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Why Do People Play Social Network Games?
Unformatted Document Text:  Linck, K., Pousttchi, K., & Wiedemann, D.G. (2006). Security issues in mobile payment from the customer viewpoint. Proceedings of the 14th European Conference on Information Systems, Gothenburg, Sweden. Maheswaran, M., Tang, H.C., & Ghunaim, A. (2007). Towards a gravity-based trust model for social networking systems. 27th International Conference on Distributed Computing Systems Workshops, June, 2007, pp. 24-34. Moon, J.W., and Kim, Y.G. (2001) Extending the TAM for a WWW context, Information & Management, 38, 217-230. Nowak, K. L., & Biocca, F. (2003). The effect of the agency and anthropomorphism on users' sense of telepresence, copresence, and social presence in virtual environments. Presence, 12(5), 481-494. Park, N., Lee, K., Jin, S., & Kang, S. (In-press). Effects of pre-game stories on feelings of presence and evaluation of computer games. International Journal of Human Computer Studies. Pousttchi, K. (2003). Conditions for acceptance and usage of mobile payment procedures. Proceedings of the International Conference on Mobile Business, Vienna, Austria, pp. 201-210. Roca, J.C., García, J.J., & de la Vega, J.J. (2009). The importance of perceived trust, security and privacy in online trading systems. Information Management & Computer Security, 17 (2), 96-113. Rosen, P., & Sherman, P. (2006). Hedonic information systems: Acceptance of social networking websites. Americas Conference on Information Systems, AMCIS 2006 Proceedings, pp. 1218-1223. 29

Authors: Shin, Dong-Hee. and Kim, Tae-Yang.
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Linck, K., Pousttchi, K., & Wiedemann, D.G. (2006). Security issues in mobile payment from the 
customer viewpoint. Proceedings of the 14th European Conference on Information Systems, Gothenburg, 
Maheswaran, M., Tang, H.C., & Ghunaim, A. (2007). Towards a gravity-based trust model for social 
networking systems. 27th International Conference on Distributed Computing Systems Workshops, June,  
2007, pp. 24-34.
Moon, J.W., and Kim, Y.G. (2001) Extending the TAM for a WWW context, Information & 
Management, 38, 217-230.
Nowak, K. L., & Biocca, F. (2003). The effect of the agency and anthropomorphism on users' sense of 
telepresence, copresence, and social presence in virtual environments. Presence, 12(5), 481-494.
Park, N., Lee, K., Jin, S., & Kang, S. (In-press). Effects of pre-game stories on feelings of presence and 
evaluation of computer games. International Journal of Human Computer Studies. 
Pousttchi, K. (2003). Conditions for acceptance and usage of mobile payment procedures. Proceedings of 
the International Conference on Mobile Business, Vienna, Austria, pp. 201-210.
Roca, J.C., García, J.J., & de la Vega, J.J. (2009). The importance of perceived trust, security and privacy 
in online trading systems. Information Management & Computer Security, 17 (2), 96-113.
Rosen, P., & Sherman, P. (2006). Hedonic information systems: Acceptance of social networking 
websites. Americas Conference on Information Systems, AMCIS 2006 Proceedings, pp. 1218-1223.

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