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1 – 10 of over 34000The significance of physician-user interaction has been widely acknowledged in offline and online healthcare consultation. However, limited attempts have been made to explore the…
Abstract
Purpose
The significance of physician-user interaction has been widely acknowledged in offline and online healthcare consultation. However, limited attempts have been made to explore the influence of physician-user interaction on users' perceived service quality (PSQ) in the mobile context. Based on the literature on physician-user interaction and media synchronicity theory, this study proposes a theoretical model where the interactive factors common across the offline, online and mobile context, i.e. physicians' informational support and emotional support, the interactive factors unique in the mobile context, i.e. physicians' response speed and voice service, and the interaction between the two categories of interactive factors predict users' PSQ in mobile consultation.
Design/methodology/approach
This study collects consultation records between 25,225 users and 738 physicians from a leading Chinese mobile consultation application, and employs linear regression to verify the proposed theoretical model.
Findings
Physicians' informational, emotional support, response speed and voice service are found to have significant positive impacts on users' PSQ. Besides, physicians' response speed strengthens the positive impacts of physicians' informational and emotional support on users' PSQ, while physicians' voice service weakens the positive link between physicians' informational support on users' PSQ.
Originality/value
This study contributes to the antecedents for users' PSQ in mobile consultation by identifying unique interactive factors in the mobile context, and highlighting the individual and interaction effects of different physician-user interactive factors. Besides, this study employs novel methods, which leverages text classification and text pattern recognition to more accurately depict physicians' online behaviors based on objective communication records.
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Shuiqing Yang, Yuan Liu and June Wei
Social capital has been identified as a valuable resource that can lead to various positive outcomes of social activities in both online and offline communities. The purpose of…
Abstract
Purpose
Social capital has been identified as a valuable resource that can lead to various positive outcomes of social activities in both online and offline communities. The purpose of this paper is to argue that social capital can also be an important ingredient in the development of adverse outcomes, such as technology addiction.
Design/methodology/approach
Based on social capital theory and prior research related to perceived integration, a research model that reflects the effects of online and offline social capitals as well as perceived integration on mobile social networking service (SNS) addiction was developed and empirically examined based on data collected from 458 mobile SNS users in China.
Findings
The structural equation modeling analysis shows that online social interaction ties and online social supports positively affect mobile SNS addiction, whereas offline social supports and online social identification negatively affect mobile SNS addiction. In addition, perceived integration between online and offline channels by using mobile SNS positively influences online social interaction ties, offline social interaction ties, and mobile SNS addiction.
Practical implications
From the practical perspective, the results of the study offer interesting implications for managing mobile SNS addiction. The study found that online social interaction ties and online social support positively influence mobile SNS addiction, whereas offline social support negatively influence mobile SNS addiction.
Social implications
The mobile SNS users should invest more time to participate in offline social activities and maintain good social relationships with their family, colleagues, and friends in the real world.
Originality/value
The present study has both theoretical and practical implications. From a theoretical perspective, unlike many previous studies tend to regard social capital as the predictor of positive outcomes of users’ social activities, the study contributes to the extant information systems literature by exploring the potential negative consequences of social capital on users’ social lives. The results of the study indicate that social capital is a significant predictor of mobile SNS addiction.
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This paper aims to explore the users' cross-app behavior characteristics in mobile search and to predict users' cross-app behavior using multi-dimensional information.
Abstract
Purpose
This paper aims to explore the users' cross-app behavior characteristics in mobile search and to predict users' cross-app behavior using multi-dimensional information.
Design/methodology/approach
This paper presents a longitudinal user experiment in 15 days. This paper recruited 30 participants and collected their mobile phone log data in the whole experiment. The structured diary method was also used to collect contextual information in mobile search.
Findings
This study focused on the users' cross-app behavior in mobile search and described cross-app behavior's basic characteristics. Usage of communication app and tool apps could trigger more cross-app behavior in mobile search. The method of cross-app behavior prediction in the mobile search was proposed. Collecting users' more contextual information, such as search tasks, search motivation and other environmental information, can effectively improve the prediction accuracy of cross-app behavior in mobile search.
Practical implications
The future research on cross-app behavior prediction should focus on context information in mobile search. Better prediction of cross-app behavior can reduce the users' interaction burden.
Originality/value
This paper contributes to research into cross-app behavior, especially in the mobile search research domain.
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Sebastian Molinillo, Francisco Muñoz-Leiva and Fátima Pérez-García
The purpose of this paper is to empirically examine the factors that influence the acceptance and use of mobile casual games.
Abstract
Purpose
The purpose of this paper is to empirically examine the factors that influence the acceptance and use of mobile casual games.
Design/methodology/approach
A theoretical model is proposed based on the theory of reasonable action, the uses and gratifications theory, the network externalities (NEs) paradigm and the human–computer interaction literature. An empirical study was conducted through an online survey of mobile casual gamers in Spain, using a convenience sample. The proposed model was tested by an analysis of the collected data through a structural equation model using the partial least squares method.
Findings
The results indicate that human–mobile game interaction and NEs have a significant indirect impact on intention to play (IP), through utilitarian, hedonic and relational motivations. In addition, the full mediation effect of attitude was found between these constructs and IP, which is a very important determinant of actual use.
Originality/value
This study is among the few that focuses on users’ acceptance of mobile games apps, the features of which differ significantly from personal computer and console games. It highlights the effects of human–game interaction and NEs on the adoption of mobile casual games. Hence, the study contributes to the theoretical and practical understanding of the factors that lead users to adopt an entertainment mobile application.
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Timmy H. Tseng, Crystal T. Lee, Hsiao-Ting Huang and Wei Hao Yang
Due to fierce competition in the mobile retailing market, it is desirable to identify the success factors driving consumers to reuse a mobile shopping application. This research…
Abstract
Purpose
Due to fierce competition in the mobile retailing market, it is desirable to identify the success factors driving consumers to reuse a mobile shopping application. This research intends to develop a model for mobile shopping app success by integrating an e-commerce systems success (ESS) model and sales promotion benefits and parasocial interaction literatures.
Design/methodology/approach
302 useable online questionnaires were obtained. The data analysis was conducted using the structural equation modelling.
Findings
The results indicate the validity of the ESS model in predicting consumers' reuse intention of mobile shopping apps where three quality dimensions of system, information and service facilitate both perceived value and user satisfaction, which in turn generates reuse intention. Furthermore, savings and entertainment denoting the utilitarian and hedonic sales promotion benefits have positive impact on perceived value but have no influence on satisfaction. Parasocial intention between consumers and sellers facilitates both value perception and satisfaction.
Originality/value
This research contributes to the mobile retailing literature by identifying the success factors driving consumers' continuance intention of mobile shopping apps. Theoretically, it validates and extends the ESS model in mobile shopping app context by identifying savings, entertainment and parasocial interaction as additional success factors. Based on the findings, two approaches are proposed to suggest mobile retailers design a successful mobile shopping app.
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Andrea Omicini and Franco Zambonelli
The increasing need to access and elaborate dynamic and heterogeneous information sources distributed over the Internet calls for new models and paradigms for application design…
Abstract
The increasing need to access and elaborate dynamic and heterogeneous information sources distributed over the Internet calls for new models and paradigms for application design and development. The mobile agent paradigm promotes the design of applications where agents roam through Internet sites to locally access and elaborate information and resources, possibly co‐operating with each other. Focuses on mobile agent co‐ordination, and presents the TuCSoN co‐ordination model for Internet applications based on mobile information agents. TuCSoN exploits a notion of local tuple‐based interaction space, called a tuple centre. A tuple centre is a tuple space enhanced with the capability of programming its behaviour in response to communication events. This enables properties to be embedded into the interaction space, and a mobile agent to be designed independently of the peculiarities of the information sources. Several issues critical to Internet applications can then be charged on tuple centres transparently to agents. The effectiveness of the TuCSoN model is first shown by means of an application example in the area of Internet information retrieval, then discussed in the context of workflow management and electronic commerce.
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Kassem Saleh, Christo El Morr, Aref Mourtada and Yahya Morad
This paper provides the specification of a platform for the management of mobile agents, and describes, using Mobile Unified Modeling Language (M‐UML), a mobile game application…
Abstract
This paper provides the specification of a platform for the management of mobile agents, and describes, using Mobile Unified Modeling Language (M‐UML), a mobile game application that uses the specified mobile platform. The specified platform considers the architectural guidelines described by the Foundation for Intelligent Physical Agents that allows the interoperability between agents running on different agent platforms. Our platform specifications provide the application developer with an application programming interface (API) that allows the launching of mobile agents with two optional features, security and fault‐tolerance. Using the platform’s APIs, new mobile games can then be efficiently developed and deployed on the Internet.
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The engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the…
Abstract
Purpose
The engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games and highlights the impacts of game design features, namely, mobile user interface and mobile game affordance.
Design/methodology/approach
The research model was empirically validated using a longitudinal survey data from 410 mobile game users in China.
Findings
The empirical results offer several key findings. First, mobile user interface and mobile game affordance positively affect telepresence and social presence, which lead to meaningful engagement and mobile game addiction. Second, a high-quality of mobile user interface positively moderates the effects of mobile game affordance on telepresence and social presence.
Originality/value
This study contributes to the literature by theorizing and empirically testing the impacts of game design features on the engagement-addiction dilemma.
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Although brands have developed mobile applications (apps) to offer consumers new experiences, low app usage numbers indicate the need to develop a systematic, practical evaluation…
Abstract
Purpose
Although brands have developed mobile applications (apps) to offer consumers new experiences, low app usage numbers indicate the need to develop a systematic, practical evaluation framework for branded app design that specifies concrete design features.
Design/methodology/approach
An expert review provides an overview of the design of current branded apps. On the basis of an extensive literature review, this article classifies state-of-the-art design features for branded apps according to a proposed evaluation framework that includes human–computer interaction (HCI)–related and marketing-related evaluation criteria. In an application of these evaluation criteria, the authors evaluate 73 branded apps issued by 11 top fast-moving consumer goods (FMCG) brands.
Findings
The expert review identifies strengths and weaknesses that are common to the design of current branded apps. These findings inform the set of design recommendations that this article offers, which includes 14 features common to all types of apps and 9 features specific to particular types of apps.
Practical implications
This research offers practical implications for app designers, who need to address design dimensions contained in the proposed framework including the HCI-related (mobile, social and user experience design features) and marketing-related (branding and customer relationship management design features) to create effective branded apps.
Originality/value
Design elements identified in prior literature remain abstract and do not prescribe a systematic or pragmatic approach to using them in practice. This study takes a multidisciplinary perspective (HCI, marketing and design science) to establish a practical evaluation framework for branded app designs.
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Many autistic students have been struggling with the COVID-19 pandemic situation for years. Special and inclusive education experts collaborated with multi-disciplinary experts to…
Abstract
Many autistic students have been struggling with the COVID-19 pandemic situation for years. Special and inclusive education experts collaborated with multi-disciplinary experts to address and solve the problems that have arisen. This chapter presents some examples of using serious games and applications to help autistic students to study and improve their quality of life in a VUCA world. Mobile device platforms are practical for online learning and provide many interactions to support inclusive design. Three serious games showed how to bring interactive content to special education, and two mobile applications demonstrated inclusive designs to solve autism problems.
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