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1 – 8 of 8Meiyun Zuo and Yuanyanhang Shen
Building on the “needs–affordances–features” framework, the authors explored how users are motivated by their needs to actualize the feature-enabled affordances and engage in the…
Abstract
Purpose
Building on the “needs–affordances–features” framework, the authors explored how users are motivated by their needs to actualize the feature-enabled affordances and engage in the metaverse.
Design/methodology/approach
The data were collected through semi-structured and in-depth interviews with 35 participants. The authors applied thematic analysis to summarize the key features and affordances, supplemented by frequency analysis to explore the significance of the features. Sentiment analysis was employed to explicate the relationship between user affordance sentiments and engagement.
Findings
The key features of the metaverse portal components—hardware, software and content—afford user behaviors. The features of mechanics and physics engines are important for user engagement in the metaverse. The affordances are related to needs satisfaction and user engagement. Mental immersion was frequently mentioned by the participants, implying that it is significant to afford mental immersion in the metaverse.
Practical implications
The findings of the study provide a rich understanding for practitioners in the metaverse on how to use the features to afford user behaviors and engage them. The authors identified the key elements of user engagement that can be used to guide metaverse game designers.
Originality/value
This study provides a rich and systematic understanding of features, affordances, needs satisfaction and engagement in the metaverse. Going beyond a fragmented view, the findings conclude a research framework that weaves features, affordances, needs and engagement together.
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Jenny Meggs, Susan Young and Annette Mckeown
Attention deficit hyperactivity disorder (ADHD) is a common neurodevelopmental condition with community prevalence globally of 2%–7% (M = 5%; Sayal et al., 2018). Clinicians are…
Abstract
Purpose
Attention deficit hyperactivity disorder (ADHD) is a common neurodevelopmental condition with community prevalence globally of 2%–7% (M = 5%; Sayal et al., 2018). Clinicians are routinely encouraged to explain to children and young people the benefits of a healthy lifestyle, including exercise (NICE NG87, 2018). Exercise has been proposed as a safe and low-cost adjunctive approach for ADHD and is reported to be accompanied by positive effects on several aspects of executive functioning (EF). The purpose of this narrative review was to synthesise the contemporary randomised control trial (RCT) studies that examine the effect of sport, physical activity and movement on EF in children and adolescents with ADHD.
Design/methodology/approach
A narrative review approach with a systematic literature search using PRISMA guidelines for screening and selecting relevant systematic reviews was used. The final review included four peer-review systematic reviews (>2019).
Findings
The results identified four RCT meta-analyses and findings showed that children and adolescents with lower baseline cognitive performance demonstrated greater improvements in functioning after physical activity interventions, particularly for tasks with higher executive function demands, where baseline performance reaches an optimal level. Findings suggest that 10–20 min of acute moderate-high-intensity exercise interventions (cycling/running) appeared to have positive effects on indices of inhibitory control. Preliminary evidence suggests that as little as 5 min of jumping exercises improved inhibitory control. Sixty to eighty minutes of moderately intense, repeated (chronic) exercise appeared to demonstrate the greatest beneficial impact on selective attention.
Originality/value
To the best of the authors’ knowledge, this review is the first to present the extant literature on the effect of physical activity and sport on symptoms of young people with ADHD. It presents evidence to suggest that exercise with progressively increasing cognitive demands may have positive effects for children with ADHD, specifically in terms of improving cognitive flexibility. Further large-scale clinical trials are needed to confirm the positive effects of physical exercise on cognitive functioning in children with ADHD.
Yang Cai, Xiujun Li and Wendian Shi
This study employed self-determination theory (SDT) and the “Motivational affordance–Psychological outcomes–Behavioral outcomes” framework to investigate the relationship between…
Abstract
Purpose
This study employed self-determination theory (SDT) and the “Motivational affordance–Psychological outcomes–Behavioral outcomes” framework to investigate the relationship between gamification features and knowledge-sharing behavior in online communities.
Design/methodology/approach
A theoretical model was tested with 281 Chinese users from an online social question and answer (Q&A) community. Partial least square structural equation modeling was applied to analyze the data.
Findings
The empirical results revealed that competence mediated the effects of immersion and achievement-related gamification features on knowledge sharing. Moreover, relatedness mediated the effects of immersion, achievement and social-related gamification features on knowledge sharing.
Research limitations/implications
This study was conducted on a Chinese Q&A platform, and the results may not be generalizable to other cultures or service providers with different goals.
Practical implications
The study's findings indicate that gamification could serve as an effective toolkit for incentivizing and promoting knowledge sharing in online communities. The findings thus provide strategic insights for administrators of online communities seeking to leverage gamification designs to encourage user participation in knowledge-sharing activities.
Originality/value
Research on the role of gamification in promoting knowledge sharing has been limited in scope and has focused on tourism comment communities. Little evidence exists on the effect of gamification within social Q&A communities. Further, the finding of gamification's positive role in motivating knowledge sharing indicates the need for the knowledge-sharing field to focus on contextual factors.
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Zheng Wang and Rong Deng
Fitness games, as a medium that combines playfulness and usefulness for exercise, face challenges in sustaining long-term user engagement. Currently, there is limited research…
Abstract
Purpose
Fitness games, as a medium that combines playfulness and usefulness for exercise, face challenges in sustaining long-term user engagement. Currently, there is limited research exploring factors influencing users' continued intention to use from the perspective of user experience. Therefore, this study aims to investigate the priority of various user experience attributes of fitness games in promoting users' sustained engagement and to construct a user behavior model, offering theoretical guidance for designers and businesses.
Design/methodology/approach
This study distributed 441 survey questionnaires and, based on the fundamental characteristics of external games, established a model for users' continued intention to use external games. It explores the impact of various gaming elements on users' continued intention to use fitness games and the relationships between these elements.
Findings
The study indicates that usefulness, functional quality, and ease of use directly influence players' intention to continue playing external games. Social interactions, technical quality, and playfulness do not have an impact on the continued intention to use.
Originality/value
This research breaks away from the bias of previous studies overly focusing on playfulness in games. It fills the research gap regarding the continued intention to use fitness games and provides insights into the design and operation of fitness games.
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Marco Meier, Christian Maier, Jason Bennett Thatcher and Tim Weitzel
Jarring events, be they global crises such as COVID-19 or technological events such as the Cambridge Analytica data incident, have bullwhip effects on billions of people's daily…
Abstract
Purpose
Jarring events, be they global crises such as COVID-19 or technological events such as the Cambridge Analytica data incident, have bullwhip effects on billions of people's daily lives. Such “shocks” vary in their characteristics. While some shocks cause, for example, widespread adoption of information systems (IS) as diverse as Netflix and Teams, others lead users to stop using IS, such as Facebook. To offer insights into the multifaceted ways shocks influence user behavior, this study aims to assess the status quo of shock-related literature in the IS discipline and develop a taxonomy that paves the path for future IS research on shocks.
Design/methodology/approach
This study conducted a literature review (N = 70) to assess the status quo of shock-related research in the IS discipline. Through a qualitative study based on users who experienced shocks (N = 39), it confirmed the findings of previous literature in an illustrative IS research context. Integrating the findings of the literature review and qualitative study, this study informs a taxonomy of shocks impacting IS use.
Findings
This study identifies different ways that shocks influence user behavior. The taxonomy reveals that IS research could profit from considering environmental, private and work shocks and shedding light on positive shocks. IS research could also benefit from examining the urgency of shocks, as there are indications that this influences how and when individuals react to a specific shock.
Originality/value
Findings complement previous rational explanations for user behavior by showing technology use can be influenced by shocks. This study offers a foundation for forward-looking research that connects jarring events to patterns of technology use.
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Xiaohui Li, Dongfang Fan, Yi Deng, Yu Lei and Owen Omalley
This study aims to offer a comprehensive exploration of the potential and challenges associated with sensor fusion-based virtual reality (VR) applications in the context of…
Abstract
Purpose
This study aims to offer a comprehensive exploration of the potential and challenges associated with sensor fusion-based virtual reality (VR) applications in the context of enhanced physical training. The main objective is to identify key advancements in sensor fusion technology, evaluate its application in VR systems and understand its impact on physical training.
Design/methodology/approach
The research initiates by providing context to the physical training environment in today’s technology-driven world, followed by an in-depth overview of VR. This overview includes a concise discussion on the advancements in sensor fusion technology and its application in VR systems for physical training. A systematic review of literature then follows, examining VR’s application in various facets of physical training: from exercise, skill development and technique enhancement to injury prevention, rehabilitation and psychological preparation.
Findings
Sensor fusion-based VR presents tangible advantages in the sphere of physical training, offering immersive experiences that could redefine traditional training methodologies. While the advantages are evident in domains such as exercise optimization, skill acquisition and mental preparation, challenges persist. The current research suggests there is a need for further studies to address these limitations to fully harness VR’s potential in physical training.
Originality/value
The integration of sensor fusion technology with VR in the domain of physical training remains a rapidly evolving field. Highlighting the advancements and challenges, this review makes a significant contribution by addressing gaps in knowledge and offering directions for future research.
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Hong Qin, Alsius David, Ahasan Harun, Md Rasel Al Mamun, Daniel Peak and Victor Prybutok
The application of mobile augmented reality (MAR) for enhancing user experiences and consumer patronizing intention has been the focus of recent MAR literature. Few studies…
Abstract
Purpose
The application of mobile augmented reality (MAR) for enhancing user experiences and consumer patronizing intention has been the focus of recent MAR literature. Few studies examine the differences between apps. This study fills the research gap by examining how consumers assess their experiences with different MAR applications and how their decision-making process is performed, particularly in the setting of smartphones.
Design/methodology/approach
A web-based online survey was administered to collect data on consumers' perceptions of two different MAR apps: utilitarian and hedonic apps. Reliability and validity of the measurement scales, non-response bias and comment method bias were assessed. With the support of measurement model, partial least square (PLS) was employed to test the research hypotheses.
Findings
This study reveals that the technological attributes of augmented reality (AR) apps have significant effects on consumer perceptions of their utilitarian and hedonic benefits, including interactivity, visual quality, service quality, technicality and aesthetics. Moreover, this study shows that consumers of hedonic apps place more importance on their enjoyment with the MAR app; consumers of utilitarian apps focus more on the accrued functional values. The findings provide practical insights for retailers in AR marketing and application development in the MAR environment.
Originality/value
This study provides a comprehensive viewpoint for analyzing ongoing use and purchase intentions simultaneously in a unified theoretical framework. In addition, it compares different types of MAR apps: hedonic and utilitarian. Furthermore, it is one of the first few studies attempting to provide a comprehensive understanding of the predictive role of MAR technologies by incorporating privacy concerns into the research model based on user and gratification framework.
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Daluch Sinoeurn and Kriengsak Panuwatwanich
The study aims to introduce a cloud-based virtual reality (VR) approach and investigate its applicability and performance in aiding the remote design evaluation process by…
Abstract
Purpose
The study aims to introduce a cloud-based virtual reality (VR) approach and investigate its applicability and performance in aiding the remote design evaluation process by assessing the clients' convenience perception toward cloud-based VR-aided design evaluation (Cloud-based VR Approach) compared to 3D model-aided design evaluation (3D Model Approach) and rendering images-aided design evaluation (Image Approach).
Design/methodology/approach
A multicriteria comparative study was conducted with 26 university students using the “analytic hierarchy process” technique to compare the three approaches applied to home finishing material selection tasks based on the five “service convenience” dimensions, consisting of access convenience, decision convenience, transaction convenience, benefit convenience and post-benefit convenience.
Findings
The results indicated that the “Cloud-based VR Approach” was perceived to be more convenient than the “3D Model Approach” and the “Image Approach” based on the aspects of “decision convenience”, “transaction convenience”, “benefit convenience” and “post-benefit convenience”. The only aspect that the Cloud-based VR Approach was comparatively less convenient than the 3D Model Approach and Image Approach for the user was “access convenience”. Overall, the findings showed that the developed Cloud-based VR Approach had more potential than the conventional approaches in aiding the design evaluation process under ongoing social distancing measures requiring designers and clients to work remotely.
Originality/value
The disastrous impacts of the COVID-19 pandemic on logistical systems have resulted in massive disruptions to the construction industry worldwide. Various construction activities have been halted and most meetings moved online. Design evaluation conducted between clients and designers is one of the important activities affected by such an impact. Thus, this study presents the Cloud-based VR Approach as an innovative means to maintain essential ongoing activities and meeting of the current design evaluation approach with respect to the social distancing measures.
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