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1 – 10 of 80Tri-Quan Dang, Garry Wei-Han Tan, Eugene Cheng-Xi Aw, Keng-Boon Ooi, Bhimaraya Metri and Yogesh K. Dwivedi
The surging entrance of new mobile payment merchants into the growing market has prompted the need for an in-depth understanding of loyalty formation to retain customers. This…
Abstract
Purpose
The surging entrance of new mobile payment merchants into the growing market has prompted the need for an in-depth understanding of loyalty formation to retain customers. This study examines customers' loyalty generation process in mobile payment services by exploring the serial effect of cognitive drivers (i.e. brand awareness, perceived quality, brand image, perceived value and layout) on affective response, satisfaction and loyalty.
Design/methodology/approach
A survey using self-administered questionnaires was conducted. The data was collected from 370 consumers who have experience using mobile payment services in Vietnam. The data were submitted to partial least square structural equation modeling (PLS-SEM) and artificial neural networks (ANN) analysis.
Findings
The results indicated that all the proposed cognitive drivers show significant impacts on affective response, which, in turn, translates into satisfaction and loyalty. The post-hoc analysis revealed enjoyment as the vital affective response in determining satisfaction. Moreover, the multigroup analysis indicated that the relationship between affective response and satisfaction is stronger for the female group. In addition, the ANN's nonlinear result revealed complementary insight into the importance of cognitive drivers.
Originality
The current study revealed both linear and nonlinear mechanisms that explicate the roles of cognitive drivers and affective responses in fostering loyalty toward mobile payment merchants. The findings add to the existing literature that emphasizes consumers' initial mobile payment adoption.
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Lerato Aghimien, Clinton Ohis Aigbavboa and Douglas Aghimien
The workforce management model conceptualised for the effective management of the construction workforce was subjected to expert scrutiny to determine the suitability and…
Abstract
The workforce management model conceptualised for the effective management of the construction workforce was subjected to expert scrutiny to determine the suitability and applicability of the identified practices and their attributed variables to the construction industry. In achieving this, a Delphi approach was adopted using experts from construction organisations in South Africa. These experts comprised workforce management personnel and construction professionals in senior management positions. The data were analysed using appropriate statistical tools such as interquartile deviation, Kendell’s coefficient of concordance, and chi square to determine consensus among these experts. After a two-round Delphi, the seven constructs proposed in the conceptualised workforce management model were adjudged to be important and worthy of adoption by construction organisations seeking to improve workforce management in the current fourth industrial revolution era.
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Qianling Jiang, Chao Gu, Yan Feng, Wei Wei and Wang-Chin Tsai
Mobile e-commerce has brought convenience to consumers. But for goods such as shoes, mobile e-commerce has failed to provide the same experience as consumers would have in…
Abstract
Purpose
Mobile e-commerce has brought convenience to consumers. But for goods such as shoes, mobile e-commerce has failed to provide the same experience as consumers would have in physical stores, and that also causes problems for online merchants, such as high return rates. As a result, the augmented reality (AR) virtual shoe-try-on function appeared. The way that AR virtual shoe-try-on study different from other AR virtual try-on studies is that AR virtual shoe-try-on study only satisfies consumers' visual experience and consumers cannot judge whether the shoes are comfort or not. Whether consumers would accept AR virtual try-on function to help them make purchase decision due to the visual experience provided by AR virtual try-on function is worth discussion. Measuring users' perceptions and preferences can help companies design AR shoe-trying functions and provide services more cost-effectively.
Design/methodology/approach
To promote the continuous use and better development of such mobile e-commerce based on the technology acceptance model (TAM), this study explored the influencing factors for users' intentions to continue using the AR virtual shoe-try-on function, including the perceived usefulness, perceived ease of use, system quality, perceived playfulness and attitude.
Findings
The results of this study showed that TAM is a powerful theoretical tool of the new technology in mobile e-commerce and that the system quality and perceived playfulness also have a positive impact on the original variables of TAM. System quality and perceived playfulness are important predictors of users' continuance intentions to use the AR virtual shoe-try-on function.
Originality/value
The main contribution of this study to model iteration and theoretical update is to verify the applicability of the TAM in the AR shoe-try-on function and to expand TAM model with system quality and perceived playfulness. The authors' results will help shoe enterprises win users' recognition through AR shoe-try-on function and improve users' continuance intention of use.
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This quantitative study aims to examine the determinants that impact the behavioral intention to use mobile payment (m-payment) among Generation Z (Gen Z) customers in Indonesia.
Abstract
Purpose
This quantitative study aims to examine the determinants that impact the behavioral intention to use mobile payment (m-payment) among Generation Z (Gen Z) customers in Indonesia.
Design/methodology/approach
The theoretical model comprises seven latent variables: effort expectancy, performance expectancy, social influence, facilitating conditions, promotional activities, perceived security and behavioral intention. In addition, the two moderating factors of education and gender are used to investigate the significant effect of the determinants on intention to adopt m-payment. This study obtained the final data size of 430 respondents. The data analysis is conducted using structural equation modeling.
Findings
The results substantiate the significance of promotional activities, perceived security, performance expectancy, effort expectancy and social influence, on the behavioral intention to accept m-payment systems. Gender is revealed to significantly moderate two constructs: social influence and promotional activities, on the m-payment usage intention. Meanwhile, education moderates the effect of perceived security on behavioral intention.
Originality/value
This research is expected to fill the gap because only a few studies discuss the determinants affecting m-payment usage in Indonesia, especially among Gen Z-ers. Furthermore, the new findings associated with the role of two moderating factors become important practical implications because most of the prior studies often ignore the moderating factors.
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Yu-Min Wang, Chung-Lun Wei and Meng-Wei Wang
A research framework that explains adoption intention in students with regard to brain–computer interface (BCI) games in the learning context was proposed and empirically examined.
Abstract
Purpose
A research framework that explains adoption intention in students with regard to brain–computer interface (BCI) games in the learning context was proposed and empirically examined.
Design/methodology/approach
In this study, an approach integrating the decomposed theory of planned behavior, perceived playfulness, risk and the task–technology fit (TTF) concept was used to assess data collected using a post-experiment questionnaire from a student sample in Taiwan. The research model was tested using the partial least-squares structural equation modeling (PLS-SEM) technique.
Findings
Attitude, subjective norms and TTF were shown to impact intention to play the BCI game significantly, while perceived behavioral control did not show a significant impact. The influence of superiors and peers was found to positively predict subjective norms. With the exception of perceived ease of use, all of the proposed antecedents were found to impact attitude toward BCI games. Technology facilitating conditions and BCI technology characteristics were shown to positively determine perceived behavior control and TTF, respectively. However, the other proposed factors did not significantly influence the latter two dependents.
Originality/value
This research contributes to the nascent literature on BCI games in the context of learning by highlighting the influence of belief-related psychological factors on user acceptance of BCI games. Moreover, this study highlights the important, respective influences of perceived playfulness, risk and TTF on users' perceptions of a game, body monitoring and technology implementation, each of which is known to influence willingness to play.
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Wejdan Eissa Alhajaj and Syed Zamberi Ahmad
This study examines the impact of perceived human resource management practices on talent turnover intention, with work engagement mediating and self-efficacy moderating the…
Abstract
Purpose
This study examines the impact of perceived human resource management practices on talent turnover intention, with work engagement mediating and self-efficacy moderating the relationship. It examines how employees' perceptions of pay satisfaction, empowerment, participation and communication are related to their turnover intentions.
Design/methodology/approach
A total of 283 valid questionnaires from UAE government employees were used for data analysis. Partial least squares structural equation modeling (PLS-SEM) was used to examine the proposed hypothesis.
Findings
The results reveal that employees' perceptions of pay satisfaction, empowerment, participation and communication are significant contributors to work engagement. The findings further demonstrate that work engagement significantly negatively affects talent turnover intention and acts as a mediator between employees' perceptions of individual human resource management practices and talent turnover intention. However, the results contradict the hypothesis that self-efficacy moderates the association between work engagement and talent turnover intention.
Originality/value
This study focuses on the impact of perceived human resource management practices on talent turnover intention, an area that has received limited attention in literature. By focusing on perceived human resource management practices, this study illuminates employees' subjective experiences and how they perceive human resource management practices intended to reduce talent turnover intention. The inclusion of the mediating effect of work engagement offers a more profound understanding of how employees' perceptions of human resource management practices influence their turnover intentions. This comprehensive approach to understanding the interplay between these variables provides valuable insights for organizations seeking to improve their human resource management practices and talent turnover intention.
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Xiao-Yu Xu, Syed Muhammad Usman Tayyab, Qingdan Jia and Albert H. Huang
Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental…
Abstract
Purpose
Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental elements, gratifications and user pre-existing attitudes in VGS, this paper presents the development of an extended model of uses and gratification theory (EUGT) for predicting users' behavior in novel technological context.
Design/methodology/approach
The proposed model was empirically tested in VGS context due to its popularity, interactivity and relevance. Data collected from 308 VGS users and structural equation modeling (SEM) was employed to assess the hypotheses. Multi-model comparison technique was used to assess the explanatory power of EUGT.
Findings
The findings confirmed three significant types elements in determining VGS viewers' engagement, including gratifications (e.g. involvement), environmental cues (e.g. medium appeal) and user predispositions (e.g. pre-existing attitudes). The results revealed that emerging technologies provide potential opportunities for new motives and gratifications, and highlighted the significant of pre-existing attitudes as a mediator in the gratification-uses link.
Originality/value
This study is one of its kind in tackling the criticism on UGT of considering media users too rational or active. The study achieved this objective by considering environmental impacts on user behavior which is largely ignored in recent UGT studies. Also, by incorporating users pre-existing attitudes into UGT framework, this study conceptualized and empirically verified the higher explanatory power of EUGT through a novel multi-modal approach in VGS. Compared to other rival models, EUGS provides a more robust explanation of users' behavior. The findings contribute to the literature of UGT, VGS and users' engagement.
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Andrés J. Navarro-Paule, M. Mercedes Romerosa-Martínez and Francisco Javier Lloréns-Montes
This paper aims to explain how small- and medium-sized firms (SMEs) create information technology (IT) business value through blended IT outsourcing (ITO). The explanatory…
Abstract
Purpose
This paper aims to explain how small- and medium-sized firms (SMEs) create information technology (IT) business value through blended IT outsourcing (ITO). The explanatory framework it proposes enables SMEs to replicate IT capability outcomes (i.e. enhance their economic, strategic and technological competences, namely, ITO success) by endorsing an ITO strategy catalyzed by IT vendor integration.
Design/methodology/approach
This study uses covariance-based structural equation modeling to test the proposed research model. Data are collected from 251 knowledge-intensive business SMEs located in Science and Technology Parks in Spain.
Findings
The results demonstrate empirically that SMEs can replicate IT capability benefits (i.e. enhance their non-IT competences) through blended ITO in which IT, conceptualized as a transversal supporting activity, is outsourced to an IT vendor while the value creation process remains with the buyer. The integration (i.e. process integration and information sharing) of an IT-proficient vendor catalyzes ITO success. More specifically, the results show that, although process integration is not directly related to competence enhancement, fosters information sharing, which directly facilitates ITO success. The results also show that IT vendor proficiency accounts for ex ante trust.
Practical implications
Managers should think of transformational ITO as a strategy to enhance firm competences. For blended ITO strategies to succeed, managers must have a comprehensive understanding of the business they run, as it is important to create conditions that foster inter-firm information sharing. To achieve these conditions, managers should take special care in selecting boundary spanners, who are the pivotal links in competence enhancement.
Originality/value
While most research focuses on ongoing trust (i.e. trust develops as ITO evolves), this study focuses on initial (i.e. ex ante) trust and analyzes IT vendor proficiency (expert, experienced and reputed) to examine trust as an antecedent of ITO. This study also draws on previous conceptualizations of vendor integration to develop and analyze a two-step integration model to explain how IT vendor integration (i.e. process integration and information sharing) catalyzes enhancement of the buyer’s non-IT competences. This study focuses on SMEs, which are often neglected in ITO studies.
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