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1 – 10 of over 6000
Article
Publication date: 30 October 2023

Ali Balapour, Rajiv Sabherwal and Varun Grover

Mobile apps usually have a short lifespan, and this prevents the majority from surviving long enough to generate revenue for their developers. To address this issue, this study…

Abstract

Purpose

Mobile apps usually have a short lifespan, and this prevents the majority from surviving long enough to generate revenue for their developers. To address this issue, this study aims to recognize the role of engagement and immersion and develops a cognitive-affective theoretical framework to associate these factors with the lifespan of an app. Moreover, the authors focus on gaming apps because of their dominance on mobile platforms, and because a few of them become lucrative while the majority perish within a few weeks.

Design/methodology/approach

This study uses a longitudinal survey-based approach to collect data on one of the popular gaming apps (Pokémon Go), which received international attention. The design focuses on identifying factors that extend the lifespan of the app and affects users’ decision to continue or stop using the app over time. The authors use the survival analysis and structural equation modeling to analyze the theoretical framework.

Findings

The authors find the centrality of the users’ experience of immersion to extend the mobile app lifespan. Engagement influences immersion and immersion predicts users’ decision to continue or stop using the app. Users’ experience of immersion increases the probability of the apps’ survival by 12%.

Originality/value

To the best of the authors’ knowledge, this is the only study that proposes a theoretical framework, meticulously investigates the factors that can lead to survival of a mobile app and uses longitudinal data for the empirical analysis.

Details

Journal of Systems and Information Technology, vol. 25 no. 4
Type: Research Article
ISSN: 1328-7265

Keywords

Article
Publication date: 21 July 2022

Aniket Sengupta and Lanlan Cao

This study investigates the role of an augmented reality (AR)-based tool in customers' shopping processes.

2201

Abstract

Purpose

This study investigates the role of an augmented reality (AR)-based tool in customers' shopping processes.

Design/methodology/approach

Using the stimulus-organism-response (SOR) and consumer decision-making models, this study builds a comprehensive theoretical model that investigates the mechanism sequentially connected AR-enabled shopping tool and customer responses. Décor Matters was chosen as the AR-enabled mobile application for this study. Qualtrics, which conducted the survey, collected 150 responses in the USA. The authors used structural equation model to test the hypotheses.

Findings

This study enriches the retail-related AR theory by offering a holistic and structural view of the factors that connect customers' cognitive and affective internal processes with customers' shopping task. However, having used only one type of AR-enabled app in the study, the findings remain limited.

Research limitations/implications

This research advances the understanding of AR's role in the customer shopping process by validating the positive effect of immersion on purchase intention, as well as revealing the mediating effect of decision-making quality and the moderating effect of privacy concerns. However, as only one type of AR-enabled app was used in the study, the findings are still limited.

Practical implications

The findings can help retailers to understand why and how firms can benefit from investing in AR-enabled apps (i.e. by focussing on customer perceived immersion and decision-making quality with AR).

Originality/value

This study's originality lies in the SOR model's extension, which integrates the customer decision-making model, allowing for connecting customers' cognitive and affective internal experiences with their shopping task. The findings can help retail managers to understand more clearly and in-depth why and how AR works in customers' shopping process.

Details

International Journal of Retail & Distribution Management, vol. 50 no. 8/9
Type: Research Article
ISSN: 0959-0552

Keywords

Article
Publication date: 19 July 2023

Muhammad Aljukhadar and Sylvain Senecal

The growth in social content such as video facilitates consumer exposure to social information at e-tail settings. Research has recommended enhancing the e-store socialness…

Abstract

Purpose

The growth in social content such as video facilitates consumer exposure to social information at e-tail settings. Research has recommended enhancing the e-store socialness. Focusing on focal consumer outcomes (flow and purchase intentions), the current research delineates a boundary condition, proposing that e-tail socialness improves outcomes when the consumer interdependent self, rather than the independent self, is activated.

Design/methodology/approach

The experimental approach is employed to test the research thesis. Two experiments (N1 = 303 Females 42.4%; N2 = 387 Females 51.4%) that used different manipulation for socialness and sample frames (USA and Canadian) are performed. Analysis of variance was applied.

Findings

The results generally support the research thesis, suggesting that e-tail socialness enhances consumer flow and purchase intentions when the interdependent self is activated. The effect, however, is marginal for segments with high brand preference.

Practical implications

As more information increase overload and reduce decision quality, e-tail practitioners should focus on providing social information predominately for consumers whose interdependent self is activated. This recommendation is particularly relevant for segments with low brand preference.

Originality/value

So far, studies recommend enhancing the e-store socialness, or increasing the social volume, to achieve better outcomes. Such research stream is giving rise to the “social is better in e-tail” conventional wisdom. The current work contributes by delineating a boundary condition based on consumer self-construal. This work suggests that the use of online socialness is fruitful predominantly for interdependent consumers.

Details

Baltic Journal of Management, vol. 18 no. 5
Type: Research Article
ISSN: 1746-5265

Keywords

Book part
Publication date: 11 June 2021

Christy M. K. Cheung, Dimple R. Thadani and Zach W. Y. Lee

With growing interest in the uses of hedonic technologies and gamification in system design, the concept of cognitive absorption (CA) has become increasingly salient in the…

Abstract

With growing interest in the uses of hedonic technologies and gamification in system design, the concept of cognitive absorption (CA) has become increasingly salient in the information systems literature. However, little effort has been made to evaluate the research status and consolidate the current literature findings. To fill these research gaps, the authors conducted a literature review on CA. The authors then proposed an integrative framework that summarises the key elements of and variables related to CA and their relationships. The major findings of the study are discussed, and an agenda for future research is proposed.

Details

Information Technology in Organisations and Societies: Multidisciplinary Perspectives from AI to Technostress
Type: Book
ISBN: 978-1-83909-812-3

Keywords

Article
Publication date: 20 May 2022

Nirmal Acharya, Anne-Marie Sassenberg and Jeffrey Soar

The applications of artificial intelligence (AI), natural language processing and machine learning in e-commerce are growing. Recommender systems (RSs) are interaction-based…

Abstract

Purpose

The applications of artificial intelligence (AI), natural language processing and machine learning in e-commerce are growing. Recommender systems (RSs) are interaction-based technologies based on AI that can offer recommendations for products for use or of interest to a potential consumer. Curiosity, focused immersion and temporal dissociation are often treated as the dimensions of cognitive absorption, so exploring them separately can provide valuable insights into their dynamics. The paper aims to determine the effect of the cognitive absorption dimensions namely focused immersion, temporal dissociation and curiosity independently on RSs continuous use intention.

Design/methodology/approach

A quantitative research design was used to explore the effect of dimensions of cognitive absorption on AI-driven RSs continuous use intention in e-commerce. Data were gathered from 452 active users of Amazon through an online cross-sectional survey and were analysed using partial least squares structural equation modelling.

Findings

The findings indicated that curiosity and focused immersion directly affect RSs continuous use intention, but temporal dissociation does not affect RSs continuous use intention.

Originality/value

The current research focused on Amazon’s RSs that use AI and machine learning techniques. The research aimed to empirically explore the effects of the dimensions of cognitive absorption separately on AI-driven RSs continuous use intention in e-commerce. This research may be of interest to executives working in both public and private industries to better harness the potential of recommendations driven by AI to maximize RSs’ reuse and to enhance customer loyalty.

Article
Publication date: 15 June 2021

Tiantian Yang, Feng Yang and Jinqi Men

This study investigates how Danmu (danmaku) technological features (DTFs) of recommendation vlogs (rec-vlogs) impact consumer experiences and decisions.

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Abstract

Purpose

This study investigates how Danmu (danmaku) technological features (DTFs) of recommendation vlogs (rec-vlogs) impact consumer experiences and decisions.

Design/methodology/approach

The authors adopt the partial least squares structural equation modeling (PLS-SEM) technique with a sample of 422 viewers of Danmu-enabled rec-vlogs to examine the proposed model.

Findings

The DTFs positively affect consumer loyalty intentions through the mediation of social presence and immersion. Also, vlogger-product congruency significantly moderates the relationship between social presence and immersion.

Originality/value

With the increasing popularity of vlogs, retailers have adopted the vlog as a new marketing channel to connect with consumers. Although a growing body of studies focuses on this phenomenon, little is known about how DTFs help to increase consumer loyalty toward using rec-vlogs as product information sources. Anchored on the stimulus–organism–response framework, this study investigates how pseudo-synchronicity, Danmu-content congruency and parallelism, three DTFs used in rec-vlogs, impact consumer experiences of social presence and immersion, eventually influence the consumers' loyalty intentions toward rec-vlogs. The authors also examine whether the effect of social presence on immersion is contingent on vlogger-product congruency. These findings have implications for both researchers and practitioners to understand the effect of DTFs in the context of rec-vlogs.

Details

Information Technology & People, vol. 35 no. 4
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 21 March 2023

M. Claudia tom Dieck, Eleanor Cranmer, Alexandre Luis Prim and David Bamford

Augmented reality (AR) is transforming the business and interactive marketing landscape. This research aims to investigate consumers' degree of involvement and if a feeling of…

Abstract

Purpose

Augmented reality (AR) is transforming the business and interactive marketing landscape. This research aims to investigate consumers' degree of involvement and if a feeling of immersion and presence influences AR shopping satisfaction, comparing high- and low-immersive AR experiences.

Design/methodology/approach

This paper uses a quantitative approach. Two studies were carried out: a high-immersive AR experiment with 173 participants and a low-immersive AR experience with 222 participants. Findings were analyzed using partial least square structural equation modeling with SmartPLS.

Findings

Results indicate the antecedents of immersion and presence differ when it comes to different immersive AR levels. In a high-immersive AR experience, flow, information seeking and novelty are attributes related to immersion, while enjoyment and personalization are related to presence. Contrastingly, in a low-immersive AR experience, only flow is related to immersion, while information seeking, novelty and personalization are related to presence. These results highlight the role of immersion and presence as mediators for AR shopping satisfaction experience.

Originality/value

This study's originality lies in the use of a rival model for analysis. Findings suggest a contingent perspective of AR experience, depending on high- or low-immersion experience, so companies must pay attention for how to measure AR experiences to increase involvement and satisfaction.

Details

Journal of Research in Interactive Marketing, vol. 17 no. 6
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 6 March 2017

Isabelle Frochot, Statia Elliot and Dominique Kreziak

This paper aims to provide a longitudinal study of a five-day tourist stay in a mountain resort, where flow and immersion are analysed to understand how consumers experience and…

Abstract

Purpose

This paper aims to provide a longitudinal study of a five-day tourist stay in a mountain resort, where flow and immersion are analysed to understand how consumers experience and construct their holiday stay. The need to process to a longitudinal study is motivated by the lack of research looking at what actually happens during the experience. More precisely, the long encounter of a holiday is often disregarded, and the tourist experience is studied afterwards through single and comprehensive satisfaction surveys. How consumers evolve across a holiday stay and construct their experience is an understanding that needs further investigations. Among the variety of concepts developed to study the experience, flow and immersion are particularly interesting foundations, as they bring a detailed analysis of the processes at the very heart of the experience. This study aims to identify how both these concepts develop within a holiday context and what strategic knowledge might be gained from their analysis. A qualitative study conducted on a sample of ten individuals interviewed every day of their stay provides curves showing the occurrences of flow episodes. More importantly, the study looks at the evolution of flow and immersion across each day of a holiday stay: it identifies the conditions of their emergence, their recurrence and how they influence each other. Managerial implications call for a more strategic analysis of the specific components that conduct to the emergence of flow and immersion.

Design/methodology/approach

The paper conducts a longitudinal study of a tourist stay over five days. Ten participants were interviewed while on holiday and upon their return with a semi-structured interview guide aiming to investigate the peaks of their day, the elements associated to those events and the meaning associated to them. Immersion was also investigated. Forty-eight interviews were conducted in the resort. Data were transcribed and content analysed to identify the main components of both flow and immersion concepts specifically in the case of a tourist holiday.

Findings

The findings identified that both flow and immersion co-exist and feed each other during the holiday. Episodes of flow could be identified, although they did not necessarily match all the characteristics previously identified by Csikszentmihalyi. The events associated to flow were to be found in sport activities (skiing and snow shoeing), but social cohesion and landscape beauty equally provided strong flow episodes. Immersion is a more longitudinal state that reinforces itself throughout the stay, and with flow occurrences. Immersion is strongly related to the feeling of detachment and “getting away from it all”.

Research limitations/implications

The mountain resort setting is unique, but the results show some commonalities with previous research. If the ski experience is specific, it does share commonalities with other sport activities that could be provided in other holiday settings. However, transferability to more mundane holiday settings requires further testing. The data collection process is particularly heavy: interviewing the same customer every day is necessarily time-consuming. The sample is composed of senior students and would need to be validated on a wider sample of tourists.

Practical implications

The results identify some of the components that contribute to the emergence of both flow and immersion. The elements identified, whether they are associated to the skiing activity, to the social network or the natural resources of the resort, can all be encouraged and monitored by the resort. The results give pointers to the different elements that tourism actors can act upon to boost their consumers experience.

Social implications

Skiing is a sport practice that is mostly represented in middle to higher social classes. The cost of skiing equipment and ski passes, but also the need to acquire competences for this activity are all limitations factors to a wider spread of skiing practice in the general population. By showing the impact of a ski stay, notably by its incredible capacity to create a feeling of detachment and restoration from every day life, the results point to the general well-being impact that mountain holiday stays can create. It is also an information that interests local authorities who are witnessing a maturity of the ski market and are looking for new communication arguments to boost the attraction of ski holidays. The role of previous experience as a booster to immersion also demonstrates the usefulness of childhood skiing practice. This can be encouraged and subsidised by regional authorities, especially through schools.

Originality/value

The originality of the paper is tied in with its data collection. The researchers opted for a longitudinal study of real-time experience by not only interviewing participants in situ but also every day of their experience. Those data provide a longitudinal analysis of the experience, with richer results than what traditional satisfaction surveys usually measure. The study is also original through the concepts used: flow has been used extensively by researchers but rarely to study a whole holiday experience. Moreover, the concept of immersion is a newer concept that has not yet been used to investigate the tourist experience. The results of the study show that this concept is different from flow and is particularly pertinent to study the holiday experience.

Details

International Journal of Culture, Tourism and Hospitality Research, vol. 11 no. 1
Type: Research Article
ISSN: 1750-6182

Keywords

Open Access
Article
Publication date: 15 August 2019

Miguel Guinaliu-Blasco, Blanca Hernández-Ortega and José L. Franco

The purpose of this paper is to analyse the individual’s experience during the use of Pinterest in a marketing learning process. This experience is a fundamental starting point…

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Abstract

Purpose

The purpose of this paper is to analyse the individual’s experience during the use of Pinterest in a marketing learning process. This experience is a fundamental starting point from which to develop marketing learning processes that flow naturally. Thus, it is necessary to examine the components that determine the individual’s experience and to explore consequences such as collaborative learning and marketing learning performance.

Design/methodology/approach

To conceptualise the individual’s experience, this study focuses on her/his state of cognitive absorption (CA) and establishes a second-order formative structure made up of five components: heightened enjoyment, curiosity, control, temporal dissociation and focused immersion. The model is estimated with partial least squares modelling, using SmartPLS 2.0 software.

Findings

The results confirm the significant weights of the components, with the exception of focused immersion, and support the influence of overall CA on the proposed outcomes. They also confirm that collaborative learning exerts a positive influence on the individual’s performance.

Originality/value

This study makes three contributions. First, it holistically examines the individual’s experience during marketing learning and the importance of its constituent components. Second, it establishes what the consequences of the marketing learning experience are, taking into account both social and individual factors, that is, collaborative learning and individual performance. Third, Pinterest is proposed as a social network with great potential in marketing learning. It is a well-known network which includes very interesting features for learning contexts. Nevertheless, it has been little studied in research.

Propósito

El objetivo de la presente investigación es analizar la experiencia del individuo durante el uso de Pinterest en un proceso de aprendizaje de marketing. Este experiencia es un punto de partida fundamental para que el proceso de aprendizaje de marketing se desarrolle de manera fluída. Así, es preciso examinar los componentes que determinan la experiencia del individuo y explorar las consecuencias, como por ejemplo, el aprendizaje colaborativo y los resultados del aprendizaje de marketing.

Diseño/metodología/enfoque

Con el objeto de conceptualizar la experiencia del individuo, este studio centra su atención en la absorción cognitiva (AC) y propone una estructura formativa de segundo orden compuesta por cinco componentes: mayor disfrute, curiosidad, control, disociación temporal e inmersión enfocada. El modelo es estimado mediante el uso de Modelización de Mínimos Cuadrados Parciales, empleando el software SmartPLS 2.0.

Hallazgos

Los resultados confirman el significativo peso de los componentes, con la excepción de la inmensión enfocada, y apoya la influencia de la AC general sobre las consecuencias propuestas. Estos resultados también confirman que el aprendizaje colaborativo tiene una influencia positiva sobre los resultados del individuo.

Originalidad/valor

Este estudio ofrece tres contribuciones. En primer lugar, se examina de manera holística la experiencia del individuo durante el aprendizaje de marketing y la importancia de sus componentes. En segundo lugar, se establece cuales son las consecuencias de la experiencia de aprendizaje de marketing, teniendo en cuenta factores sociales e individuales, es decir, aprendizaje colaborativo y resultados individuales. En tercer lugar, se propone a Pinterest como una red social con un gran potencial en el aprendizaje de marketing. Se trata de una conocida red que incluye interesantes características para los contextos de aprendizaje. A pesar de ello, ha sido escasamente estudiada por los investigadores.

Palabras clave

Experiencia, Absorción cognitiva, Pinterest, Resultados de aprendizaje de marketing, Redes sociales

Tipo de artículo

Artículo de investigación

Details

Spanish Journal of Marketing - ESIC, vol. 23 no. 2
Type: Research Article
ISSN: 2444-9709

Keywords

Article
Publication date: 4 December 2018

Avus C.Y. Hou, Wen-Lung Shiau and Rong-An Shang

Can mobile instant messaging (MIM) make people entering into the state of cognitive absorption (CA)? The purpose of this paper is to investigate whether CA can help explain users’…

Abstract

Purpose

Can mobile instant messaging (MIM) make people entering into the state of cognitive absorption (CA)? The purpose of this paper is to investigate whether CA can help explain users’ satisfaction during the process of MIM, while interactivity and interest are operated as determinants of CA as well as directly associated with satisfaction.

Design/methodology/approach

This study proposes a satisfaction model that is adapted from the CA theory to investigate MIMs users’ satisfaction with two determinants, interactivity and interest. Specifically, CA is operated as a second-order formative construct with four reflective dimensions, including curiosity, focused immersion, heightened enjoyment and temporal dissociation. Partial least square structural equation modeling was applied to evaluate the causal links of the model with the data collected from 472 LINE users who all had long using experience.

Findings

The results showed that CA in MIM, fueled by interactivity and interest, is positively related to satisfaction. Interactivity and interest themselves were also significantly associated with satisfaction. Among them, interactivity has the most influence on satisfaction, followed by interest and CA. Surprised, curiosity and focused immersion did not formative CA in MIM.

Research limitations/implications

The present study focuses on user satisfaction of a specific MIM (LINE) and collects data from users within a specific region (Taiwan). Other researchers must take these constrains into consideration when referencing this study.

Originality/value

To the best of the authors’ knowledge, this is the first study which confirmed that people still enter into the state of CA when using MIM on smartphone, even though the using environment is drastically different from that on desktop. It indicates that prior theories in CA with desktop-based software are still applicable and serve as a basis for more studies in the mobile context to a certain extent, but other factors should also be considered. As interactivity and interest are conducive to CA, leading to user satisfaction, an MIM app can be more popular if the two factors are incorporated.

Details

Industrial Management & Data Systems, vol. 119 no. 4
Type: Research Article
ISSN: 0263-5577

Keywords

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