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Article
Publication date: 22 February 2021

Claire Seungeun Lee

The first case of coronavirus disease 2019 (COVID-19) was documented in China, and the virus was soon to be introduced to its neighboring country – South Korea. South…

Abstract

Purpose

The first case of coronavirus disease 2019 (COVID-19) was documented in China, and the virus was soon to be introduced to its neighboring country – South Korea. South Korea, one of the earliest countries to initiate a national pandemic response to COVID-19 with fairly substantial measures at the individual, societal and governmental level, is an interesting example of a rapid response by the Global South. The current study examines contact tracing mobile applications (hereafter, contact tracing apps) for those who were subject to self-quarantine through the lenses of dataveillance and datafication. This paper analyzes online/digital data from those who were mandatorily self-quarantined by the Korean government largely due to returning from overseas travel.

Design/methodology/approach

This study uses an Internet ethnography approach to collect and analyze data. To extract data for this study, self-quarantined Korean individuals' blog entries were collected and verified with a combination of crawling and manual checking. Content analysis was performed with the codes and themes that emerged. In the COVID-19 pandemic era, this method is particularly useful to gain access to those who are affected by the situation. This approach advances the author’s understandings of COVID-19 contact tracing mobile apps and the experiences of self-quarantined people who use them.

Findings

The paper shows Korean citizens' understandings and views of using the COVID-19 self-tracing application in South Korea through examining their experiences. The research argues that the application functions as a datafication tool that collects the self-quarantined people's information and performs dataveillance on the self-quarantined people. This research further offers insights for various agreements/disagreements at different actors (i.e. the self-quarantined, their families, contact tracers/government officials) in the process of contact tracing for COVID-19.

Originality/value

This study also provides insights into the implications of information and technology as they affect datafication and dataveillance conducted on the public. This study investigates an ongoing debate of COVID-19's contact tracing method concerning privacy and builds upon an emerging body of literature on datafication, dataveillance, social control and digital sociology.

Peer review

The peer review history for this article is available at: https://publons.com/publon/10.1108/OIR-08-2020-0377

Details

Online Information Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1468-4527

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Article
Publication date: 4 March 2021

Jung-Chieh Lee and Liang Nan Xiong

Numerous educational applications (APP) have been developed to assist traditional classroom teaching and student learning. APP quality plays a critical role in influencing…

Abstract

Purpose

Numerous educational applications (APP) have been developed to assist traditional classroom teaching and student learning. APP quality plays a critical role in influencing students' learning behaviors. However, the role negative mindsets, especially computer anxiety, play in how APP quality affects student engagement remains unknown. To address the relationships among APP quality, computer anxiety and student engagement in an APP-based learning environment, we developed an extended information system (IS) success model that includes interface and instructor quality.

Design/methodology/approach

To empirically test the proposed model, we conducted a survey with a sample of 225 university students and examined the hypotheses using the partial least squares (PLS) method.

Findings

Computer anxiety was demonstrated to fully mediate the relationships between student engagement and interface quality and service quality and system quality. In addition, the instructor quality acts as a partial mediator of the relationship between computer anxiety and student engagement.

Originality/value

This study reveals the important mediating role of computer anxiety in APP-assisted learning and the special status of instructor quality and user experience in influencing student engagement. The findings of this study shed meaningful light on the practical implications for instructors and APP software developers.

Details

Online Information Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1468-4527

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Article
Publication date: 3 August 2015

Raymond Pun

The purpose of this paper is to address how New York University Shanghai Library utilizes WeChat to support students’ research and information needs. WeChat is a mobile…

Abstract

Purpose

The purpose of this paper is to address how New York University Shanghai Library utilizes WeChat to support students’ research and information needs. WeChat is a mobile text and voice messaging communication service developed in China. Released in 2011, it currently has over 355 million users worldwide. The paper explores the information exchanges and interactions as well: what are students asking and what they can gain from this app; and features of the app are explored: WeChat can send files, support video-chat and group and voice messaging. By examining the opportunities and challenges of this app, the paper offers best practices to maximize WeChat as a library virtual service.

Design/methodology/approach

The design approach of this paper is to analyze the information exchanges and interactions from participants. By collecting and analyzing the responses, the paper presents the opportunities of the app in supporting patrons who are often mobile and also how the app can be used for student engagement that is beyond reference services.

Findings

From virtual reference to social media outreach, this paper finds that the app can offer a wide range of support and service through the library. Based on the positive daily interactions in the app, the research notes that the app can be utilized in many contexts: to support virtual service, to create student engagement, to promote library services and to create an online community of student users.

Originality/value

This paper introduces in the context of an American institution and how this app can be utilized to support virtual reference and student engagement. The most important feature of this work is to demonstrate how to use this app to promote and to provide library services remotely. The paper introduces an alternative virtual reference service that can be utilized in any university setting.

Details

Library Hi Tech News, vol. 32 no. 6
Type: Research Article
ISSN: 0741-9058

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Article
Publication date: 28 January 2021

Timmy H. Tseng, Sara H. Hsieh and Crystal T. Lee

Companies understand the potential to use gamification marketing to facilitate a better connection. However, most endeavours in gamification fail. This study aims to…

Abstract

Purpose

Companies understand the potential to use gamification marketing to facilitate a better connection. However, most endeavours in gamification fail. This study aims to identify the design factors that drive the marketing effectiveness of branded applications (apps) with gamification features.

Design/methodology/approach

This study investigates branded apps covering various industries such as hospitality, retail and financial services. A total of 296 respondents were recruited from an online questionnaire platform.

Findings

The results show that playability, design aesthetics, goal clarity, incentive provision and symbolic benefits were drivers of consumer–brand engagement, which in turn generated purchase intention, app continuance intention and brand loyalty.

Originality/value

Based on the elemental tetrad model, this study specified relevant factors identified in the literature to represent the technology, aesthetic, mechanical and story elements. The authors contribute to the literature by identifying design factors as drivers of consumer–brand engagement in the branded app context.

Details

Marketing Intelligence & Planning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0263-4503

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Article
Publication date: 10 February 2021

Edmund Wut, Peggy Ng, Ka Shing Wilson Leung and Daisy Lee

This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications.

Abstract

Purpose

This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications.

Design/methodology/approach

A survey was conducted on 151 young people between the ages of 12 and 25 years.

Findings

The results showed that use behaviour on consumption mobile applications was affected by gamification. Behavioural intention to use was affected by the performance expectancy (PE) and effort expectancy (EE) of mobile application designs. Mobile applications characteristics do not affect behavioural intention to use mobile applications but through the mediator mobile application designs.

Research limitations/implications

This study also proposes mechanisms that explain how mobile apps characteristics affect EE and PE through app designs. Use behaviour is affected by Gamification elements. Affective need and social need link up uses and gratification (U&G) theory and unified theory of acceptance and use of technology (UTAUT)in gamification context. This study confirms the affective need affecting behavioural intention (Thongsri et al., 2018). In this regard, the mechanism between the relationship of affective need and behavioural intention was showed. Affective need through both PE and EE influencing behavioural intention.

Practical implications

Corporations should consider adding gamified elements into consumption-related mobile apps to increasing usage behaviour. Lucky draws, quizzes and games could be built in for mobile apps. Mobile app designs and characteristics could improve user experience by allowing consumers to perform their search and buying processes easily. Mobile app designs will not directly influence “behavioral intention to use” but use behaviour.

Social implications

Practitioners need to look at the problem from technological and customer perspectives. From technological viewpoint, both mobile apps characteristics and design are important in affecting user behaviour. From customer’s perspective, it would be helpful to add gaming elements to the mobile apps and induce emotion. One may also use visual image to create an immersive experience on the development of storyline. Prospective customers might focus on what is going on in the story and pay less attention on its own logic. Thus, simply lucky draw might not have a true effect since player have its own belief working. A suitable story element could have positive effect on mobile apps use behaviour.

Originality/value

This study is one of the first to examine the association between gamification and use behaviour on consumption-related mobile applications. A new framework was proposed by integrating UTAUT model and U&G theory.

Details

Young Consumers, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1747-3616

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Article
Publication date: 9 February 2021

Faizan Ali, Abraham Terrah, Chengzhong Wu, Laiba Ali and Hui Wu

This study aims to test the effect of system quality, information quality and service quality on user engagement and its effect on smartphone travel apps’ satisfaction…

Abstract

Purpose

This study aims to test the effect of system quality, information quality and service quality on user engagement and its effect on smartphone travel apps’ satisfaction, love and behavioral intentions.

Design/methodology/approach

Using the self-selection sampling technique, data was collected from 417 respondents recruited via Amazon Mechanical Turk. Data was subjected to partial least squares based structural equation modeling.

Findings

Results indicate that system quality, information quality and service quality have a significantly positive impact on user engagement with smartphone travel apps. Moreover, user engagement has a positive and significant impact on smartphone app satisfaction, smartphone app love and behavioral intentions.

Originality/value

This is the first study to integrate DeLone and McLean (2003) updated information system success model and stimulus-organism-response model to propose a holistic model of user’s engagement with smartphone travel apps.

研究目的

本论文旨在检测智能手机旅游app的系统质量、信息质量、和服务质量对于用户参与度的作用, 以及其对app满意度、喜爱、和行为意愿的作用。

研究设计/方法/途径

本论文采用自选取样技术, 通过Amazon Mechanical Turk共搜集417分问卷。本论文采用PLS-SEM分析数据。

研究结果

研究结果表明, 系统质量、信息质量、和服务质量对智能手机旅游app的用户参与度起到显著的积极作用。此外, 用户参与度对智能手机app的满意度、喜爱、以及行为意图起到显著的积极作用。

研究原创性/价值

本论文是首篇结合Delone和McLean(2003)改良版IS Success 模型和Stimulus-Organism模型, 以建立针对智能手机旅游app用户参与度的综合类模型。

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Article
Publication date: 18 February 2021

Charles Graham, Ffion Young and Ammarah Marjan

The audience for in-app mobile advertising is comparable in size and viewing rate to that for TV but divides its attention across a highly fragmented selection of apps

Abstract

Purpose

The audience for in-app mobile advertising is comparable in size and viewing rate to that for TV but divides its attention across a highly fragmented selection of apps, each competing for advertiser revenue. In market, the assumption is that this audience is deeply segmented, allowing individuals to be contextually targeted on the apps that define their interests and needs. But that assumption is not supported by the Laws of Double Jeopardy and Duplication of Viewing which closely predict usage in most mass media. The purpose of this study is to benchmark in-app audiences against these laws to better understand market structure.

Design/methodology/approach

The authors collected nearly 3,000 h of screen time data from a panel of Generation Z respondents and tested the predictive validity of two models against observed interactions with 23 popular apps in six categories over a week.

Findings

Results show that contrary to industry assumptions, audience for in-app advertising is not segmented. Engagement on individual apps and audience sharing rates between apps and app formats is predicted well.

Research limitations/implications

Optimising in-app advertising for short-term activation only limits its potential for brand building. These findings encourage advertisers to schedule online campaigns for brand reach as well as sales lift, by advancing current understanding of audience behaviour.

Originality/value

Many authors have called for consistency in metrics to compare on- and off-line media performance. This study bridges that gap, demonstrating how reach and frequency measures could inform digital scheduling.

Details

Journal of Indian Business Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1755-4195

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Article
Publication date: 5 January 2021

Mohammad S. Najjar, Laila Dahabiyeh and Raed Salah Algharabat

Mobile device users are frequently faced with a decision to allow access to their personal information that resides on their devices in order to install mobile…

Abstract

Purpose

Mobile device users are frequently faced with a decision to allow access to their personal information that resides on their devices in order to install mobile applications (apps) and use their features. This paper examines the impact of satisfaction on the intention to allow access to personal information. The paper achieves this by acknowledging the affective and cognitive components of satisfaction derived from affect heuristic and privacy calculus theories, respectively.

Design/methodology/approach

Survey data was collected from mobile device users who download and install mobile apps on their devices. Overall, 489 responses were collected and analyzed using LISREL 8.80.

Findings

The findings suggest that personal information disclosure decision is mainly a matter of being satisfied with the mobile app or not. We show that perceived benefits are more critical than perceived risks in determining satisfaction, and that perceived benefits influence intention to allow access to personal information indirectly through satisfaction.

Originality/value

This study offers a more nuanced analysis of the influence of satisfaction by examining the role of its two components: the cognitive (represented in perceived benefits and perceived risks) and the affective (represented in affect). We show that information disclosure decision is a complicated process that combines both rational and emotional elements.

Details

Online Information Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1468-4527

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Article
Publication date: 22 December 2020

Stamatios Papadakis

This study, by critically analyzing material from multiple sources, aims to provide an overview of what is available on evaluation tools for educational apps for children…

Abstract

Purpose

This study, by critically analyzing material from multiple sources, aims to provide an overview of what is available on evaluation tools for educational apps for children. To realize this objective, a systematic literature review was conducted to search all English literature published after January 2010 in multiple electronic databases and internet sources. Various combinations of search strings were used due to database construction differences, while the results were cross-referenced to discard repeated references, obtaining those that met the criteria for inclusion.

Design/methodology/approach

The present study was conducted according to the methods provided by Khan et al. (2003) and Thomé et al. (2016). The whole procedure included four stages: planning the review, identifying relevant studies in the literature, critical analysis of the literature, summarizing and interpreting the findings (Figure 1). Furthermore, in this analysis, a well-known checklist, PRISMA, was also used as a recommendation (Moher et al., 2015).

Findings

These review results reveal that, although there are several evaluation tools, in their majority they are not considered adequate to help teachers and parents to evaluate the pedagogical affordances of educational apps correctly and easily. Indeed, most of these tools are considered outdated. With the emergence of new issues such as General Data Protection Regulation, the quality criteria and methods for assessing children's products need to be continuously updated and adapted (Stoyanov et al., 2015). Some of these tools might be considered as good beginnings, but their “limited dimensions make generalizable considerations about the worth of apps” (Cherner, Dix and Lee, 2014, p. 179). Thus, there is a strong need for effective evaluation tools to help parents and teachers when choosing educational apps (Callaghan and Reich, 2018).

Research limitations/implications

Even though this work is performed by following the systematic mapping guideline, threats to the validity of the results presented still exist. Although custom strings that contained a rich collection of data were used to search for papers, potentially relevant publications that would have been missed by the advanced search might exist. It is recommended that at least two different reviewers should independently review titles, abstracts and later full papers for exclusion (Thomé et al., 2016). In this study, only one reviewer – the author – selected the papers and did the review. In the case of a single researcher, Kitchenham (2004) recommends that the single reviewer should consider discussing included and excluded papers with an expert panel. The researcher, following this recommendation, discussed the inclusion and exclusion procedure with an expert panel of two professionals with research experience from the Department of (removed for blind review). To deal with publication bias, the researcher in conjunction with the expert panel used the search strategies identified by Kitchenham (2004) including: Grey literature, conference proceedings, communicating with experts working in the field for any unpublished literature.

Practical implications

The purpose of this study was not to advocate any evaluation tool. Instead, the study aims to make parents, educators and software developers aware of the various evaluation tools available and to focus on their strengths, weaknesses and credibility. This study also highlights the need for a standardized app evaluation (Green et al., 2014) via reliable tools, which will allow anyone interested to evaluate apps with relative ease (Lubniewski et al., 2018). Parents and educators need a reliable, fast and easy-to-use tool for the evaluation of educational apps that is more than a general guideline (Lee and Kim, 2015). A new generation of evaluation tools would also be used as a reference among the software developers, designers to create educational apps with real educational value.

Social implications

The results of this study point to the necessity of creating new evaluation tools based on research, either in the form of rubrics or checklists to help educators and parents to choose apps with real educational value.

Originality/value

However, to date, no systematic review has been published summarizing the available app evaluation tools. This study, by critically analyzing material from multiple sources, aims to provide an overview of what is available on evaluation tools for educational apps for children.

Details

Interactive Technology and Smart Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1741-5659

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Article
Publication date: 9 December 2020

Ronnie Kritzinger and Daniël Johannes Petzer

The purpose of this paper is to examine specific gratifications obtained from using mobile instant messaging (MIM) applications by applying the uses and gratifications…

Abstract

Purpose

The purpose of this paper is to examine specific gratifications obtained from using mobile instant messaging (MIM) applications by applying the uses and gratifications theory. This study explores the relationships between motivational factors, customer engagement and loyalty for existing WhatsApp subscribers in South Africa, as well as the moderating effect of application usage.

Design/methodology/approach

A descripto-explanatory research design was used in this quantitative study and 282 responses from an online survey were analysed. Structural equation modelling was used to test the study’s hypotheses.

Findings

The study reveals that utilitarian and hedonic motivation impact customer engagement positively in using WhatsApp, which, in turn, impacts loyalty. Social motivation in using WhatsApp bore no relationship with customer engagement. Furthermore, medium application usage moderates the link between customer engagement and utilitarian and hedonic motivation.

Research limitations/implications

The study offers a greater understanding of customer engagement and motivational factors in the MIM environment. Future studies could consider more complex relationships with customer engagement in using MIM apps focussed on a younger generation.

Practical implications

MIM service providers should enhance customer engagement by tracking user activity and identifying customers who need to use an app more by targeting their utilitarian and hedonic needs through sophisticated marketing strategies.

Originality/value

This research enriches the understanding of key motivational factors impacting customers’ continued engagement towards using MIM, as opposed to the adoption thereof.

Details

European Business Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0955-534X

Keywords

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