APA (7th ed.) Citation

Zhang, L., Shao, Z., & Chen, B. (2026). Exploring the Role of Immersion-Based Gamification in Enhancing Online Consumer Perceived Value and Behavioral Intentions: A Task-Technology Fit Perspective. International Journal of Human-Computer Interaction, 42(9), 6716. https://doi.org/10.1080/10447318.2025.2488597

Chicago Style (17th ed.) Citation

Zhang, Lin, Zhen Shao, and Bin Chen. "Exploring the Role of Immersion-Based Gamification in Enhancing Online Consumer Perceived Value and Behavioral Intentions: A Task-Technology Fit Perspective." International Journal of Human-Computer Interaction 42, no. 9 (2026): 6716. https://doi.org/10.1080/10447318.2025.2488597.

MLA (9th ed.) Citation

Zhang, Lin, et al. "Exploring the Role of Immersion-Based Gamification in Enhancing Online Consumer Perceived Value and Behavioral Intentions: A Task-Technology Fit Perspective." International Journal of Human-Computer Interaction, vol. 42, no. 9, 2026, p. 6716, https://doi.org/10.1080/10447318.2025.2488597.

Warning: These citations may not always be 100% accurate.