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1 – 10 of over 12000Bram Roosens, Nathalie Dens and Annouk Lievens
This paper aims to assess the effects of explicit partner brand mentions (as opposed to a mere partnership mention) in communications by brand allies on consumers’ purchase…
Abstract
Purpose
This paper aims to assess the effects of explicit partner brand mentions (as opposed to a mere partnership mention) in communications by brand allies on consumers’ purchase intention and willingness to pay for an innovation, as mediated by the perceived relational embeddedness of the allies and their respective perceived corporate credibility. In Study 1, the authors investigate the effects of (reciprocal) explicit brand mentions by both allies (as opposed to by a single ally) and further test whether explicit brand mentions moderate spillover effects from the ally. In Study 2, the authors investigate the effect of reciprocity of explicit brand mentions and whether this is moderated by a company’s experience.
Design/methodology/approach
The authors conduct two online experiments. Study 1 (N = 216) is a four-level between-subjects experiment (single communication by Partner A with explicit brand mention, single communication by Partner B with explicit brand mention, explicit brand mentions by both allies and mere partnership mention by both allies) where participants judge a social alliance related to a new tablet. Study 2 (N = 376) builds upon these findings in a 4 (explicit brand mentions by both allies; mere partnership mention by both allies; explicit brand mention by Partner A, mere partnership mention by Partner B; explicit brand mention by partner B, mere partnership mention by Partner A) × 2 (Partner A experience: established vs startup) between-subjects experimental design for a co-created battery.
Findings
Spillover effects from one ally to the other are stronger with explicit brand mentions than with a mere partnership mention. There is no added value of two allies communicating over one, provided that both partners explicitly mention their partner brand. However, when allies do communicate separately, it is crucial that an explicit brand mention is reciprocated. This effect is explained by an increase in the perceived relational embeddedness of the partners, which in turn positively influences their corporate credibility. This effect does not differ depending on a company’s experience.
Originality/value
This research is one of the first to study effects of how a brand alliance is communicated and extends previous studies on the effects of communication about brand and co-creation alliances by demonstrating that communications moderate spillover effects, that brand mention reciprocity is crucial, and by introducing the concept of perceived relational embeddedness.
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Jonas Ekow Yankah, Divine Tuinese Novieto, Emmanuel Davies and Kofi Owusu Adjei
This study was conducted to identify, summarise, analyse and categorise mobile device applications (Apps), relevant to the construction industry and to explore their uses and…
Abstract
Purpose
This study was conducted to identify, summarise, analyse and categorise mobile device applications (Apps), relevant to the construction industry and to explore their uses and exposure levels.
Design/methodology/approach
The research method involved reviewing literature and searching for Apps. The construction Apps were found by developing key phrases. These key phrases were used to develop search strategies, which were then used to find the construction Apps. The Apps found were categorised based on the similarity of their uses.
Findings
The 136 Apps identified were summarised, analysed, and categorised into 11 groups of distinct construction operations and tasks. The “Design and Drawing Apps”, “Measurement and Estimation Apps”, “Management Apps”, “All Round Apps” and “Construction Site Apps” recorded 29, 28, 26, 21 and 11 numbers of Apps, respectively. The Autodesk Sketchbook, GPS Field Area Measure, MagicPlan, Measure and TSheets were the top five in terms of the number of downloads. These Apps in terms of their exposure levels in the construction industry record 4.76%, 2.38%, 0.52%, 0.48% and 0.42%, respectively.
Originality/value
This paper provides a catalogue of the continuum of construction Apps for a wide variety of construction operations/activities which are available for construction professionals and provide guidance on their uses to assist in selecting appropriate Apps for specified operation/tasks/activities in the construction industry. Construction professionals may benefit from increased productivity, efficiency and ease of working.
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Jinwon Kang, Jong-Seok Kim and Seonmi Seol
The purpose of this study is to reveal the similarities and differences between the manufacturing and service industries in their prioritization of technologies and public…
Abstract
Purpose
The purpose of this study is to reveal the similarities and differences between the manufacturing and service industries in their prioritization of technologies and public research and development (R&D) roles, along with the complementation of properties of technology and public R&D role in the context of Fourth Industrial Revolution.
Design/methodology/approach
Two rounds of Delphi surveys were designed to meet the purpose of this study, which used rigorous triangulation techniques. The Delphi method was combined with the brainstorming method in the first-round Delphi survey, while the second-round Delphi survey focused on experts’ judgments. Finally, language network analysis was performed on the properties of technology and public R&D roles to complement the data analyses regarding prioritization.
Findings
This study identifies different prioritizations of five similar key technologies in each industry, so that it can note different technological impacts to the two industries in the Fourth Industrial Revolution. Smart factory technology is the first priority in the manufacturing industry, whereas artificial intelligence is the first priority in the service industry. The properties of the three common technologies: artificial intelligence, big data and Internet of things in both industries are summarized in hyper-intelligence on hyper-connectivity. Moreover, it is found that different technological priorities in the service and manufacturing industries require different approaches to public R&D roles, while public R&D roles cover market failure, system failure and government failure. The highest priority public R&D role for the service industry is the emphasis of non-R&D roles. Public R&D role to solve dy-functions, focus basic technologies and support challenging areas of R&D is prioritized at the highest for the manufacturing industry.
Originality/value
This study of the different prioritizations of technologies in the manufacturing and service industries offers practical lessons for executive officers, managers and policy-makers. They, by noting the different technological impacts in the manufacturing and service industries, can prepare for current actions and establish the priority of technology for R&D influencing the future paths of their industries in the context of the Fourth Industrial Revolution. While managers in the service industry should pay greater attention to the technological content of hyper-intelligence and hyper-connectivity, managers in the manufacturing industry should consider smart factory and robot technology.
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Muhammad Faisal Sultan, Muhammad Nawaz Tunio, Aamir Firoz Shamsi and Imamuddin
In recent times, mobile banking has become the best alternative for transactions associated with payments like bills, fees, and peer-to-peer payments. Therefore, the pace of…
Abstract
In recent times, mobile banking has become the best alternative for transactions associated with payments like bills, fees, and peer-to-peer payments. Therefore, the pace of adoption is increasing day after other. However, the numbers of customers are not equal to the expectations as there are several challenges and threats hindering in the way of excellence and growth of mobile banking. Therefore, this chapter has been written purposively to address all the elements that are associated with the use of mobile banking with special emphasis on Pakistan and other developing sides of Asia. In fact, concern towards Asian sides is mandatory as the continent has the massive charm to attract users towards the use of mobile banking, but there is a need for proper policy and concern from stakeholders in order to give a push to the technology, which is fruitful for society, environment, as well as economy. The study includes an in-depth discussion on factors that need attention to make the study implicative and thorough for conducting further research in the field of Fin-Tech and mobile banking.
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Yi Ding and Kai‐Hin Chai
Based on associative network theory and a service systems perspective, this study aims to investigate the spillover effects of quality and customer satisfaction between products…
Abstract
Purpose
Based on associative network theory and a service systems perspective, this study aims to investigate the spillover effects of quality and customer satisfaction between products and services and, in particular, the role of customer expertise in this process.
Design/methodology/approach
Overall, 457 valid responses were collected through a questionnaire survey. Structural equation modeling was used to test the hypotheses.
Findings
Empirical support was found for spillover effects. For tech‐savvy users, spillover from network service quality has a positive impact on the formation of satisfaction with handsets; however, for non‐tech‐savvy users, spillovers only occur between satisfaction and loyalty.
Research limitations/implications
The paper has extended understanding of the relationships between quality, satisfaction, and loyalty in a multi‐context setting. Future research could study spillovers longitudinally and examine such effects in other emerging mobile contexts.
Practical implications
Managing quality and satisfaction is increasingly complex given that customers are seeking for a holistic experience. Measurement based on pure‐product or pure‐service should be improved by taking a more systematic approach. Mobile phones render people unprecedented connections with the world, thus transforming every aspect of the society. A reorientation to the user and their use contexts can contribute to better mobile communication experiences.
Originality/value
This study views the product and service as part of a service system that holistically delivers value‐in‐use. Furthermore, the role of customers as resource integrators is recognized by including their knowledge as an input for need fulfilment.
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This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in…
Abstract
Purpose
This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging economies. It offers a case study on the role of mobile devices as a factor of transformation and shows how under changing socio–economic conditions, the transformations enabled the creation of digital ecosystems and innovative business models.
Design/methodology/approach
The paper is based on desk research, a review of literature and trade press and comments from experts and industry players.
Findings
The paper argues that as the internet is going mobile, driven by data – mostly video – the new mobile platforms are becoming the key for the distribution of content and mobile games. Whether it is the history of browser games in China, mobile games in India or PC games in Russia, each national gaming industry has required a unique strategy for making money, building on some prominent cultural factors and adapting to the local economic conditions. The paper reveals that video games are now clearly a vital part of digital content production in these countries, while stressing upon the role of public policies.
Research limitations/implications
The paper relies mostly on industry and consultancy data, as in such a fast-changing environment official data even when accessible are in most cases too old to remain relevant to identify the trends and the fast changing stakes. This calls for some caution about the data. Therefore, the data used should be treated as just signals of potential trends, sufficient to provide an appropriate overview of the evolution of the global mobile ecosystem.
Practical implications
This paper shows that the video games industry can serve as a pivot for the ICT industry. Besides, this prompts upstream and downstream industries of the entire digital entertainment market to thrive.
Social implications
The paper shows that companies from emerging markets companies have been betting on a combination of factors: the development of the economies, the growth of the mobile market, emerging middle-classes and young customers. It provides a growth model that appears to be close to a “regular” industrial growth model.
Originality/value
Although there is a growing academic literature on the video games industry, few research have been devoted to specific issues of emerging economies and to the role of video games within the media industry and IT sector.
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Abstract
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Noyenim Mercy Ezeamuzie, Anthony Hae Ryong Rhim, Dickson K.W. Chiu and Mavis Man-Wai Lung
With the increasing computation and communication speed of mobile devices, their use and roles have been repositioned to act more than a communication tool. Around 0.4 million…
Abstract
Purpose
With the increasing computation and communication speed of mobile devices, their use and roles have been repositioned to act more than a communication tool. Around 0.4 million foreign domestic helpers (FDHs) form an integral part of Hong Kong society and have the highest concentrations of FDHs worldwide, but scant studies focus on their mobile technology usage. This study aims to discuss the aforementioned issue.
Design/methodology/approach
This research investigated mobile technology usage by 145 FDHs in Hong Kong with a quantitative survey, covering their actual mobile technology usage, perceptions, influences and adoption barriers.
Findings
Besides communication and connection with friends and family, participants used mobile technology for information seeking, productivity, utility and entertainment. Perception of usefulness was the greatest influence, and they would use any mobile technology once its basic function supports their daily needs. They considered no “very serious barrier,” though data tariff was their biggest concern. Overall, there were some significant differences between genders in the usage of mobile technologies.
Originality/value
Scant studies focus on the mobile technology usage of FDHs. The results reveal the usefulness of mobile technologies to FDHs for government policy-making and for employers and employment agencies to better support the FHDs' daily lives.
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The purpose of this paper is to examine the “Mobile 23 Things” survey results from the program offered by Guldborgsund-bibliotekerne (a public library in Denmark) and present the…
Abstract
Purpose
The purpose of this paper is to examine the “Mobile 23 Things” survey results from the program offered by Guldborgsund-bibliotekerne (a public library in Denmark) and present the findings as support for professional development (PD) models to increase library staff familiarity with emerging technologies.
Design/methodology/approach
Using an integrated, exploratory approach, a web-based survey tool, developed for a previous Learning 2.0 study, was adapted for this study, with survey questions translated English – Danish, and responses Danish – English. The data gathered from both pre- and post-program surveys are presented and analyzed.
Findings
The research results identify that 23 Mobile Things increases familiarity with movable technologies, promotes inclusive learning, and can be an effective model for delivering PD.
Originality/value
This paper reports on the first research study to evaluate the 23 Mobile Things model and provides evidence that this model of library staff PD can be an overall beneficial experience that increases staff knowledge and expertise related to mobile devices and applications.
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