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1 – 2 of 2Vassilis Kostakos and Panos A. Kostakos
The purpose of this paper is to present a prototype system that can be used to capture longitudinal socialising processes by recording people's encounters in space.
Abstract
Purpose
The purpose of this paper is to present a prototype system that can be used to capture longitudinal socialising processes by recording people's encounters in space.
Design/methodology/approach
The paper presents the results of a longitudinal study, carried out with members of the public, which demonstrates the capabilities of the system.
Findings
The findings show that community structure can be inferred from physical interactions, and that different locations exhibit varying community structures.
Originality/value
The paper argues that such a system can usefully be deployed in environments where people interact and socialise, as a mechanism for inferring the underlying network structure of those people's relationships.
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Keywords
Ilias O. Pappas, Patrick Mikalef, Michail N. Giannakos and Panos E. Kourouthanassis
In the complex ecosystem of mobile applications multiple factors have been used to explain users’ behavior, without though focusing on how different combinations of variables may…
Abstract
Purpose
In the complex ecosystem of mobile applications multiple factors have been used to explain users’ behavior, without though focusing on how different combinations of variables may affect user behavior. The purpose of this paper is to show how price value, game content quality, positive and negative emotions, gender and gameplay time interact with each other to predict high intention to download mobile games.
Design/methodology/approach
Building on complexity theory, the authors present a conceptual model followed by research propositions. The propositions are empirically validated through configurational analysis, employing fuzzy-set qualitative comparative analysis (fsQCA) on 531 active users of mobile games.
Findings
Findings identify ten solutions that explain high intention to download mobile games. Alternative paths are identified depending on the gender and the time users spend playing mobiles games. The authors highlight the role of price value and game content quality, as well as that of positive emotions, which are always core factors when present.
Originality/value
To identify complex interactions among the variables of interest, fsQCA is employed, differentiating from traditional studies using variance-based methods, leading to multiple solutions explaining the same outcome. None of the variables explains the intention to download on its own, but only when they combine with each other. The authors extend existing knowledge on how price value, game content quality, emotions, gender and gameplay time combine to lead to high intention to download mobile games; and present a methodology for how to bridge complexity theory with fsQCA, improving our understanding of intention to adopt mobile applications.
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