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1 – 10 of 68
Article
Publication date: 3 January 2023

Reihaneh Alsadat Tabaeeian, Majid Mohammad Shafiee and Azarnoush Ansari

This paper aims to develop a validated scale that can help in measuring the gamified e-service quality (GE-SQ) in the e-retailing industry.

Abstract

Purpose

This paper aims to develop a validated scale that can help in measuring the gamified e-service quality (GE-SQ) in the e-retailing industry.

Design/methodology/approach

The paper uses a mixed-method approach to develop and validate a scale for GE-SQ. First, reviewing the literature and interviewing with 14 experts were conducted to explore the initial items and themes. A sample of 215 participants was collected from online customers in Iran. Explanatory factor analysis (EFA) was conducted to this sample to validate the categorized themes. Next, confirmatory factor analysis (CFA) was used to confirm the validity of the established dimensions by a sample of 549 online customers.

Findings

The results extracted 26 items and categorized them to 6 dimensions. “Ease of use”, “reliability”, “emotional appeal”, “interactivity”, “security” and “visual appeal” have been identified as the dimensions of the GE-SQ scale in the e-retailing industry. The validity of the developed scale containing 6 dimensions and 26 items was confirmed.

Originality/value

This research identified GE-SQ as a valid and reliable scale with six dimensions for measuring e-service quality in e-retailing. This finding has made significant academic contributions to the service quality and the retailing literature.

Details

International Journal of Retail & Distribution Management, vol. 51 no. 4
Type: Research Article
ISSN: 0959-0552

Keywords

Article
Publication date: 18 March 2024

Reihaneh Alsadat Tabaeeian, Majid Mohammad Shafiee and Azarnoush Ansari

This paper aims to investigate the effect of gamified e-service quality (GE-SQ) on customer value co-creation, relationship quality and purchase intention in e-retailing.

Abstract

Purpose

This paper aims to investigate the effect of gamified e-service quality (GE-SQ) on customer value co-creation, relationship quality and purchase intention in e-retailing.

Design/methodology/approach

A questionnaire was used to collect data from a sample of 549 e-retailing customers who participated in a gamified online service process. A structural equation modeling approach was adopted to analyze the model.

Findings

The empirical evidence confirmed that GE-SQ encouraged customer value co-creation behavior and relationship quality. Customer value co-creation and relationship quality led to higher purchase intention. Also, value co-creation and relationship quality partially mediated the relationship between GE-SQ and purchase intention.

Originality/value

The findings increase our knowledge of GE-SQ and its behavioral consequences. Moreover, the study proposes and validates a theoretical framework based on GE-SQ, value co-creation and customer relationship quality. This study provides insight into using gamification as a practical tool in the e-retailing industry.

Details

International Journal of Quality and Service Sciences, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1756-669X

Keywords

Article
Publication date: 20 February 2024

Winston T. Su, Zach W.Y. Lee, Xinming He and Tommy K.H. Chan

The global market for cloud gaming is growing rapidly. How gamers evaluate the service quality of this emerging form of cloud service has become a critical issue for both…

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Abstract

Purpose

The global market for cloud gaming is growing rapidly. How gamers evaluate the service quality of this emerging form of cloud service has become a critical issue for both researchers and practitioners. Building on the literature on service quality and software as a service, this study develops and validates a gamer-centric measurement instrument for cloud gaming service quality.

Design/methodology/approach

A three-step measurement instrument development process, including item generation, scale development and instrument testing, was adopted to conceptualize and operationalize cloud gaming service quality.

Findings

Cloud gaming service quality consists of two second-order constructs of support service quality and technical service quality with seven first-order dimensions, namely rapport, responsiveness, reliability, compatibility, ubiquity, smoothness and comprehensiveness. The instrument exhibits desirable psychometric properties.

Practical implications

Practitioners can use this new measurement instrument to evaluate gamers' perceptions toward their service and to identify areas for improvement.

Originality/value

This study contributes to the service quality literature by utilizing qualitative and quantitative approaches to develop and validate a new measurement instrument of service quality in the context of cloud gaming and by identifying new dimensions (compatibility, ubiquity, smoothness and comprehensiveness) specific to it.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 28 June 2021

Fei Zhou, Jian Mou and Jongki Kim

This study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS)…

Abstract

Purpose

This study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS). Therefore, this research explores the influencing mechanism by which gamified IS (immersive-related interaction, achievement-related interaction, and social-related interaction) impacts users' perceived benefits and continuance intention.

Design/methodology/approach

In this research, 367 users of Ant Forest are investigated in two waves through random sampling and the use of a structural equation model with SmartPLS 3.0 software.

Findings

The research results reveal the following: (1) both achievement-related interaction and social-related interaction can affect the user's continuance intention, while the direct impact of immersive-related interaction on the user's continuance intention is not supported; (2) users' perceived self-benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention; and (3) perceived social benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention.

Originality/value

This study supports the retention effects of gamification design on users' continuance intention by evocating users' dual perceived benefits.

Details

Online Information Review, vol. 46 no. 2
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 29 September 2022

Sze Ling Ng, Sajad Rezaei, Naser Valaei and Mohammad Iranmanesh

The objective of this study is to examine the drivers of retail apps satisfaction and continuance intention. An integrative theoretical framework was developed based on the IS…

Abstract

Purpose

The objective of this study is to examine the drivers of retail apps satisfaction and continuance intention. An integrative theoretical framework was developed based on the IS success model, E-S-QUAL and expectancy and disconfirmation model to explain retail apps users’ satisfaction and continuance intention.

Design/methodology/approach

A total of 359 useable data were collected from the targeted Malaysian respondents who had experience in using retail apps services. Data were analysed using the partial least squares technique.

Findings

The results indicate that system quality and e-service quality positively influence retail apps usage satisfaction and have positive direct and indirect effects through satisfaction on continuance intention. The price level has a negative effect on retail apps usage satisfaction. Even though price level has no direct effect on continuance intention to use retail apps, it has an indirect effect on continuance intention through satisfaction.

Originality/value

Although the success of a marketing channel mainly depends on its continuance usage rather than first-time usage, few studies have paid attention to retail apps services. This study contributes to the advancement of knowledge on retail apps by explaining the roles of system quality, e-service quality and price level on retail apps satisfaction and continuance intention. Interestingly, the findings of multi-group analysis imply that female Gen Y app users are more satisfied than males while such differences do not impact their continuance intention to use the retail apps. The findings also suggested that frequency of using apps has no relevance to retail apps user satisfaction, but highly relevant to their continuance intention to use retail Apps services.

Details

Asia-Pacific Journal of Business Administration, vol. 16 no. 2
Type: Research Article
ISSN: 1757-4323

Keywords

Article
Publication date: 24 October 2018

Samar Rahi and Mazuri Abd. Ghani

Understanding the main determinants of internet banking is important for banks and users. Although several prior research projects have focused on the factors that impact on…

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Abstract

Purpose

Understanding the main determinants of internet banking is important for banks and users. Although several prior research projects have focused on the factors that impact on adoption of technology, there is a limited empirical work which simultaneously captures technology-specific factors (PE, EE, WD, GAM) and customer-specific factors (GSC, INTRC) that help customers to adopt internet banking. Thus, the purpose of this paper is to verify how these factors influence individual behavior and motivate them to adopt new technology. The authors advance the body of knowledge on this subject by proposing moderating relationship of gamification between user’s intention to adopt and intention to recommend internet banking in social network.

Design/methodology/approach

To test the model the authors developed a quantitative study involving 398 internet users from five commercial banks. Data were collected in four weeks beginning of September 2017 from three large cities of Pakistan using convenience sampling approach. The theoretical model was tested using structural equation modeling (SEM).

Findings

The results indicate that intention to adopt internet banking is positively affected by performance expectancy, effort expectancy, website design, website characteristics and general self-confidence. Findings of SEM showed that approximately 72 percent of the variance in customer’s intention to adopt internet banking was accounted by predictors. Moderating effect of gamification suggested that the positive relationship between customer’s intention to adopt and customer’s intention to recommend internet banking will be stronger when gamification is higher. Importance performance matrix analysis (IPMA) suggested that among all other variables general self-confidence is the most important construct as it has the highest importance value in IPMA.

Practical implications

This study provides insightful guideline to practitioners, web designers and marketing professional that they should focus on both technology perspective and customer-specific factors to boost the confidence of internet banking users, while for researchers this study provides a basis for further development of technology adoption models in e-commerce domain.

Originality/value

This study contributes to the body of knowledge by adding game elements in technology perspective model and augments the e-commerce literature in the internet banking adoption context. To the date, this study is the first in its nature that investigates both technology-specific factors and customer-specific factors altogether to see the users influence toward technology adoption.

Details

The International Journal of Information and Learning Technology, vol. 36 no. 1
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 2 October 2017

Manon Arcand, Sandrine PromTep, Isabelle Brun and Lova Rajaobelina

The purpose of this paper is to investigate the multidimensional concept of mobile banking service quality (security/privacy, practicity, design/aesthetics, enjoyment and…

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Abstract

Purpose

The purpose of this paper is to investigate the multidimensional concept of mobile banking service quality (security/privacy, practicity, design/aesthetics, enjoyment and sociality) and the impact of the latter on the quality of the relationship (commitment, trust and satisfaction) between consumers and their primary financial institution.

Design/methodology/approach

An online survey was conducted using a sample of 375 respondents, all owners of a mobile device and all accustomed to conducting banking activities on mobile platforms. Results were analyzed using structural modeling techniques (EQS 6.1).

Findings

Findings confirm that trust significantly and positively impacts commitment/satisfaction. Mobile banking service quality dimensions also influence trust and commitment/satisfaction. Trust is associated with security/privacy and practicity (regarded as utilitarian factors), while commitment/satisfaction is driven by enjoyment and sociality (dimensions more hedonic by nature). No link is found between interface design and either trust or commitment/satisfaction.

Originality/value

This study contributes to bank marketing theory since it is the first to demonstrate how key mobile banking service quality dimensions drive customer perceptions of relationship quality. In doing so, this research extends beyond mobile adoption (short term) by addressing customer engagement with financial institutions and issues relating to relationship quality (long term). Regarding managerial implications, findings signal to marketers in the financial services industry the importance of not underestimating the power of hedonic factors (sociality and enjoyment) when developing mobile platforms. These dimensions are often overlooked in the banking industry, a sector in which consumers are believed to be mostly driven by utilitarian motives.

Details

International Journal of Bank Marketing, vol. 35 no. 7
Type: Research Article
ISSN: 0265-2323

Keywords

Article
Publication date: 21 September 2018

Samar Rahi and Mazuri Abd. Ghani

The increasing innovation and urgent need of up-to-date and convenient information systems have gained high importance in financial sector. Several banks have deployed internet…

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Abstract

Purpose

The increasing innovation and urgent need of up-to-date and convenient information systems have gained high importance in financial sector. Several banks have deployed internet banking in order to reduce cost while improving customer services. Therefore, the growth of internet banking is limited and in many cases fallen short of expectations. The purpose of this paper is to develop an integrated model that combines technology, innovative and environmental factors altogether in order to understand customer’s intention to adopt, and intention to recommend internet banking in social networks.

Design/methodology/approach

In all, 398 valid responses were collected from customers of commercial banks, using convenience sampling approach. Data were analyzed using the structural equation modeling.

Findings

The findings show that integrated model has good explanatory power (78.3 percent) to predict customer’s intention to adopt internet banking. Findings also revealed that the interaction effect of gamification between user’s intention to adopt and user’s intention to recommend internet banking will be stronger when gamification effect is higher. Importance performance matrix analysis (IPMA) revealed that innovativeness and perceived technology security were the most important factors in order to determine user’s intention with regard to adoption of internet banking.

Practical implications

For policy-makers, it is suggested that they should focus on innovative characteristics and must ensure the possible environment for carrying out internet banking transaction. Advertising about new technology with adequate information may produce positive influence on user’s intention. Enjoyable internet banking website with reward system will help to improve user’s intention to adopt and intention to recommend internet banking with others, thus developers should introduce game features on internet banking website.

Originality/value

This study provides basis for further refinement of individual technology acceptance models and enrich the e-commerce literature adding innovative and game elements in interne banking adoption context. Additionally, the proposed model makes an important contribution in emerging e-commerce literature especially in the context of innovative and gamified internet banking.

Details

World Journal of Science, Technology and Sustainable Development, vol. 15 no. 4
Type: Research Article
ISSN: 2042-5945

Keywords

Article
Publication date: 18 April 2024

Hai Thi Thanh Nguyen, Tommi Tapanainen and Geoffrey Hubona

The advancement of technologies has made it possible for health-care organizations to provide convenient online services that enable people to manage their health conditions…

Abstract

Purpose

The advancement of technologies has made it possible for health-care organizations to provide convenient online services that enable people to manage their health conditions. Although many studies have investigated the adoption and benefits of e-health services, there has been little focus on health-oriented behaviors after adoption, particularly in relation to service quality and user satisfaction.

Design/methodology/approach

This paper is based on the SOR model and service quality theories to investigate behavioral responses, including word-of-mouth, intention to use and intention to act. The authors use a partial least squares structural equation modeling analysis with 194 participants and the diabetes risk test survey in Finland.

Findings

The results show that people are willing to engage in health self-management behaviors if they intend to use the e-health service and are satisfied with it. User satisfaction can be enhanced by improving the visual appeal of the website presentation, the quality of the presented information, as well as the usability of the website, all as components of e-health services.

Originality/value

The authors contribute by creating a construct “intention to act,” referring to health-oriented behaviors resulting from e-health service use. In addition, this study is among the first to apply the SOR model to investigate how user satisfaction leads to intention to use, intention to act and word-of-mouth.

Details

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

Keywords

Article
Publication date: 21 July 2022

Doyeon Won, Weisheng Chiu and Hyun Byun

The current study extends the technology acceptance model (TAM) and information system success model (ISSM) to the context of branded sport applications. Specifically, the study…

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Abstract

Purpose

The current study extends the technology acceptance model (TAM) and information system success model (ISSM) to the context of branded sport applications. Specifically, the study examined the influences of app system success dimensions and TAM determinants on branded sport app usage intention. Moreover, the current study examined the gender differences regarding the relative importance of the drivers and predictors of usage intention.

Design/methodology/approach

Data collection (n = 256) was conducted using convenience sampling in South Korea. The data were primarily analyzed via partial least squares structural equation modeling (PLS-SEM), multi-group analysis and importance–performance map analysis (IPMA) using SmartPLS 3.0.

Findings

App users who viewed branded sport apps as having a higher level of system and information quality were likely to have stronger perceptions of enjoyment, usefulness, and ease of use. Among the TAM determinants, perceived enjoyment most significantly influenced their usage intention, followed by perceived usefulness and perceived ease of use. Multigroup analysis revealed that some relationships between app system success dimensions and TAM determinants were significantly different by gender. In addition, IPMA indicated that perceived enjoyment and system quality of branded sport apps were relatively more important than the other predictors.

Originality/value

The current study contributes to the literature by incorporating both TAM and ISSM and extending the TAM with the perceived enjoyment construct to examine the key determinants of usage intention in the context of branded sport apps.

Details

Asia Pacific Journal of Marketing and Logistics, vol. 35 no. 5
Type: Research Article
ISSN: 1355-5855

Keywords

1 – 10 of 68