Yi Liu

Dr. Yi Liu


Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
1 March 2018 in Computers in Human Behavior
Verified
Journal Article
Closed access
RHRajibul Hasan
Rajibul Hasan
AJAshish Kumar Jha
Ashish Kumar Jha
YLYi Liu
Yi Liu

1 December 2019 in Computers in Human Behavior
Verified
Journal Article
Closed access
YLYi Liu
Yi Liu
TBTuba Bakici
Tuba Bakici

25 April 2012 in Electronic Markets
Verified
Journal Article
Closed access
PDF file
YLYi Liu
Yi Liu
JSJuliana Sutanto
Juliana Sutanto

2 May 2019 in Information Technology & People
Verified
Journal Article
Closed access
SJSeongsoo Jang
Seongsoo Jang
YLYi Liu
Yi Liu
Purpose: As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach: Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience. Findings: Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go. Originality/value: The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.

1 November 2018 in Expert Systems with Applications
Verified
Journal Article
Closed access
JYJiaqi Yan
Jiaqi Yan
KWKaixin Wang
Kaixin Wang
YLYi Liu
Yi Liu
KXKaiquan Xu
Kaiquan Xu
LKLele Kang
Lele Kang
HZHong Zhu
Hong Zhu

19 March 2015 in ACM SIGMIS Database: the DATABASE for Advances in Information Systems
Verified
Journal Article
Open access
YLYi Liu
Yi Liu
JSJuliana Sutanto
Juliana Sutanto
Online group-buying business has existed in American and European online marketplaces since the late 1990s. Consumers with similar purchase interests are congregated on group-buying websites to obtain group discounts. In the last decade, group-buying business models have evolved to adapt to consumer needs, and a number of studies have offered several insights into how to improve online group-buying. This paper begins with a description of the global development of group-buying websites and an overview of the group-buying business models. Next, it provides a comprehensive overview of the existing literature in the online group-buying research field. Building on this review, the paper presents a meta-theoretical framework toward the sustainability of group-buying and provides research directions to guide future studies on online group-buying.