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1 – 10 of 53This study aims to investigate the potential impact and passenger perceptions of integrating multimedia books within airline services, aiming to elucidate the evolving landscape…
Abstract
Purpose
This study aims to investigate the potential impact and passenger perceptions of integrating multimedia books within airline services, aiming to elucidate the evolving landscape of in-flight entertainment and reading experiences.
Design/methodology/approach
A quantitative research methodology was used, using a structured questionnaire distributed to presenters at the International Federation of Library Associations.
Findings
Analysis revealed varying passenger interest in multimedia books, with approximately 57.7% displaying engagement, while 40.4% demonstrated limited interest or none. However, a notable majority (60.6%) preferred multimedia books over traditional print books during flights. Furthermore, 90.4% perceived a positive impact of multimedia books on flight reading experiences, leading to increased satisfaction (81.7%) and a high likelihood of recommending airlines offering such content (91.3%).
Research limitations/implications
The study's limitations include a specific focus on International Federation of Library Associations and Institutions (IFLA) World Library and Information Congress (WLIC) presenters, potentially limiting broader generalisations. Further research might explore the preferences of a wider demographic range and incorporate qualitative aspects to deepen understanding. Airlines could leverage multimedia books to enhance passenger satisfaction, attract diverse audiences and foster cultural inclusivity within in-flight entertainment.
Originality/value
This study contributes insights into the evolving landscape of in-flight entertainment, emphasising the significant potential and positive impact of integrating multimedia books within airline services. It underscores the importance of catering to diverse passenger preferences and enhancing overall satisfaction during air travel.
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Rami K. Isaac and Sahar Dodeen
This study aims to investigate the tourism stakeholders' opinions about developing smart tourism (ST) in the West Bank, Palestine. This research fulfils intriguing gaps in the…
Abstract
Purpose
This study aims to investigate the tourism stakeholders' opinions about developing smart tourism (ST) in the West Bank, Palestine. This research fulfils intriguing gaps in the literature on stakeholders' perceptions and views on developing ST in the West Bank, Palestine.
Design/methodology/approach
The research study employed a qualitative methodology using semi-structured interviews with nineteen respondents. All data collected were in April and May 2022.
Findings
The findings show that the understanding of ST-related stakeholders in the West Bank is mainly linked to information communication and technology, digitalisation, and online use of technology within the tourism industry. Moreover, the results show the high potential of developing the ST industry in the West Bank. However, this study revealed that challenges could affect the West Bank's development at different levels, such as managerial, technological, awareness, public sector restrictions, infrastructural, financial and political challenges.
Research limitations/implications
This research has some shortcomings. The first restriction of this study was the political restrictions and the checkpoints, which limited the reach of some of the participants who reside in Jerusalem or other cities outside of the West Bank, which delayed the time of the interviews or converted it to be done through a digital platform. Secondly, the sample of this study was small in tourism stakeholders in the West Bank.
Originality/value
To the author's knowledge, this paper is the first on ST from the stakeholders' perspectives. Therefore, this study has set the first step in closing the existing gap in the literature.
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Xuanjin Wu, Meng Zhang and Si Shi
The increasing popularity of immersive activities (e.g. immersive performing art (IPA) at tourism destinations calls for the need to understand customers’ immersive experiences…
Abstract
Purpose
The increasing popularity of immersive activities (e.g. immersive performing art (IPA) at tourism destinations calls for the need to understand customers’ immersive experiences and its impact on their attitudes and behavioral intentions. This study aims to conceptualize customers’ interactive experience in IPA and systematically examine how interaction in IPA experience shapes customers’ word-of-mouth (WOM) intention and thus generates business values for destination managers.
Design/methodology/approach
A two-step mixed-methods approach was used. The qualitative study was adopted to identify the salient dimensions of interaction in IPA experience and develop a context-specific measurement scale. Structural equation modeling approach was applied to test the theoretical model using partial least squares 3.3.0.
Findings
The results indicated that the three dimensions of interaction in IPA experience (i.e. parasocial interaction, narrative interaction and environmental interaction) are positively related to customers’ experiences of narrative transportation and self-expansion related to the IPA, which further influence their WOM intention.
Originality/value
This study considers IPA as an emerging form of immersive tourism activities and conceptualizes its interactive nature, and contributes to the understanding of how customers’ interactive experience helps them construct meanings through narrative transportation, and offers valuable guidance for IPA designers and destination management organizations.
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Jing Chen, Hongli Chen and Yingyun Li
Cross-app interactive search has become the new normal, but the characteristics of their tactic transitions are still unclear. This study investigated the transitions of daily…
Abstract
Purpose
Cross-app interactive search has become the new normal, but the characteristics of their tactic transitions are still unclear. This study investigated the transitions of daily search tactics during the cross-app interaction search process.
Design/methodology/approach
In total, 204 young participants' impressive cross-app search experiences in real daily situations were collected. The search tactics and tactic transition sequences in their search process were obtained by open coding. Statistical analysis and sequence analysis were used to analyze the frequently applied tactics, the frequency and probability of tactic transitions and the tactic transition sequences representing characteristics of tactic transitions occurring at the beginning, middle and ending phases.
Findings
Creating the search statement (Creat), evaluating search results (EvalR), evaluating an individual item (EvalI) and keeping a record (Rec) were the most frequently applied tactics. The frequency and probability of transitions differed significantly between different tactic types. “Creat? EvalR? EvalI? Rec” is the typical path; Initiate the search in various ways and modifying the search statement were highlighted at the beginning phase; iteratively creating the search statement is highlighted in the middle phase; Moreover, utilization and feedback of information are highlighted at the ending phase.
Originality/value
The present study shed new light on tactic transitions in the cross-app interactive environment to explore information search behaviour. The findings of this work provide targeted suggestions for optimizing APP query, browsing and monitoring systems.
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The purpose of this study is to propose a research model based on the stimulus-organism-response (S-O-R) model to examine whether media richness (MR), human-system interaction…
Abstract
Purpose
The purpose of this study is to propose a research model based on the stimulus-organism-response (S-O-R) model to examine whether media richness (MR), human-system interaction (HSI) and human-human interaction (HHI) as technological feature antecedents to medical professionals’ learning engagement (LE) can affect their learning persistence (LP) in massive open online courses (MOOCs).
Design/methodology/approach
Sample data for this study were collected from medical professionals at six university-/medical university-affiliated hospitals in Taiwan. A total of 600 questionnaires were distributed, and 309 (51.5%) usable questionnaires were analyzed using structural equation modeling in this study.
Findings
This study certified that medical professionals’ perceived MR, HSI and HHI in MOOCs positively affected their emotional LE, cognitive LE and social LE elicited by MOOCs, which together explained their LP in MOOCs. The results support all proposed hypotheses and the research model accounts for 84.1% of the variance in medical professionals’ LP in MOOCs.
Originality/value
This study uses the S-O-R model as a theoretical base to construct medical professionals’ LP in MOOCs as a series of the psychological process, which is affected by MR and interaction (i.e. HSI and HHI). Noteworthily, three psychological constructs, emotional LE, cognitive LE and social LE, are adopted to represent medical professionals’ organisms of MOOCs adoption. To date, hedonic/utilitarian concepts are more commonly adopted as organisms in prior studies using the S-O-R model and psychological constructs have received lesser attention. Hence, this study enriches the S-O-R model into an invaluable context, and this study’s contribution on the application of capturing psychological constructs for completely explaining three types of technological features as external stimuli to medical professionals’ LP in MOOCs is well-documented.
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Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila and Juho Hamari
In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in…
Abstract
Purpose
In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.
Design/methodology/approach
This study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.
Findings
Results indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.
Originality/value
This study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.
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This study aims to explore the application scenarios of metaverse offices in organizations, including immersive work experiences, weak social networks and virtual meetings. Based…
Abstract
Purpose
This study aims to explore the application scenarios of metaverse offices in organizations, including immersive work experiences, weak social networks and virtual meetings. Based on the exploration of this application scenario, this study discusses four levels of organizational change that will be brought about by the future metaverse office, such as the inter-enterprise ecological collaboration model, distributed autonomous organization, flexible leadership and individual belongingness. The metaverse office has some special advantages over traditional office models, but the metaverse office still raises some issues, such as privacy, security, addiction, equity and usability. These issues brake the widespread adoption of metaverse technologies. The study recommends that researchers take these issues into account in future metaverse research and development.
Design/methodology/approach
This study surveys the relevant literature by means of a literature review in order to analyze how metaverse technology can be applied to teleworking. Two databases including Web of Science (https://www.webofscience.com/) and Google Scholar (http://scholar.google.com) were selected for this study. Keywords such as “teleworking and metaverse” were used, and 18 publications were found to be relevant to the study. After excluding duplicates, less relevant and older literature, only 14 articles could be used as references for this study. Based on the exploration of this application scenario, this study discusses four levels of organizational change and issues that will be brought about by the metaverse office of the future.
Findings
It presents the application scenarios of the metaverse office in organizations, including immersive work experience, weak social networking and virtual meetings.
Social implications
The pandemic triggers a desire for contactless working. The three main applications of the metaverse office also have a practical value which has been proven in some high-tech companies. It is foreseeable that an efficient, electronic and personalized office model will be enthusiastically adopted by society. Metaverse office will gradually step into people's view in the future.
Originality/value
The concept of the metaverse office has rarely been touched upon by theoretical research, although the technology is gradually becoming known. Even its application to teleworking has only recently been reached by some organizations.
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Ping He, Judson Carter Edwards and Ying Schwarte
This paper aims to explore the significance of videoconferencing in blended learning, using the technology acceptance model to investigate students’ perceptions and its impact on…
Abstract
Purpose
This paper aims to explore the significance of videoconferencing in blended learning, using the technology acceptance model to investigate students’ perceptions and its impact on course engagement, student satisfaction and future technology use intention. In addition, it examines the role of teacher support in fostering interactive virtual learning experiences.
Design/methodology/approach
This study focuses on a cohort of international students regarding blended courses amid the COVID-19 pandemic when the conventional face-to-face components were substituted with virtual classrooms through videoconferencing. It aims to investigate how to facilitate connectivity between Southeast Asian students and their professors located in a Southern state in the USA.
Findings
This study reveals that the perceived usefulness of videoconferencing predicts future intention to use, emphasizing the vital role of teacher support in engaging students in virtual classrooms and contributing to student satisfaction.
Research limitations/implications
The small sample of international students in blended courses with an American university during the COVID-19 pandemic may limit the generalization of the findings.
Practical implications
Videoconferencing can be a valuable tool to enhance connectedness in digital learning post pandemic.
Social implications
Videoconferencing in blended learning can bridge geographical barriers and provide access to diverse learners who might otherwise have limited educational opportunities.
Originality/value
This study supports the integration of videoconferencing as a mechanism for providing high-quality digital learning experiences.
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Rusty Stough and Christian Graham
Access to media is more available now than ever before, both physically and digitally. This study was used to investigate the underlying personality traits that influence the…
Abstract
Purpose
Access to media is more available now than ever before, both physically and digitally. This study was used to investigate the underlying personality traits that influence the decision to purchase either physical or digital books, and extend theory on access to art and provide a unique lens through which marketers can sell digital media.
Design/methodology/approach
Study 1 is a field study in which data were collected from several comic book readers and collectors to look at the role that psychological ownership plays in influencing the likelihood of buying physical or digital comics. Specifically, study 1 includes consumers' need for uniqueness and tech savviness as potential influencers. Study 2 extends the findings of study into a new context and manipulates, rather than measures, the identity of the participants. Study 2 looks at the effects of turning a digital object into a non-fungible token (NFT).
Findings
This paper demonstrates that consumers who have a high consumer need for uniqueness (CNFU) are more likely to prefer physical media to digital media. Further, it is shown that preference for physical media leads, on average, to more purchases and that the consumer's psychological ownership mediates the effects of CNFU. In addition, this paper shows that higher degrees of tech savviness led to a preference for digital media. Finally, this paper shows that when consumers identify with a collector identity, turning a digital item into an NFT increases their preference for that object.
Originality/value
This work builds off recent research into physical and digital media and is one of the first to examine the specific personality types that prefer each.
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Daria Arkhipova, Marco Montemari, Chiara Mio and Stefano Marasca
This paper aims to critically examine the accounting and information systems literature to understand the changes that are occurring in the management accounting profession. The…
Abstract
Purpose
This paper aims to critically examine the accounting and information systems literature to understand the changes that are occurring in the management accounting profession. The changes the authors are interested in are linked to technology-driven innovations in managerial decision-making and in organizational structures. In addition, the paper highlights research gaps and opportunities for future research.
Design/methodology/approach
The authors adopted a grounded theory literature review method (Wolfswinkel et al., 2013) to achieve the study’s aims.
Findings
The authors identified four research themes that describe the changes in the management accounting profession due to technology-driven innovations: structured vs unstructured data, human vs algorithm-driven decision-making, delineated vs blurred functional boundaries and hierarchical vs platform-based organizations. The authors also identified tensions mentioned in the literature for each research theme.
Originality/value
Previous studies display a rather narrow focus on the role of digital technologies in accounting work and new competences that management accountants require in the digital era. By contrast, the authors focus on the broader technology-driven shifts in organizational processes and structures, which vastly change how accounting information is collected, processed and analyzed internally to support managerial decision-making. Hence, the paper focuses on how management accountants can adapt and evolve as their organizations transition toward a digital environment.
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