretical and practical implications are also provided.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title>\n<jats:p>This study is novel in exploring players\u2019 purchase intentions in M-SNGs by integrating CE and U&amp;G. Meanwhile, the author also intends to reveal the relationships among the three dimensions of CE which are related to in-game purchase intention.<\/jats:p>\n<\/jats:sec>","DOI":"10.1108\/prog-12-2016-0078","type":"journal-article","created":{"date-parts":[[2017,7,28]],"date-time":"2017-07-28T10:33:11Z","timestamp":1501237991000},"page":"259-277","source":"Crossref","is-referenced-by-count":44,"title":["Why do players purchase in mobile social network games? An examination of customer engagement and of uses and gratifications theory"],"prefix":"10.1108","volume":"51","author":[{"given":"Taozhen","family":"Huang","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Zheshi","family":"Bao","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Yan","family":"Li","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"140","reference":[{"issue":"3","key":"key2020120600342715500_ref001","doi-asserted-by":"crossref","first-page":"411","DOI":"10.1037\/0033-2909.103.3.411","article-title":"Structural equation modeling in practice: a review and recommended two-step approach","volume":"103","year":"1988","journal-title":"Psychological Bulletin"},{"issue":"3","key":"key2020120600342715500_ref002","doi-asserted-by":"crossref","first-page":"309","DOI":"10.1080\/08838158709386666","article-title":"Student motives for watching soap operas","volume":"31","year":"1987","journal-title":"Journal of Broadcasting & Electronic Media"},{"issue":"1","key":"key2020120600342715500_ref003","doi-asserted-by":"crossref","first-page":"74","DOI":"10.1007\/BF02723327","article-title":"On the evaluation of structural equation models","volume":"16","year":"1988","journal-title":"Journal of Academy of Marking Science"},{"issue":"3","key":"key2020120600342715500_ref004","doi-asserted-by":"crossref","first-page":"588","DOI":"10.1037\/0033-2909.88.3.588","article-title":"Significance tests and goodness of fit in the analysis of covariance structures","volume":"88","year":"1980","journal-title":"Psychological Bulletin"},{"key":"key2020120600342715500_ref005","volume-title":"Structural Equations with Latent Variables","year":"1989"},{"issue":"1","key":"key2020120600342715500_ref006","doi-asserted-by":"crossref","first-page":"63","DOI":"10.2753\/MTP1069-6679170105","article-title":"The process of customer engagement: a conceptual framework","volume":"17","year":"2009","journal-title":"Journal of Marketing Theory and Practice"},{"issue":"3","key":"key2020120600342715500_ref007","doi-asserted-by":"crossref","first-page":"771","DOI":"10.1016\/j.chb.2011.11.020","article-title":"Engagement in digital entertainment games: a systematic review","volume":"28","year":"2012","journal-title":"Computers in Human Behavior"},{"issue":"3","key":"key2020120600342715500_ref008","doi-asserted-by":"crossref","first-page":"252","DOI":"10.1177\/1094670511411703","article-title":"Customer engagement: conceptual domain, fundamental propositions, and implications for research","volume":"14","year":"2011","journal-title":"Journal of Service Research"},{"key":"key2020120600342715500_ref009","doi-asserted-by":"crossref","unstructured":"Calvillo-G\u00e1mez, E., Cairns, P. and Cox, A. (2010), \u201cAssessing the core elements of the gaming experience\u201d, in Bernhaupt, R. (Ed.), Evaluating User Experience in Games, Springer, London, pp. 47-71.","DOI":"10.1007\/978-1-84882-963-3_4"},{"issue":"6","key":"key2020120600342715500_ref010","doi-asserted-by":"crossref","first-page":"1553","DOI":"10.1037\/a0016429","article-title":"How leaders cultivate social capital and nurture employee vigor: implications for job performance","volume":"94","year":"2009","journal-title":"Journal of Applied Psychology"},{"issue":"2","key":"key2020120600342715500_ref011","doi-asserted-by":"crossref","first-page":"210","DOI":"10.1086\/209158","article-title":"The role of involvement in attention and comprehension processes","volume":"15","year":"1988","journal-title":"Journal of Consumer Research"},{"issue":"4","key":"key2020120600342715500_ref012","doi-asserted-by":"crossref","first-page":"311","DOI":"10.1016\/j.tele.2012.10.006","article-title":"Examining users\u2019 intention to continue using social network games: a flow experience perspective","volume":"30","year":"2013","journal-title":"Telematics and Informatics"},{"issue":"6","key":"key2020120600342715500_ref013","doi-asserted-by":"crossref","first-page":"601","DOI":"10.1080\/01449290903401978","article-title":"Validating the distinction between computer addiction and engagement: online game playing and personality","volume":"29","year":"2010","journal-title":"Behaviour & Information Technology"},{"issue":"2","key":"key2020120600342715500_ref014","doi-asserted-by":"crossref","first-page":"221","DOI":"10.1016\/j.chb.2004.07.001","article-title":"Flow on the net: detecting web users\u2019 positive affects and their flow States","volume":"22","year":"2006","journal-title":"Computers in Human Behavior"},{"issue":"4","key":"key2020120600342715500_ref015","doi-asserted-by":"crossref","first-page":"31","DOI":"10.1145\/1232743.1232769","article-title":"Flow in games (and everything else)","volume":"50","year":"2007","journal-title":"Communications of the ACM"},{"key":"key2020120600342715500_ref016","article-title":"Customer engagement in an online social platform: a conceptual model and scale development","year":"2011"},{"issue":"4","key":"key2020120600342715500_ref017","doi-asserted-by":"crossref","first-page":"241","DOI":"10.1016\/j.elerap.2015.03.001","article-title":"Promoting sales of online games through customer engagement","volume":"14","year":"2015","journal-title":"Electronic Commerce Research and Applications"},{"issue":"4","key":"key2020120600342715500_ref018","doi-asserted-by":"crossref","first-page":"613","DOI":"10.1177\/0092070306286934","article-title":"Service quality, trust, specific asset investment, and expertise: direct and indirect effects in a satisfaction-loyalty framework","volume":"34","year":"2006","journal-title":"Journal of the Academy of Marketing Science"},{"issue":"2","key":"key2020120600342715500_ref019","first-page":"375","article-title":"The structure of affection descriptors for social network game: case study of CityVille on Facebook","volume":"68","year":"2012","journal-title":"Multimedia Tools and Applications"},{"key":"key2020120600342715500_ref020","volume-title":"Beyond Boredom and Anxiety","year":"1975"},{"issue":"4","key":"key2020120600342715500_ref021","first-page":"24","article-title":"Beyond trust: web site design preferences across cultures","volume":"13","year":"2005","journal-title":"Journal of Global Information Management"},{"key":"key2020120600342715500_ref022","doi-asserted-by":"crossref","unstructured":"Desurvire, H. and Wiberg, C. (2009), \u201cGame usability heuristics (PLAY) for evaluating and designing better games: the next iteration\u201d, in Ozok, A. and Zaphiris, P. (Eds), Online Communities and Social Computing, Springer, Berlin, pp. 557-566.","DOI":"10.1007\/978-3-642-02774-1_60"},{"issue":"4","key":"key2020120600342715500_ref023","doi-asserted-by":"crossref","first-page":"263","DOI":"10.1111\/j.1467-8551.2006.00500.x","article-title":"Formative versus reflective indicators in organizational measure development: a comparison and empirical illustration","volume":"17","year":"2006","journal-title":"British Journal of Management"},{"issue":"4","key":"key2020120600342715500_ref024","doi-asserted-by":"crossref","first-page":"646","DOI":"10.1177\/107769909907600403","article-title":"Who do you think you are? Personal home pages and self-presentation on the world wide web","volume":"76","year":"1999","journal-title":"Journalism and Mass Communication Quarterly"},{"issue":"3","key":"key2020120600342715500_ref025","doi-asserted-by":"crossref","first-page":"253","DOI":"10.1177\/1094670510375599","article-title":"Customer engagement behavior: theoretical foundations and research directions","volume":"13","year":"2010","journal-title":"Journal of Service Research"},{"issue":"4","key":"key2020120600342715500_ref026","doi-asserted-by":"crossref","first-page":"679","DOI":"10.1177\/107769908706400401","article-title":"The 1985 Philadelphia newspaper strike: a uses and gratifications study","volume":"64","year":"1987","journal-title":"Journalism Quarterly"},{"issue":"2","key":"key2020120600342715500_ref027","doi-asserted-by":"crossref","first-page":"415","DOI":"10.1111\/j.1083-6101.2006.00020.x","article-title":"Managing impressions online: self-presentation processes in the online dating environment","volume":"11","year":"2006","journal-title":"Journal of Computer-Mediated Communication"},{"issue":"5","key":"key2020120600342715500_ref028","doi-asserted-by":"crossref","first-page":"364","DOI":"10.1108\/MSQ-11-2012-0150","article-title":"The impact of web site quality on flow-related online shopping behaviors in C2C e-marketplaces: a cross-national study","volume":"23","year":"2013","journal-title":"Managing Service Quality: An International Journal"},{"issue":"3","key":"key2020120600342715500_ref029","first-page":"39","article-title":"Evaluating structural equation models with unobservable variables and measurement error","volume":"18","year":"1981","journal-title":"Journal of Marketing Research"},{"issue":"2","key":"key2020120600342715500_ref030","doi-asserted-by":"crossref","first-page":"221","DOI":"10.1556\/2006.5.2016.031","article-title":"Who pays to play freemium games? The profiles and motivations of players who make purchases within social Casino Games","volume":"5","year":"2016","journal-title":"Journal of Behavioral Addictions"},{"key":"key2020120600342715500_ref031","volume-title":"Multivariate Data Analysis","year":"1998","edition":"5th ed."},{"issue":"1","key":"key2020120600342715500_ref032","doi-asserted-by":"crossref","first-page":"5","DOI":"10.1016\/j.jbusres.2008.01.018","article-title":"The effect of web interface features on consumer online purchase intentions","volume":"62","year":"2009","journal-title":"Journal of Business Research"},{"issue":"1","key":"key2020120600342715500_ref033","doi-asserted-by":"crossref","first-page":"104","DOI":"10.1177\/109442819800100106","article-title":"A brief tutorial on the development of measures for use in survey questionnaires","volume":"1","year":"1998","journal-title":"Organizational Research Methods"},{"issue":"7-8","key":"key2020120600342715500_ref034","doi-asserted-by":"crossref","first-page":"785","DOI":"10.1080\/0267257X.2010.500132","article-title":"Demystifying customer brand engagement: exploring the loyalty Nexus","volume":"27","year":"2011","journal-title":"Journal of Marketing Management"},{"issue":"2","key":"key2020120600342715500_ref035","doi-asserted-by":"crossref","first-page":"216","DOI":"10.1108\/07378831311329022","article-title":"Android smartphone adoption and intention to pay for mobile internet: perspectives from software, hardware, design, and value","volume":"31","year":"2013","journal-title":"Library Hi Tech"},{"issue":"March-April","key":"key2020120600342715500_ref036","first-page":"18","article-title":"What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty","volume":"16","year":"2016","journal-title":"Electronic Commerce Research and Applications"},{"issue":"2","key":"key2020120600342715500_ref037","first-page":"287","article-title":"An empirical analysis of the antecedents of e-satisfaction and e-loyalty: focusing on the role of flow and its antecedents","volume":"11","year":"2012","journal-title":"Information Systems and e-Business Management"},{"issue":"5","key":"key2020120600342715500_ref038","doi-asserted-by":"crossref","first-page":"585","DOI":"10.1108\/02640470710829569","article-title":"Elucidating user behavior of mobile learning","volume":"25","year":"2007","journal-title":"Electronic Library"},{"issue":"2","key":"key2020120600342715500_ref039","doi-asserted-by":"crossref","first-page":"192","DOI":"10.1016\/j.ijinfomgt.2015.11.007","article-title":"Applying uses and gratifications theory and social influence processes to understand students\u2019 pervasive adoption of social networking sites: perspectives from the Americas","volume":"36","year":"2016","journal-title":"International Journal of Information Management"},{"key":"key2020120600342715500_ref040","article-title":"Workshop: game design for social networks","year":"2009"},{"issue":"October","key":"key2020120600342715500_ref041","first-page":"29","article-title":"The role of users\u2019 motivations in generating social capital building and subjective well-being: the case of social network games","volume":"39","year":"2014","journal-title":"Computers in Human Behavior"},{"key":"key2020120600342715500_ref042","volume-title":"Utilization of Mass Communication by the Individual","year":"1974"},{"key":"key2020120600342715500_ref043","volume-title":"Motivational Design for Learning and Performance: the ARCS Model Approach","year":"2009"},{"issue":"1","key":"key2020120600342715500_ref044","doi-asserted-by":"crossref","first-page":"34","DOI":"10.1037\/0033-2909.107.1.34","article-title":"Impression management: a literature review and two-component model","volume":"107","year":"1990","journal-title":"Psychological Bulletin"},{"issue":"12","key":"key2020120600342715500_ref046","doi-asserted-by":"crossref","first-page":"643","DOI":"10.1089\/cyber.2012.0093","article-title":"Social network games uncovered: motivations and their attitudinal and behavioral outcomes","volume":"15","year":"2012","journal-title":"Cyberpsychology, Behavior, and Social Networking"},{"issue":"July","key":"key2020120600342715500_ref047","first-page":"261","article-title":"Modeling hedonic is continuance through the uses and gratifications theory: an empirical study in online games","volume":"48","year":"2015","journal-title":"Computers in Human Behavior"},{"issue":"5","key":"key2020120600342715500_ref048","doi-asserted-by":"crossref","first-page":"683","DOI":"10.1016\/j.im.2004.04.003","article-title":"Integrating perceived playfulness into expectation-confirmation model for web portal context","volume":"42","year":"2005","journal-title":"Information & Management"},{"issue":"5","key":"key2020120600342715500_ref049","doi-asserted-by":"crossref","first-page":"595","DOI":"10.1016\/j.im.2014.03.010","article-title":"Determinants of users\u2019 continuance of social networking sites: a self-regulation perspective","volume":"51","year":"2014","journal-title":"Information & Management"},{"issue":"6","key":"key2020120600342715500_ref050","doi-asserted-by":"crossref","first-page":"507","DOI":"10.1080\/01449290600740843","article-title":"Online stickiness: its antecedents and effect on purchasing intention","volume":"26","year":"2007","journal-title":"Behaviour & Information Technology"},{"issue":"4","key":"key2020120600342715500_ref051","doi-asserted-by":"crossref","first-page":"904","DOI":"10.1016\/j.tele.2016.02.002","article-title":"Model of online game addiction: the role of computer-mediated communication motives","volume":"33","year":"2016","journal-title":"Telematics and Informatics"},{"issue":"3","key":"key2020120600342715500_ref052","doi-asserted-by":"crossref","first-page":"384","DOI":"10.3758\/BF03193007","article-title":"Distribution of the product confidence limits for the indirect effect: program PRODCLIN","volume":"39","year":"2007","journal-title":"Behavior Research Methods"},{"issue":"8","key":"key2020120600342715500_ref053","doi-asserted-by":"crossref","first-page":"1067","DOI":"10.1016\/j.im.2004.11.007","article-title":"An exploratory study into factors of service quality for application service providers","volume":"42","year":"2005","journal-title":"Information & Management"},{"issue":"4","key":"key2020120600342715500_ref054","doi-asserted-by":"crossref","first-page":"7","DOI":"10.2753\/JEC1086-4415170401","article-title":"Player commitment to massively multiplayer online role-playing games (MMORPGS): an integrated model","volume":"17","year":"2013","journal-title":"International Journal of Electronic Commerce"},{"issue":"4","key":"key2020120600342715500_ref055","doi-asserted-by":"crossref","first-page":"217","DOI":"10.1016\/S0378-7206(00)00061-6","article-title":"Extending the TAM for a world-wide-web context","volume":"38","year":"2001","journal-title":"Information & Management"},{"key":"key2020120600342715500_ref056","unstructured":"Nakamura, J. and Csikszentmihalyi, M. (2002), \u201cThe concept of flow\u201d, in Snyder, C. and Lopez, S. (Eds), Handbook of Positive Psychology, Oxford University Press, New York, NY, pp. 239-263."},{"issue":"2","key":"key2020120600342715500_ref057","doi-asserted-by":"crossref","first-page":"115","DOI":"10.1108\/10662241011032209","article-title":"Examining the effects of website-induced flow in professional sporting team websites","volume":"20","year":"2010","journal-title":"Internet Research"},{"issue":"1","key":"key2020120600342715500_ref058","doi-asserted-by":"crossref","first-page":"3","DOI":"10.1016\/j.tele.2013.07.001","article-title":"Determinants of player acceptance of mobile social network games: an application of extended technology acceptance model","volume":"31","year":"2014","journal-title":"Telematics and Informatics"},{"key":"key2020120600342715500_ref059","unstructured":"Patterson, P., Yu, T. and De Ruyter, K. (2006), \u201cUnderstanding customer engagement in services\u201d, Proceedings of the Australia-New Zealand Marketing Academy Conference, Brisbane, December 4-6."},{"key":"key2020120600342715500_ref060","volume-title":"FUGA \u2013 The Fun of Gaming: Measuring the Human Experience of Media Enjoyment","year":"2008"},{"issue":"1","key":"key2020120600342715500_ref061","doi-asserted-by":"crossref","first-page":"68","DOI":"10.1037\/0003-066X.55.1.68","article-title":"Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being","volume":"55","year":"2000","journal-title":"American Psychologist"},{"issue":"1","key":"key2020120600342715500_ref062","first-page":"43","article-title":"The measurement of information systems effectiveness: evaluating a measuring instrument","volume":"26","year":"1994","journal-title":"Data Base Advances"},{"issue":"2","key":"key2020120600342715500_ref063","doi-asserted-by":"crossref","first-page":"153","DOI":"10.1016\/S0167-8116(03)00016-8","article-title":"Customer satisfaction and loyalty in online and offline environments","volume":"20","year":"2003","journal-title":"International Journal of Research in Marketing"},{"issue":"2","key":"key2020120600342715500_ref064","doi-asserted-by":"crossref","first-page":"852","DOI":"10.1016\/j.chb.2010.11.010","article-title":"Why do people play social network games?","volume":"27","year":"2011","journal-title":"Computers in Human Behavior"},{"key":"key2020120600342715500_ref065","volume-title":"Explaining Vigor: On the Antecedents and Consequences of Vigor as a Positive Affect at Work","year":"2007"},{"issue":"1","key":"key2020120600342715500_ref066","first-page":"64","article-title":"The role of customer engagement in building consumer loyalty to tourism brands","volume":"55","year":"2014","journal-title":"Journal of Travel Research"},{"key":"key2020120600342715500_ref067","unstructured":"Statista (2016), \u201cNumber of monthly active WeChat users from 2nd quarter 2010 to 2nd quarter 2016 (in millions)\u201d, available at: www.statista.com\/statistics\/255778\/number-of-active-wechat-messenger-accounts\/ (accessed August 2016)."},{"issue":"October","key":"key2020120600342715500_ref068","first-page":"240","article-title":"The effect of flow experience on player loyalty in mobile game application","volume":"63","year":"2016","journal-title":"Computers in Human Behavior"},{"issue":"3","key":"key2020120600342715500_ref069","first-page":"1","article-title":"GameFlow: a model for evaluating player enjoyment in games","volume":"3","year":"2005","journal-title":"Computers in Entertainment"},{"issue":"5","key":"key2020120600342715500_ref070","doi-asserted-by":"crossref","first-page":"656","DOI":"10.1177\/1046878110378353","article-title":"User experience in digital games: differences between laboratory and home","volume":"42","year":"2011","journal-title":"Simul Gaming"},{"issue":"3","key":"key2020120600342715500_ref071","doi-asserted-by":"crossref","first-page":"832","DOI":"10.1016\/j.chb.2011.12.003","article-title":"The social side of gaming: how playing online computer games creates online and offline social support","volume":"28","year":"2012","journal-title":"Computers in Human Behavior"},{"issue":"3","key":"key2020120600342715500_ref072","doi-asserted-by":"crossref","first-page":"313","DOI":"10.1108\/IntR-04-2013-0082","article-title":"Why do people play mobile social games? An examination of network externalities and of uses and gratifications","volume":"24","year":"2014","journal-title":"Internet Research"},{"key":"key2020120600342715500_ref073","volume-title":"Structural Factors in Gratifications Research","year":"1985"},{"key":"key2020120600342715500_ref074","doi-asserted-by":"crossref","unstructured":"Wiemeyer, J., Nacke, L., Moser, C. and Mueller, F.F. (2016), \u201cPlayer experience\u201d, in D\u00f6rner, R., G\u00f6bel, S., Effelsberg, W. and Wiemeyer, J. (Eds), Serious Games: Foundations, Concepts and Practice, Springer International Publishing, Cham, pp. 243-271.","DOI":"10.1007\/978-3-319-40612-1_9"},{"issue":"6","key":"key2020120600342715500_ref075","doi-asserted-by":"crossref","first-page":"1862","DOI":"10.1016\/j.chb.2010.07.033","article-title":"Falling in love with online games: the uses and gratifications perspective","volume":"26","year":"2010","journal-title":"Computers in Human Behavior"},{"issue":"4","key":"key2020120600342715500_ref076","doi-asserted-by":"crossref","first-page":"434","DOI":"10.1016\/j.im.2005.10.005","article-title":"The role of pleasure in web site success","volume":"43","year":"2006","journal-title":"Information & Management"},{"issue":"2","key":"key2020120600342715500_ref077","doi-asserted-by":"crossref","first-page":"117","DOI":"10.1108\/JBIM-05-2013-0105","article-title":"Understanding B2B customer loyalty in the mobile telecommunication industry: a look at dedication and constrain","volume":"30","year":"2015","journal-title":"Journal of Business & Industrial Marketing"}],"container-title":["Program"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.emerald.com\/insight\/content\/doi\/10.1108\/PROG-12-2016-0078\/full\/xml","content-type":"application\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/www.emerald.com\/insight\/content\/doi\/10.1108\/PROG-12-2016-0078\/full\/html","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,7,24]],"date-time":"2025-07-24T21:57:47Z","timestamp":1753394267000},"score":1,"resource":{"primary":{"URL":"http:\/\/www.emerald.com\/dta\/article\/51\/3\/259-277\/326213"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2017,9,5]]},"references-count":76,"journal-issue":{"issue":"3","published-print":{"date-parts":[[2017,9,5]]}},"alternative-id":["10.1108\/PROG-12-2016-0078"],"URL":"https:\/\/doi.org\/10.1108\/prog-12-2016-0078","relation":{},"ISSN":["0033-0337"],"issn-type":[{"value":"0033-0337","type":"print"}],"subject":[],"published":{"date-parts":[[2017,9,5]]}}}