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1 – 10 of 19
Article
Publication date: 18 June 2019

Kuo-Lun Hsiao, Miltiadis D. Lytras and Chia-Chen Chen

Although location-based augmented reality (AR) games are popular in recent years, the motivation of in-app purchases still needs further investigation. The purpose of this paper…

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Abstract

Purpose

Although location-based augmented reality (AR) games are popular in recent years, the motivation of in-app purchases still needs further investigation. The purpose of this paper is to investigate the antecedents of the intention to make a purchase in location-based AR games.

Design/methodology/approach

This research develops a conceptual model and hypotheses based on the theory of perceived values and satisfaction to investigate the antecedents. An online questionnaire was developed and distributed on popular websites to collect data, and 662 usable responses were collected from the players of Pokémon Go in Taiwan.

Findings

In total, 22 hypotheses were validated by using partial least squares techniques. Among the antecedents of in-app purchases intention in the model, the perceived value and satisfaction were found to have strong direct effects. The antecedents of the perceived value (flow, design aesthetic, social self-expression and good price) have direct influences on the perceived value of all players. Design aesthetic, reward and the perceived value were found to have a direct impact on all players’ satisfaction. Moreover, the differences between paying users and non-paying users were discussed and verified.

Originality/value

The model demonstrated relatively good explanatory power for purchase intention in the context of location-based AR game. The proposed model can provide insights to location-based AR game developers to design their games and marketing strategies.

Details

Library Hi Tech, vol. 38 no. 3
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 20 March 2017

Kuo-Lun Hsiao

The purpose of this study is twofold. First, an integrated model will be developed based on task-technology fit, innovation diffusion theory and the new product adoption model in…

6641

Abstract

Purpose

The purpose of this study is twofold. First, an integrated model will be developed based on task-technology fit, innovation diffusion theory and the new product adoption model in order to explore the factors that affect smartwatch adoption. Second, the differences in the factors that affect users’ intention to adopt the Apple Watch and other smartwatches will be examined.

Design/methodology/approach

The data for this study were collected via an online survey questionnaire. The responses of 341 potential adopters of smartwatches were used to test the hypotheses in the research model. The casual model was assessed using partial least squares techniques.

Findings

The model can account for more than 50 percent of the variance in adoption intention. The research results affirm prior findings that perceived product attributes have relatively strong influence on adoption intention. Among these attributes, relative advantage has the strongest effect. Moreover, this study revealed differences between the antecedents of Apple watches and those of non-Apple watches.

Practical implications

The insights provided by this study can help smartwatch providers formulate better growth strategies. The findings also provide some directions for further development.

Originality/value

This study provides a better understanding of how the factors in the theories influence the adoption intentions of Apple watches and non-Apple watches.

Article
Publication date: 13 December 2021

Kuo-Lun Hsiao and Chia-Chen Chen

Artificial intelligence (AI) customer service chatbots are a new application service, and little is known about this type of service. This study applies service quality, trust and…

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Abstract

Purpose

Artificial intelligence (AI) customer service chatbots are a new application service, and little is known about this type of service. This study applies service quality, trust and satisfaction to predict users' continuance intention to use a food-ordering chatbot.

Design/methodology/approach

The proposed model and hypotheses are tested using online questionnaire responses to collect users' perceptions of such services. One hundred and eleven responses of actual users were received.

Findings

Empirical results show that anthropomorphism and service quality, such as problem-solving, are the antecedents of trust and satisfaction, while satisfaction has the most significant direct effect on the users' intention.

Originality/value

The results provide further useful insights for service providers and chatbot developers to improve services.

Details

Library Hi Tech, vol. 40 no. 4
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 4 October 2019

Kuo-Lun Hsiao, Kuan-Yu Lin, Yi-Ting Wang, Chun-Hsiung Lee and Zhe-Ming Zhang

In recent years, the ongoing development and rapid popularization of mobile devices, not only has brought new forms of lifestyle but also has boomed a wide array of service…

1946

Abstract

Purpose

In recent years, the ongoing development and rapid popularization of mobile devices, not only has brought new forms of lifestyle but also has boomed a wide array of service contents, allowing users to engage in entertainment, study and other daily activities, in addition to business transactions. To explore the factors that affect users' continued use of mobile app software, this paper aims to take into account the utilitarian value and privacy, as well as security factors and intends to propose an integrated research model based on the information systems success (ISS) model.

Design/methodology/approach

The data for this study were collected via an online survey questionnaire. A total of 190 valid responses were used to examine the hypotheses in the research model. The casual model was assessed using partial least squares techniques.

Findings

The results indicated that the three quality factors (information quality, system quality and service quality) in the ISS model significantly affected satisfaction and utilitarian value. Private and security have significant negative association with utilitarian value. The results also showed that private and security did not significantly affect satisfaction. The findings also provide some directions for further research.

Practical implications

The results show that user's continued use of mobile app software depends upon the perceived utilitarian value and satisfaction. The quality characteristics are the three critical factors that would affect the perceived utilitarian value and satisfaction. Compared to information quality and service quality, system quality has a higher degree of positive impact, which indicates that users are more concerned about the immediate download ability and ease-of-use provided by the system. Furthermore, the research also finds that privacy and security concerns have a negative influence on the utilitarian value, showing that in the context of task-oriented IS, the perceived risk of privacy and security during the process of using mobile app software services, will negatively affect users’ perception of utilitarian value. The insights provided by this study can help mobile app developers optimize design and marketing strategies.

Originality/value

This study provides a better understanding of how the factors in the theories influence the continuance usage intention of life style mobile applications.

Details

The Electronic Library, vol. 37 no. 5
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 10 April 2017

Kuo-Lun Hsiao

Compulsive usage of mobile applications may have a negative effect on people’s health and social interaction. Past studies have indicated that personality traits were related to…

3808

Abstract

Purpose

Compulsive usage of mobile applications may have a negative effect on people’s health and social interaction. Past studies have indicated that personality traits were related to compulsive usage of technologies, but most of them have explored the factors from the system and interface design perspectives, specifically. The purpose of this paper is to explore how the Big Five personality traits, materialism, and external locus of control affect compulsive mobile application usage, and examines how compulsive usage impacts technostress.

Design/methodology/approach

The present study proposes a framework based on Big Five personality traits and related literature. The author collected a total of 546 valid responses to the online survey, and the author examined the 18 proposed hypotheses using SmartPLS software.

Findings

The results show that neuroticism, extraversion, materialism, and external locus of control have significant effects on compulsive usage of mobile social applications. In addition, agreeableness, materialism, and external locus of control significantly influence compulsive usage of mobile game applications. Compulsive usage (of both mobile social apps and mobile games), materialism, and external locus of control all have a positive, direct impact on technostress.

Practical implications

This study offers mobile app design companies and educational institutions a understanding of the social problems caused by the misuse of mobile devices, helping them to prevent the increase of the negative influences of such misuse.

Originality/value

The primary value of this paper lies in providing a better understanding of the influence of personality traits on the compulsive use of mobile apps and technostress.

Details

Online Information Review, vol. 41 no. 2
Type: Research Article
ISSN: 1468-4527

Keywords

Content available
Article
Publication date: 18 November 2019

Chia-Chen Chen, Carmen Cámara, Kuo-Lun Hsiao, Tien-Yu Hsu and Arun Kumar Sangaiah

655

Abstract

Details

The Electronic Library, vol. 37 no. 5
Type: Research Article
ISSN: 0264-0473

Article
Publication date: 5 February 2018

Chia-Chen Chen, Chun-Hsiung Lee and Kuo-Lun Hsiao

Massive open online courses (MOOCs) differ from non-MOOC e-learning platforms mainly in terms of degree of openness, with MOOCs designed to maximize learner access and…

1963

Abstract

Purpose

Massive open online courses (MOOCs) differ from non-MOOC e-learning platforms mainly in terms of degree of openness, with MOOCs designed to maximize learner access and interaction. The purpose of this paper is to propose a new research model to explore intention to continue to use MOOCs from the perspectives of openness and interactivity, based on related theories and dimensions from previous research.

Design/methodology/approach

In order to evaluate the effectiveness of the MOOC platform, two online survey questionnaires were developed and e-mailed to the all of the university students in Taichung, Taiwan. The first one and second one are the same except the construct openness. The first one was delivered in late 2015 while the second one was delivered in the middle 2016. After the authors eliminated incomplete responses and duplicates, 995 and 854 usable responses from platform users remained, respectively, and were used to test the relationships in the model.

Findings

The model can account for more than 75 percent of the variance in continuance intention. The research results affirm prior findings that satisfaction has a strong direct influence on intention. Among the three interaction factors, human-message interaction on the platform has the strongest effect on satisfaction. This study found that the effects of interactions and motivation on MOOC and non-MOOC platforms were consistent and similar. Moreover, perceived openness was found to influence usage intention but its effects were relative low.

Originality/value

The model demonstrated good explanatory power for continued intention in the context of MOOCs. This study provides a better understanding of the relationships among interactions, motivations, perceived openness, and continuance intention.

Details

Library Hi Tech, vol. 36 no. 4
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 6 June 2018

Chia-Chen Chen, Kuo-Lun Hsiao and Shan-Jung Wu

With the advent of the digital era, the internet has gradually become an essential factor in people’s lives. Its increasing popularity has also caused e-commerce to thrive, and…

5905

Abstract

Purpose

With the advent of the digital era, the internet has gradually become an essential factor in people’s lives. Its increasing popularity has also caused e-commerce to thrive, and has increased the power of online marketing. In recent years, social commerce has emerged as a new mode of operation which can be distinguished from traditional e-commerce. The paper aims to discuss these issues.

Design/methodology/approach

The main purpose of this study is to determine which factors influence a consumer’s behavioral intention in the context of social commerce websites, and to explore overall purchase intentions based on the consumer’s cognitive evaluation. The examination reveals that consumers’ multidimensional perceptions influence both their perceptions of value and their purchase intentions. Other related social awareness factors explored by this study are also shown to influence customers’ purchase intentions.

Findings

In summary, the results show that perceived value and social awareness factors influence customers’ purchasing decisions and behavioral intentions for different gender. These findings have significant theoretical and managerial implications.

Originality/value

Social commerce is a subset of e-commerce brought about by the development of social networking. Activities conducted on social networking websites can be considered as a form of social commerce. In Taiwan, social commerce is still in the early stages of development.

Details

Library Hi Tech, vol. 36 no. 4
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 7 June 2013

Kuo‐Lun Hsiao

The research goal of this study is to explore the factors influencing the adoption of Android smartphones and the intention to pay for mobile internet services.

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Abstract

Purpose

The research goal of this study is to explore the factors influencing the adoption of Android smartphones and the intention to pay for mobile internet services.

Design/methodology/approach

The present study proposes a framework based on theory of reasoned action (TRA) from the perspectives of software (interface convenience and perceived content), hardware (perceived infrastructure), design (design aesthetics) and perceived value (emotional value, price/value for money, performance/quality value, and social value). A web survey was conducted, and data were collected from a total of 881 users of Android smartphones in Taiwan. The casual model was validated using partial least squares (PLS) techniques.

Findings

The results indicated that the influence of the factors on the intention of the mobile internet users and non‐users were different. Surprisingly, the effect of design aesthetics was not significant in all of the groups. Male users were found to be more likely to read e‐books on their smartphones, as are people with higher personal incomes.

Practical implications

This study contributes to a theoretical understanding of the factors that promote mobile internet users' and non‐users' intention to adopt Android smartphones and pay for mobile internet services. The proposed framework can be used by mobile internet service providers and smartphone manufacturers to design the products and marketing strategies.

Originality/value

The primary value of this paper lies in providing a better understanding of users' and non‐users' concerns about Android smartphone adoption and subscription of mobile internet services.

Article
Publication date: 2 February 2015

Hsiu-Sen Chiang and Kuo-Lun Hsiao

Many video sharing sites (e.g. YouTube, Vimeo, and Break) host user-generated video content in the hopes of attracting viewers and thus profits. Therefore, continuous use and…

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Abstract

Purpose

Many video sharing sites (e.g. YouTube, Vimeo, and Break) host user-generated video content in the hopes of attracting viewers and thus profits. Therefore, continuous use and video sharing behavior on the part of site users is critical to the continue enjoyment of other users and to the video service providers business. The purpose of this paper is to provide an improved understanding of what motivates internet users to share videos and spend more time on video sharing web sites.

Design/methodology/approach

The authors propose a research model based on Uses and Gratification Theory and on Social Cognitive Theory, incorporating key determinants of web site stickiness. An online survey instrument was developed to gather data, and 265 questionnaires were used to test the relationships in the model.

Findings

The causal model was validated using SmartPLS 2.0, and 14 out of 18 study hypotheses were supported. The results indicated that continuance motivation and sharing behavior were important antecedents of YouTube stickiness and mediated the influence of need, personal, and environmental factors.

Practical implications

The proposed framework can be used by online video service providers to develop a platform that satisfies user needs and to enhance sharing intention.

Originality/value

The study provides a comprehensive framework of the antecedents and effects of continuance motivation and sharing behavior on video sharing web sites.

Details

Internet Research, vol. 25 no. 1
Type: Research Article
ISSN: 1066-2243

Keywords

1 – 10 of 19