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Article
Publication date: 10 July 2019

Shahab Pourfakhimi, Tara Duncan and Willem Coetzee

The purpose of this study is to evaluate eTourism technology acceptance literature to illustrate current gaps in the field and suggest two alternative perspectives that could be…

Abstract

Purpose

The purpose of this study is to evaluate eTourism technology acceptance literature to illustrate current gaps in the field and suggest two alternative perspectives that could be adopted.

Design/methodology/approach

A review of academic literature in the field of eTourism technology acceptance was undertaken combining a systematic keyword-based search and snowballing techniques leading to the identification of relevant academic journal articles published since the year 2000.

Findings

While the field of eTourism technology acceptance research has grown substantially over the past few decades, this study highlights that the majority of this research seems to have been conducted within a narrow theoretical scope. The study suggests that this has led to contemporary theoretical and philosophical advancements in understanding the psychological, sociological and neuroscientific aspects of consumer behaviour not yet being mirrored in the eTourism technology acceptance research.

Research limitations/implications

This study invites researchers to adapt alternative theoretical perspectives to create a more in-depth understanding of aspects of technology acceptance behaviour that have yet to be understood. Two distinct alternative perspectives, NeuroIS and interpretivism, are suggested.

Practical implications

This study assists researchers in developing alternative research agendas and diversifying the theoretical foundations of eTourism technology acceptance research.

Originality/value

eTourism technology acceptance research risks being left behind if it does not begin to think beyond current theoretical conceptions of consumer behaviour research. This study contributes to the wider literature by highlighting how eTourism literature is falling behind and by suggesting two innovative alternatives that allow eTourism research an exciting way forward.

研究目的

本论文旨在审视eTourism技术接受研究文献, 以指出当前文献的不足, 并且提出两个未来可能研究方向。

研究设计/方法/途径

研究样本为关于eTourism技术接受研究的文献, 文献搜集方法采用系统关键词搜索和雪球搜索技术, 共74篇相关研究文献, 发表年代为2000年至今。

研究结果

eTourism技术接受研究自过去几十年的发展, 其研究成果已经显著增长。本论文强调这方面研究大多数局限在一个狭小理论领域中。本论文建议此方面的研究可以扩展到心理学 社会学 神经科学等消费者行为的领域,提高eTourism技术接受研究的现代理论和哲学进步,而这些方面在eTourism技术接受研究领域中, 还未涉足。

研究理论限制/意义

本论文邀请学者采用其他理论角度来增强技术接受行为的深入理解。两个显著研究方向包括NeuroIS和解释主义。

研究实际意义

本论文启示学者在eTourism技术接受研究方面的开发新的研究征程, 以及丰富其相关理论基础。

研究原创性/价值

eTourism技术接受研究将被落下, 如果学者不扩展当前关于消费者行为方面的理论基础。本论文拓宽了对eTourism文献的论述, 并且就其如何可能研究落后以及建议两个创新性方向, 使得eTourism研究将有一个崭新前进。

关键词

技术接受、电子旅游、技术接受模型(TAM)、神经资讯系统(NeuroIS)、 神经科学旅游(Neurotourism)、解释主义

Details

Journal of Hospitality and Tourism Technology, vol. 10 no. 4
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 13 November 2019

Monica Adya and Gloria Phillips-Wren

Decision making is inherently stressful since the decision maker must choose between potentially conflicting alternatives with unique hazards and uncertain outcomes. Whereas…

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Abstract

Purpose

Decision making is inherently stressful since the decision maker must choose between potentially conflicting alternatives with unique hazards and uncertain outcomes. Whereas decision aids such as decision support systems (DSS) can be beneficial in stressful scenarios, decision makers sometimes misuse them during decision making, leading to suboptimal outcomes. The purpose of this paper is to investigate the relationship between stress, decision making and decision aid use.

Design/methodology/approach

The authors conduct an extensive multi-disciplinary review of decision making and DSS use through the lens of stress and examine how stress, as perceived by decision makers, impacts their use or misuse of DSS even when such aids can improve decision quality. Research questions examine underlying sources of stress in managerial decision making that influence decision quality, relationships between a decision maker’s perception of stress, DSS use/misuse, and decision quality, and implications for research and practice on DSS design and capabilities.

Findings

The study presents a conceptual model that provides an integrative behavioral view of the impact of a decision maker’s perceived stress on their use of a DSS and the quality of their decisions. The authors identify critical knowledge gaps and propose a research agenda to improve decision quality and use of DSS by considering a decision maker’s perceived stress.

Originality/value

This study provides a previously unexplored view of DSS use and misuse as shaped by the decision and job stress experienced by decision makers. Through the application of four theories, the review and its findings highlight key design principles that can mitigate the negative effects of stressors on DSS use.

Details

Information Technology & People, vol. 33 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 9 November 2023

Xixian Peng, Jiaqi Ren and Yutong Guo

E-commerce live streaming (ELS) has become a new and important shopping channel. Although previous studies have provided insightful findings on how to engage consumers in ELS…

Abstract

Purpose

E-commerce live streaming (ELS) has become a new and important shopping channel. Although previous studies have provided insightful findings on how to engage consumers in ELS, limited effort has been made to explore the role of factors of live streaming rooms. Based on the literature on space perception and the retail environment, this study aims to develop a theoretical model to examine how perceived distance and perceived depth affect consumers' affective and cognitive perceptions and then further impact product attitude in ELS.

Design/methodology/approach

This study collected 414 valid survey responses to test the proposed research model. Survey data were analyzed using partial least squares (PLS)-structural equation modeling. The PLS Multi-Group analysis (PLS-MGA) was used to test the consistency of the research model across different product types and watching durations.

Findings

The results suggest that environmental factors of a live streaming room (i.e. perceived distance and perceived depth) can impact consumers' attitudes toward the product in the live streaming via both cognitive and affective routes. These effects keep consistent across different product types and watching durations.

Originality/value

The paper focuses on the environmental perspective, which is unexplored in previous literature on ELS. It highlights the importance of the space design of live streaming rooms.

Details

Industrial Management & Data Systems, vol. 124 no. 1
Type: Research Article
ISSN: 0263-5577

Keywords

Open Access
Article
Publication date: 27 February 2023

Tripti Singh, Allen C. Johnston, John D'Arcy and Peter D. Harms

The impact of stress on personal and work-related outcomes has been studied in the information systems (IS) literature across several professions. However, the cybersecurity…

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Abstract

Purpose

The impact of stress on personal and work-related outcomes has been studied in the information systems (IS) literature across several professions. However, the cybersecurity profession has received little attention despite numerous reports suggesting stress is a leading cause of various adverse professional outcomes. Cybersecurity professionals work in a constantly changing adversarial threat landscape, are focused on enforcement rather than compliance, and are required to adhere to ever-changing industry mandates – a work environment that is stressful and has been likened to a war zone. Hence, this literature review aims to reveal gaps and trends in the current extant general workplace and IS-specific stress literature and illuminate potentially fruitful paths for future research focused on stress among cybersecurity professionals.

Design/methodology/approach

Using the systematic literature review process (Okoli and Schabram, 2010), the authors examined the current IS research that studies stress in organizations. A disciplinary corpus was generated from IS journals and conferences encompassing 30 years. The authors analyzed 293 articles from 21 journals and six conferences to retain 77 articles and four conference proceedings for literature review.

Findings

The findings reveal four key research opportunities. First, the demands experienced by cybersecurity professionals are distinct from the demands experienced by regular information technology (IT) professionals. Second, it is crucial to identify the appraisal process that cybersecurity professionals follow in assessing security demands. Third, there are many stress responses from cybersecurity professionals, not just negative responses. Fourth, future research should focus on stress-related outcomes such as employee productivity, job satisfaction, job turnover, etc., and not only security compliance among cybersecurity professionals.

Originality/value

This study is the first to provide a systematic synthesis of the IS stress literature to reveal gaps, trends and opportunities for future research focused on stress among cybersecurity professionals. The study presents several novel trends and research opportunities. It contends that the demands experienced by cybersecurity professionals are distinct from those experienced by regular IT professionals and scholars should seek to identify the key characteristics of these demands that influence their appraisal process. Also, there are many stress responses, not just negative responses, deserving increased attention and future research should focus on unexplored stress-related outcomes for cybersecurity professionals.

Details

Organizational Cybersecurity Journal: Practice, Process and People, vol. 3 no. 2
Type: Research Article
ISSN: 2635-0270

Keywords

Book part
Publication date: 11 June 2021

Forough Nasirpouri Shadbad and David Biros

Since the emergence of the Internet in the twentieth century and the rapid growth of different types of information technologies (IT), our lives, either personal or professional…

Abstract

Since the emergence of the Internet in the twentieth century and the rapid growth of different types of information technologies (IT), our lives, either personal or professional, have become digitised. Adoption and diffusion of IT enhance individuals and organisational performance, yet scholars discovered a dual nature of IT in which IT usage may have negative aspects too. First, the inability to cope with IT in a healthy manner creates stress in users, termed technostress. Second, digitisation and adoption of new technologies (e.g. IoT and multi-cloud environments) have increased vulnerabilities to information security (InfoSec) threats. Although organisations utilise counteraction strategies (e.g., security systems, security policies), end-users remain the top source of security incidents. Existing behavioural research has approached technostress and InfoSec independently. However, it is not clear how technology-stressors influence employees’ security-related behaviours. This chapter reviews the interaction effect of these concepts in detail by proposing a conceptual model that explains that technostress is the main reason for employees’ non-compliance with security policies in which users with high-level perceptions of technostress are more likely to violate InfoSec policies. Counteraction strategies to mitigate technostress and security threats are also discussed.

Details

Information Technology in Organisations and Societies: Multidisciplinary Perspectives from AI to Technostress
Type: Book
ISBN: 978-1-83909-812-3

Keywords

Article
Publication date: 29 January 2024

Xiao Peng, Hessam Vali, Xixian Peng, Jingjun (David) Xu and Mehmet Bayram Yildirim

The study examines the potential moderating effects of repeating purchase cues and product knowledge on the relationship between the varying consistency of the review set and…

Abstract

Purpose

The study examines the potential moderating effects of repeating purchase cues and product knowledge on the relationship between the varying consistency of the review set and causal attribution. This study also investigates how causal attribution correlates with the perceived misleadingness of the review set.

Design/methodology/approach

A scenario-based experiment was conducted with 170 participants to explore the relationship between the consistency of the review set and causal attribution and how repeating purchase cues and product knowledge moderates this relationship.

Findings

Findings suggest that inconsistent review sets lead to more product (vs reviewer) attribution than consistent review sets. The repeating purchase cues mitigate the negative relationship between the consistency of the review set and product attribution, whereas product knowledge mitigates the positive relationship between the consistency of the review set and reviewer attribution. Furthermore, the results indicate that high product attribution and low reviewer attribution are associated with low perceived misleadingness.

Originality/value

This study is novel because it examines the moderating effects of repeating purchase cues and product knowledge on the relationship between the consistency of the review set and causal attribution. It adds to the literature by shedding light on the causal attribution process underlying the formation of perceived misleadingness of online reviews. The findings of this study provide valuable insights for managers on how to enhance the positive effects of consistent review sets and mitigate the negative effects of inconsistent review sets.

Details

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

Keywords

Open Access
Article
Publication date: 23 September 2022

Katharina Jahn, Frederike Marie Oschinsky, Bastian Kordyaka, Alla Machulska, Tanja Joan Eiler, Armin Gruenewald, Tim Klucken, Rainer Brueck, Carl Friedrich Gethmann and Bjoern Niehaves

Immersive virtual reality (IVR) has been frequently proposed as a promising tool for learning. However, researchers have commonly implemented a plethora of design elements in…

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Abstract

Purpose

Immersive virtual reality (IVR) has been frequently proposed as a promising tool for learning. However, researchers have commonly implemented a plethora of design elements in these IVR systems, which makes the specific aspects of the system that are necessary to achieve beneficial outcomes unclear. Against this background, this study aims to combine the literature on presence with learning theories to propose that the ability of IVR to present 3D objects to users improves the presence of these objects in the virtual environment compared with 2D objects, leading to increased learning performance.

Design/methodology/approach

To test this study’s hypotheses, the authors conducted a 2 (training condition: approach vs avoid) x 2 (object presence: high vs low) between-subjects laboratory experiment that used IVR with 83 female participants.

Findings

The results support this study’s hypotheses and show that training with high object presence leads to greater reactions to cues (chocolate cravings) and improved health behaviour (chocolate consumption).

Originality/value

This study shows that increased object presence leads to unique experiences for users, which help reinforce training effects. Moreover, this work sheds further light on how immersive computer technologies can affect user attitudes and behaviour. Specifically, this work contributes to IVR research by showing that learning effects can be enhanced through an increased degree of object presence.

Details

Internet Research, vol. 32 no. 7
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 20 April 2020

Maisa Mendonça Silva, Thiago Poleto, Ana Paula Henriques de Gusmão and Ana Paula Cabral Seixas Costa

The purpose of this paper is to propose a strategic conflict analysis, based on the graph model for conflict resolution (GMCR), that is applied to information technology…

Abstract

Purpose

The purpose of this paper is to propose a strategic conflict analysis, based on the graph model for conflict resolution (GMCR), that is applied to information technology outsourcing (ITO) in a real-world software development and implementation process in Brazil.

Design/methodology/approach

Because the idea of this study is to answer “why” the ITO conflicts occur and “how” they can be avoided, the case study methodology was adopted. The software GMCR II was used to analyze the interactions between an IT vendor and an IT client.

Findings

The results suggest that a lack of relational governance is a critical issue that could be handled to improve the interaction between those involved.

Research limitations/implications

The main results are restricted to the case study and cannot be generalized. Moreover, a specific limitation of this paper pertains to the use of the GMCR and the consequent difficulty for IT vendors and IT clients to work with a large number of actions and to set preferences for several states of conflict.

Practical implications

The strategic analysis of outsourcing conflicts provides a holistic view of the current situation that may assist the client and vendor in future decisions and identify guidelines to ensure successful ITO. Therefore, this paper provides an effective guide for clients and vendors to better manage conflicts and establish a contingency vision to avoid such disputes.

Originality/value

The ITO conflict is analyzed using the GMCR, considering both perspectives of the outsourcing process (vendors and clients).

Details

Journal of Enterprise Information Management, vol. 33 no. 6
Type: Research Article
ISSN: 1741-0398

Keywords

Article
Publication date: 10 June 2020

Mario Passalacqua, Pierre-Majorique Léger, Lennart E. Nacke, Marc Fredette, Élise Labonté-Lemoyne, Xinli Lin, Tony Caprioli and Sylvain Sénécal

In a warehouse setting, where hourly workers performing manual tasks account for more than half of total warehouse expenditure, a lack of employee engagement has been directly…

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Abstract

Purpose

In a warehouse setting, where hourly workers performing manual tasks account for more than half of total warehouse expenditure, a lack of employee engagement has been directly linked to company performance. In this article, the authors present a laboratory experiment in which two gamification elements, goal setting and feedback, are implemented in a wearable warehouse management system (WMS) interface to examine their effect on user engagement and performance in an item picking task. Both implicit (neurophysiological) and explicit (self-reported) measures of engagement are used, allowing for a richer understanding of the user's perceived and physiological state.

Design/methodology/approach

This experiment uses a within-subject design. Two experimental factors, goals and feedback, are manipulated, leading to three conditions: no gamification condition, self-set goals and feedback and assigned goals and feedback. Twenty-one subjects participated (mean age = 24.2, SD = 2.2).

Findings

This article demonstrates that gamification can successfully increase employee engagement, at least in the short-term. The integration of self-set goals and feedback game elements has the greatest potential to generate long-term intrinsic motivation and meaningful engagement, leading to greater employee engagement and performance.

Originality/value

This article explores the underlying effects of gamification through two of the most prominent motivational theories (self-determination theory [SDT] and goal-setting theory) and one of the leading employee engagement models (job demands-resource model [JD-R[ model). This provides a theory-rich interpretation of the data, which allows to uncover the motivational pathways by which gamification affects engagement and performance.

Details

Industrial Management & Data Systems, vol. 120 no. 7
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 8 April 2014

Pierre-Majorique Leger, René Riedl and Jan vom Brocke

The purpose of this paper is to report on a laboratory experiment in which the paper investigated how expert and novice users differ in their emotional responses during use of an…

1972

Abstract

Purpose

The purpose of this paper is to report on a laboratory experiment in which the paper investigated how expert and novice users differ in their emotional responses during use of an enterprise resource planning (ERP) system in a decision-making context, and how such a difference affects information sourcing behavior.

Design/methodology/approach

In a simulated SAP business environment, participants’ emotional responses were physiologically measured based on electrodermal activity (EDA) while they made business decisions.

Findings

Results show that both expert and novice users exhibit considerable EDA activity during their interaction with the ERP system, indicating that ERP use is an emotional process for both groups. However, the findings also indicate that experts’ emotional responses led to their sourcing information from the ERP, while novices’ emotional responses led to their sourcing information from other people.

Research limitations/implications

From an academic standpoint, this paper responds to the recent call for more research on the role of emotions for information systems behavior.

Practical implications

The paper discusses the implications of this finding for the development of ERP system trainings.

Originality/value

Because emotions often do not reach users’ awareness level, the paper used EDA, a neurophysiological measure, to capture users’ emotional responses during ERP decision making, instead of using self-report measures that depend on conscious perception. Based on this method, the paper found that emotions can lead to different behavioral reactions, depending on whether the user is an expert or novice.

Details

Industrial Management & Data Systems, vol. 114 no. 3
Type: Research Article
ISSN: 0263-5577

Keywords

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