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Article
Publication date: 18 April 2024

P. Pragha, Krantiraditya Dhalmahapatra, Murali Sambasivan, Pradeep Rathore and Esha Saha

The study intends to evaluate students’ intention to shift from cash payment to mobile payment system for academic fee payments through push, pull and mooring framework. Push…

Abstract

Purpose

The study intends to evaluate students’ intention to shift from cash payment to mobile payment system for academic fee payments through push, pull and mooring framework. Push factors comprise risk and service-related factors, pull factors consist of subjective and aspect-based factors and mooring factors include cost and cognitive factors.

Design/methodology/approach

Sample of the study consists of around 296 undergraduate and postgraduate students from different higher educational institutions located in India. The questionnaire for data collection comprises 21 Likert scale-based items distributed among seven constructs. Partial least square structural equation modeling is used to identify the significant factors influencing students’ intentions.

Findings

Five of the factors, namely, risk, service, subjective, aspect and cognitive significantly influence student’s intention to switch to mobile payment system for academic fee payments. Moderation analysis indicates that the impact of the push and pull factors on switching intention towards mobile payments has a more positive influence among male students.

Originality/value

This study is probably the only study that tested the specific push, pull and mooring factors influencing intention to switch to mobile payment from cash payment in the Indian education system based on the incentive, Fogg behavior and status quo bias theory for academic fee payment.

Details

Journal of Applied Research in Higher Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 22 May 2023

Derek Ong, Shirley Chiu, Elizabeth Andrews and Geetha Nadarajan

The global food waste and food scarcity paradox is steadfastly increasing. This study aims to examine the effects of digital nudging as forms of positive and negative…

Abstract

Purpose

The global food waste and food scarcity paradox is steadfastly increasing. This study aims to examine the effects of digital nudging as forms of positive and negative reinforcement to change food waste behavior and found that nudging positive reinforcement modifies this habit.

Design/methodology/approach

A field experiment was conducted on 628 diners randomly split into experiment (n = 412) and control group (n = 216) in two separate dining locations over four weeks. Out of these, 412 diners were randomly subjected to tent cards with positive (n = 228) and negative (n = 184) reinforcement nudging and completed a questionnaire to ascertain if nudging affects their consumption behavior. Consumption waste per unit revenue was calculated from all 628 diners individually to analyze the financial impact between control and experiment groups.

Findings

SEM analysis reveals that positive reinforcement mediates between external motivators (social media and restaurant service) and reduction of food waste behavior. Further analysis also reveals that nudging has a higher three times effect on reducing food waste as compared with no nudging (control).

Social implications

Positive messaging encourages behavior change more effectively as compared to negative ones. Gentle reminders of how everyone can personally be a “warrior” or “hero” in the fight against global food waste increases the likelihood of altruistic motivation in tackling these issues.

Originality/value

This study demonstrates how positive reinforcement in the form of nudges acts as key mediator to support reduction of consumer food waste on site, ultimately helping to reduce financial costs compared to those without nudges.

Details

Journal of Social Marketing, vol. 13 no. 3
Type: Research Article
ISSN: 2042-6763

Keywords

Article
Publication date: 12 June 2023

Pintu Shah and Anuja Agarwal

The frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as individuals. One of the…

Abstract

Purpose

The frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as individuals. One of the countermeasures is to improve the cyber hygiene of the end-users. Serious games or game-based learning has emerged as a promising approach for implementing security education, training and awareness program. In this paper, the researchers propose a tabletop card game called Cyber Suraksha to increase threat awareness and motivate users to adopt recommended security controls for smartphone users. Cyber Suraksha provides an active learning environment for the players. This paper aims to provide the details of the design and evaluation of the game using a between-subjects design.

Design/methodology/approach

The researchers have used constructive learning theory and the Fogg behaviour model (FBM) to design a tabletop card game called Cyber Suraksha. The researchers evaluated the game using a between-subjects design. The participants' responses in the control and intervention groups were collected using the risk behaviour diagnosis scale. Pearson’s Chi-Square test with a 5% significance level was used to test the hypotheses.

Findings

The results indicate that the game is enjoyable and fun. Cyber Suraksha game effectively motivates users to adopt the recommended security control for the targeted behaviour. The results indicate that the participants in the intervention group are 2.65 times more likely to adopt recommended behaviour. The findings of this study provide evidence for the effectiveness of hope and fear appeals in improving cybersecurity awareness.

Research limitations/implications

The generalizability of the study is limited because the sample size is small compared to the total number of smartphone users in India, and only students from computer/IT UG programs in India are used as participants in this study.

Practical implications

This study uses hope and a fear appeal to design an effective serious game. It also demonstrates using the FBM and constructive learning principles for effective serious game design. Cyber Suraksha is effective for the student group and may be tested with other age groups.

Originality/value

To the researchers' knowledge, there are no serious games for cybersecurity awareness focusing on the threats faced by smartphone users based on FBM and constructive learning theory. This research used hope along with a fear appeal to motivate smartphone users to adopt recommended security controls.

Details

Information & Computer Security, vol. 31 no. 5
Type: Research Article
ISSN: 2056-4961

Keywords

Article
Publication date: 1 February 2021

Selin Ögel Aydın and Metin Argan

Nutritional disorders and unhealthy nutrition, which are recognised as the causes of many widespread health problems (overweight, obesity, diabetes, cardiovascular disease…

1072

Abstract

Purpose

Nutritional disorders and unhealthy nutrition, which are recognised as the causes of many widespread health problems (overweight, obesity, diabetes, cardiovascular disease, cancer, etc.) have emerged as a significant problem that requires resolution. The purpose of this study is to influence dietary preferences and to reduce current health issues by using gamification as a social marketing tool. To this end, the decision-making processes affecting food choices in individuals based on calorific content were evaluated and the effectiveness of gamification in encouraging consumers to make lower-calorie choices was examined.

Design/methodology/approach

An experimental design was used to determine the effect of gamification on the dietary preferences of consumers. An independent factorial design (between groups) in which multiple variables were tested with different subjects was used to test the factors that were thought to affect the food choices made by the participants from gamified and non-gamified menus.

Findings

In Study 1, menus (gamified vs non-gamified) and nutritional consciousness (low vs high) had a significant main effect on the total calorie count of the selected foods. In Study 2, menus (gamified with prices vs non-gamified with prices) had a significant main effect on the total calorie count of the selected foods, while nutritional consciousness (low vs high) did not. A significant interaction was observed between menus and nutritional consciousness.

Practical implications

Gamification can be used as an important publicity tool for promoting public health using different influential factors such as price.

Originality/value

This study shows that people can change their food preferences positively through gamification. It shows further how people tend to evaluate the price of their food rather than the calorie count when making dietary preferences. Gamification can, therefore, be considered a promising social marketing tool for improving public health.

Details

Journal of Social Marketing, vol. 11 no. 2
Type: Research Article
ISSN: 2042-6763

Keywords

Article
Publication date: 4 July 2016

Abigail Karp, Michelle McCauley and Jack Byrne

The majority of research on energy feedback has been conducted in residential households; in this study, the authors aim to examine the effectiveness of similar initiatives in a…

Abstract

Purpose

The majority of research on energy feedback has been conducted in residential households; in this study, the authors aim to examine the effectiveness of similar initiatives in a college environment. The our goal was to see how much additional electricity savings could be induced using feedback beyond average savings achieved by goal-setting and to provide students information on how to conserve.

Design/methodology/approach

All participants set goals related to personal environmental behavior and received electricity-saving tips. Half of the participants were exposed to real-time, group-level, ambient and direct feedback of electric use for their dormitory floor through an iPad display. The control group received no feedback.

Findings

The group that received the real-time feedback reduced its consumption, whereas the control group did not. The feedback group’s change in consumption was significantly greater than the control group’s. The results are discussed in the context of injunctive norms, reminders, ambient feedback and numerical feedback, as well as the theory of planned behavior.

Research limitations/implications

Further research could test for long-term effects, whether the interventions applied in this study would be effective in other university contexts and whether the interventions would influence other environmental habits apart from electricity consumption on campuses.

Originality/value

This is one of the first energy feedback studies to demonstrate the effectiveness of group-level data, let alone specifically in a college dormitory and has implications for influencing conservation behavior of residential college students worldwide.

Details

International Journal of Sustainability in Higher Education, vol. 17 no. 4
Type: Research Article
ISSN: 1467-6370

Keywords

Article
Publication date: 11 May 2020

Sam Van der Linden, Stef Nimmegeers, Kristof Geskens and Bert Weijters

To investigate if online TV content platforms create value for consumers (and increase use) by offering its users the possibility to self-invest in the service (by giving personal…

Abstract

Purpose

To investigate if online TV content platforms create value for consumers (and increase use) by offering its users the possibility to self-invest in the service (by giving personal content preferences). We link demographic and attitudinal antecedents to the relation between self-investment and use.

Design/methodology/approach

Data were collected together with a Belgian media company (N = 4,136). To test the effects a latent growth model was composed in a multigroup setting with gender as the grouping variable. The model is analyzed through structural equation modeling in Mplus 8.0.

Findings

In general, strong relations between self-investment and increased use were found, although the effect of self-investment on use was stronger for female consumers. Furthermore, we established strong hedonic effects on using and investing in the service. For men, easy to use platforms lead to less self-investment.

Research limitations/implications

Our findings are restricted to free services. Furthermore, attitudinal variables are antecedents of behaviors. However, a more complex interplay between behavioral and attitudinal variables is possible. Further research could use repeatedly measured attitudinal measures and link these to behaviors over time.

Practical implications

Service developers could offer different platform interactions to different segments to create consumer value. Women seem more receptive for extra functionalities, such as the possibility to indicate preferences. Men mainly focus on the content offered.

Originality/value

This study focuses on a new form of media distribution, online TV content platforms, where we investigate two related behaviors of users over time (self-investment and use) instead of a general approximation of use. Multi-source data were used.

Details

Journal of Service Management, vol. 31 no. 3
Type: Research Article
ISSN: 1757-5818

Keywords

Article
Publication date: 15 January 2020

Eoin Whelan and Trevor Clohessy

While the positive health benefits of fitness apps, which motivate and track physical exercise, are widely acknowledged, the adverse connection between these technologies and…

3388

Abstract

Purpose

While the positive health benefits of fitness apps, which motivate and track physical exercise, are widely acknowledged, the adverse connection between these technologies and wellbeing has received little attention. The purpose of this paper is to determine how the social dimensions of fitness apps predict the type of passion (harmonious and obsessive) one has for physical exercise, and what the resulting positive and negative implications are for wellbeing.

Design/methodology/approach

Drawing from the theoretical frameworks of social influence and the dual model of passion (DMP), this study develops a model depicting how fitness apps relate to the causes and consequences of harmonious and obsessive passion for exercise. Survey data were collected from 272 fitness app using cyclists and analysed with partial least squares structural equation modelling techniques.

Findings

Different social influence aspects of fitness apps appeal to different types of exercisers. A harmonious passion for physical exercise is predicted by the positive reciprocal benefits attained from one’s fitness app community, while an obsessive passion is predicted by positive recognition. In turn, a harmonious passion for exercise is negatively associated with life burnout, while an obsessive passion strongly affirms that relationship. In addition, the relationship between social influence and life burnout is fully mediated by the type of passion a fitness app user possesses.

Originality/value

Underpinned by the DMP, the study provides a theoretical framework explaining how the use of fitness apps can result in opposing wellness outcomes.

Details

Information Technology & People, vol. 34 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Content available
Book part
Publication date: 12 February 2018

Pete Canalichio

Abstract

Details

Expand, Grow, Thrive
Type: Book
ISBN: 978-1-78743-782-1

Article
Publication date: 2 May 2017

Manuel J. Sánchez-Franco, Mirian Muñoz-Expósito and Ángel F. Villarejo-Ramos

This paper aims to describe a method for combining perceived community support, relationship quality and the extended technology acceptance model in the same empirically derived…

Abstract

Purpose

This paper aims to describe a method for combining perceived community support, relationship quality and the extended technology acceptance model in the same empirically derived associative network. The research also examines the moderating role of accumulation of knowledge (based on beliefs and opinions) derived from social interactions.

Design/methodology/approach

The Pathfinder algorithm is a valid approach for determining network structures from relatedness data. Such a graphical representation provides managers with a comprehensible picture of how social behaviours relate to loyalty-based dimensions.

Findings

As the benefits of community participation and integration might be differently evaluated by new and long-term users, the research examines the associative network by levels of user familiarity. This study indeed contributes to the analysis of enduring social bonds with respect to individuals’ decision-making processes, as it provides details representing specific relationships between diverse concepts based on true-loyalty.

Practical implications

The application of Pathfinder to the study of online social services and user behaviour appears to have potential for unveiling the structures of social network sites members and designing successful strategies for prospective community managers.

Originality/value

This is the first study to the author’s knowledge that empirically tests a theory-grounded framework for integrating individual characteristics and relational driver and focuses on associative structures evidenced as a representation of the most salient loyalty-based concepts by also studying the moderating effects of familiarity.

Abstract

Details

Expand, Grow, Thrive
Type: Book
ISBN: 978-1-78743-782-1

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