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Article
Publication date: 1 August 2008

Kiseol Yang and Laura D. Jolly

This study aims to examine the differences in adoption of mobile data services between two age cohorts (gen Xers and baby boomers). Three elements in the extended Technology…

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Abstract

Purpose

This study aims to examine the differences in adoption of mobile data services between two age cohorts (gen Xers and baby boomers). Three elements in the extended Technology Acceptance Model – perceived usefulness, perceived ease of use, and perceived fun – were used to identify the differences in adoption of mobile data services for the two age cohorts.

Design/methodology/approach

A sample of 200 mobile services users drawn from a purchased consumer panel participated in an online survey. Of this sample, 67 gen Xers and 86 baby boomers were used for the analysis (n=153). Multigroup structural equation modeling analysis was used to examine the differences in adoption of mobile data services between the two age cohorts.

Findings

This study found that baby boomers perceived mobile data services as more difficult to use than gen Xers. However, the perception of usefulness of mobile data services was stronger for the baby boomers than gen Xers. Usefulness of mobile data services may be a critical motivator for baby boomers to adopt mobile data services. Mobile data service marketers should focus on mobile data service usefulness when they are targeting the baby boomer cohort.

Originality/value

The results of this study provide insights to assist marketers in developing and positioning appropriate mobile data services to targeted age cohorts during the adoption stage.

Details

Journal of Consumer Marketing, vol. 25 no. 5
Type: Research Article
ISSN: 0736-3761

Keywords

Article
Publication date: 30 April 2021

Xingjun Huang, Yun Lin, Ming K. Lim, Ming-Lang Tseng and Fuli Zhou

Technological innovation is one of the remarkable characteristics of electric vehicles (EVs). This study aims to analyze how consumers' technological knowledge affects their…

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Abstract

Purpose

Technological innovation is one of the remarkable characteristics of electric vehicles (EVs). This study aims to analyze how consumers' technological knowledge affects their intention to adopt EVs.

Design/methodology/approach

Original data were collected via a survey of 443 participants in China. An extended technology acceptance model was constructed to identify the factors influencing consumers' intention to adopt EVs and related technological knowledge pathways.

Findings

The results show that consumer technological knowledge is positively and significantly related to EVs' perceived usefulness, perceived ease of use, perceived fun to use and consumers' intention to adopt EVs. In addition, no direct and significant relationship is found between perceived fun to use and willingness to adopt EVs, from the technical knowledge dimension.

Practical implications

Imparting consumers with EV technological knowledge and usefulness may be an effective way to enhance their awareness and willingness to use EVs. Moreover, the role of females in the decision to adopt EVs should not be ignored, especially in decisions to purchase a family car.

Originality/value

Prior studies lack a technological knowledge-based view, and few studies have discussed how to explore the effects of consumer technological knowledge about EVs on their adoption intention. This study fills the research gap.

Details

Industrial Management & Data Systems, vol. 121 no. 7
Type: Research Article
ISSN: 0263-5577

Keywords

Book part
Publication date: 13 December 2023

Divya Singh and Ujjwal Kanti Paul

Despite efforts to reduce environmental pollution and wasteful fossil fuel use, electric vehicles (EVs) are still rare on the road. Why is it so challenging to get widespread EV…

Abstract

Despite efforts to reduce environmental pollution and wasteful fossil fuel use, electric vehicles (EVs) are still rare on the road. Why is it so challenging to get widespread EV adoption? One significant factor on which it heavily depends is one's awareness and understanding of EVs. However, due to an absolute lack of knowledge on the part of the populace, this factor becomes a huge impediment to the uptake of EVs. A systematic review of the electronic database Scopus for the years 2003–2022 was carried out on ‘EV awareness and adoption of EV’ while considering the ‘Preferred Reporting Items for Systematic Reviews and Meta-analysis’ (PRISMA) standards. A three-step identification process resulted in the ultimate detection of 41 papers, which were then thoroughly examined. A conceptual framework that encompasses the three key awareness aspects that influence EV adoption is developed. To encourage greater uniformity among EV researchers, this study's conclusions serve as a foundation for operationalising upcoming research efforts within a predetermined framework. The authors must therefore be optimistic that lingering technological, legislative, cultural, behavioural and business-model barriers may be overcome over time through widespread dissemination of knowledge and awareness related to EVs, making it possible for everyone to switch to greener, more economical and more efficient transportation solutions.

Details

Fostering Sustainable Development in the Age of Technologies
Type: Book
ISBN: 978-1-83753-060-1

Keywords

Article
Publication date: 25 September 2023

Moustafa Abdelmotaleb

The purpose of this study is to draw on positive psychology literature and the affective spillover theory to gain a comprehensive understanding of the effects of perceived

Abstract

Purpose

The purpose of this study is to draw on positive psychology literature and the affective spillover theory to gain a comprehensive understanding of the effects of perceived workplace fun (WF) on hospitality employees’ behaviors in and out of work.

Design/methodology/approach

Multirater data were collected via surveys from 247 hospitality employees and their direct supervisors and spouses. Data were analyzed using the AMOS and Macro processes in SPSS.

Findings

The results revealed that employees’ positive affect at work mediates the relationship between perceived WF and both employees’ organizational citizenship behaviors (OCBs) and family-related social behaviors (i.e. engagement in social activities outside work with their spouses). Personal attitudes toward fun at work moderate the indirect association between perceived WF and the study outcomes (OCBs and family-related social behaviors).

Social implications

By fostering a workplace environment that prioritizes the perception of enjoyment, organizations can effectively stimulate greater employee engagement in OCBs and promote positive social interactions beyond the workplace. It underscores the significance of an enjoyable environment that benefits employees, organizations and society.

Originality/value

This study extends the existing research on the relationship between WF and employees’ behaviors in and out of work and provides new insights into the underlying mechanisms that influence this relationship.

Details

International Journal of Contemporary Hospitality Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 11 August 2020

Ana Isabel Polo-Peña, Dolores María Frías-Jamilena and María Lina Fernández-Ruano

In advanced societies, lifestyles are increasingly sedentary, and it is important to identify strategies to help people acquire healthy habits, such as exercise. The present study…

1469

Abstract

Purpose

In advanced societies, lifestyles are increasingly sedentary, and it is important to identify strategies to help people acquire healthy habits, such as exercise. The present study proposes the use of gamification as a strategy for encouraging users to exercise regularly, based on the possibilities offered by “smart” devices such as smartbands.

Design/methodology/approach

The work analyzes how individuals experience their participation in a gamification program, on the premise that it should provide an experience that is intrinsically motivating and fun. Also the moderator effect of the gender and age on the relationship between their experience of participating in a gamification program and perceived self-efficacy.

Findings

The results show that individuals' experience of participating in a gamification program exerts a positive influence on their perceived self-efficacy in the practice of sport or exercise. The study also finds that the variables “gender” and “age” moderate the relationship between their experience of participating in a gamification program and perceived self-efficacy, such that it exerts a greater influence on women and older people.

Practical implications

The practical implications for the professionals and institutions involved in promoting the adoption of regular sport and exercise in society are about taking advantage of the potential of wearable technology such as smartbands. The present study finds that the use of gamification for encouraging people to adopt regular physical activity is more effective for women than for men, and for older people than for younger users.

Originality/value

The findings of this study provide a better understanding of whether gamification is an appropriate strategy for helping participants to perceive themselves as having greater self-efficacy in their chosen sport or exercise, taking into account the moderating effect of participant gender and age.

Details

International Journal of Sports Marketing and Sponsorship, vol. 22 no. 3
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 7 November 2019

Renaud Lunardo and Bradley Rickard

Because consumers nowadays face a wide diversity of wine labels – from very traditional to a range of modern styles that include color and various images – the purpose of this…

Abstract

Purpose

Because consumers nowadays face a wide diversity of wine labels – from very traditional to a range of modern styles that include color and various images – the purpose of this paper is to better understand the effects of the presence of fun elements on wine labels. Specifically, it aims to identify the underlying mechanisms that explain why fun elements on labels can lead to a decrease in consumers’ willingness to pay (WTP) and purchase intentions. The authors also test whether consumers’ risk propensity acts as a boundary condition for this effect.

Design/methodology/approach

This research uses an online experiment conducted among a sample of 271 US residents. Multivariate analyses – including analyses of mediation, moderation and moderated mediation – are performed to test the theoretical model of the effects of fun elements on WTP and purchase intentions through reassurance impressions and quality perceptions, and the moderating role of risk propensity.

Findings

This research demonstrates that when consumers face a wine label that incorporates a high degree of fun elements, they perceive the label as less reassuring, leading to a decrease in perceived quality, and ultimately exhibit lower WTP and purchase intentions. Importantly, this research also shows that the effects of such wine labels are moderated by the individual variable of risk propensity; consumers react more positively to funny wine labels when they have a higher level of risk propensity.

Research limitations/implications

A limitation of this research lies in that it has been conducted online, while an experiment in a real purchase setting may have yielded results that are more likely to mimic response in the marketplace.

Practical implications

By showing that fun elements in a wine label can negatively affect consumers’ WTP and purchase intentions, this research suggests that wine marketers should be cautious when designing labels. Nevertheless, because consumers who are risk-loving exhibit less negative responses to funny wine labels, wine producers should consider segmenting their consumers on the basis of risk propensity and design front labels with fun elements only for customers who can be classified as risk-loving (vs risk averse).

Originality/value

While prior research recognizes the wide diversity of wine labels and the increasing use of fun elements in labels, no research to date has proposed and validated a model of their effects. This research fills this gap by empirically demonstrating that fun elements in labels have an overall effect of making consumers feel less reassured, leading to a decrease in perceived quality, and ultimately lower WTP and purchase intentions.

Details

British Food Journal, vol. 122 no. 8
Type: Research Article
ISSN: 0007-070X

Keywords

Article
Publication date: 24 March 2012

Charles A. Pierce, Katherine A. Karl and Eric T. Brey

This paper seeks to examine experimentally the effects of stipulations in an organization's workplace romance policy and procedures on individuals' perceptions of fairness…

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Abstract

Purpose

This paper seeks to examine experimentally the effects of stipulations in an organization's workplace romance policy and procedures on individuals' perceptions of fairness, workplace fun, person‐organization (P‐O) fit, organizational attraction, and intent to pursue employment in the organization.

Design/methodology/approach

A total of 103 business students and 79 casino employees assumed the role of a job seeker. They read one of five versions of a vignette that describes an organization's romance policy and consensual relationship agreement, and completed measures of dependent and control variables.

Findings

An organization's type of romance policy has an effect on individuals' perceptions of fairness of the policy and degree to which the organization would be a fun place to work, and its type of consensual relationship agreement has an effect on individuals' perceptions of the degree to which the organization treats its employees fairly. The results also indicate that individuals' perceptions of the fairness of the type of romance policy and relationship agreement are positively associated with the degree to which they perceive the organization to be a fun place to work and their perceived P‐O fit. Individuals' perceptions of the organization being a fun place to work and P‐O fit are, in turn, positively associated with their organizational attraction, which, in its turn, is positively associated with their job pursuit intentions.

Practical implications

Perceived fairness of stipulations in an organization's romance policy and procedures may signal to job seekers the degree to which the organization would be a fun place to work, provide P‐O fit, and be attractive to pursue as an employer. Thus, with respect to managing workplace romances proactively via policies and procedures, organizations should consider the fairness perceptions of job seekers and not just organizational members.

Originality/value

This is the first study to show that workplace romance policies and procedures may play a role in job pursuit intentions.

Article
Publication date: 5 June 2017

Maruf Gbadebo Salimon, Rushami Zien Bin Yusoff and Sany Sanuri Mohd Mokhtar

The purpose of this paper is to examine the combined roles that perceived usefulness (PU), perceived ease of use, perceived security and hedonic motivation play on the adoption of…

3361

Abstract

Purpose

The purpose of this paper is to examine the combined roles that perceived usefulness (PU), perceived ease of use, perceived security and hedonic motivation play on the adoption of e-banking. It also aims to determine the ability of hedonic motivation to transfer the effect of other determinants of e-banking adoption.

Design/methodology/approach

In order to empirically test the conceptual model of this study, data were collected from the users of e-banking in Nigeria. A total of 266 questionnaires were analyzed using partial least square structural equation modeling.

Findings

The empirical results revealed a significant and positive relationship between PU, perceived security and e-banking adoption. The same result was found to be applicable to the relationship between PU, perceived ease of use, perceived security and hedonic motivation. However, support was not found for the relationship between perceived ease of use and adoption of e-banking. Hedonic motivation plays a mediating role between PU, perceived security and e-banking adoption. The study did not find a mediating effect of hedonic motivation between perceived ease of use and e-banking adoption.

Practical implications

The results of this study provide insights for banking practitioners to know which aspect of e-banking to improve and to aid with policies that will increase adoption. Furthermore, improvements in hedonic motivation will also significantly increase adoption of e-banking.

Originality/value

This study is one of the pioneer studies that tests the mediating influence of hedonic motivation.

Details

International Journal of Bank Marketing, vol. 35 no. 4
Type: Research Article
ISSN: 0265-2323

Keywords

Article
Publication date: 28 July 2023

Michael Tews, John Michel, Ethan Kudler and Sydney Pons

The annual holiday party is a long-standing tradition in many organizations, yet academic research has largely left the holiday party unexamined. The present study sheds light on…

Abstract

Purpose

The annual holiday party is a long-standing tradition in many organizations, yet academic research has largely left the holiday party unexamined. The present study sheds light on this significant social event by exploring what factors help differentiate successful events from less successful ones.

Design/methodology/approach

First, the authors developed a taxonomy of characteristics of good holiday parties using a critical incident technique in which stories of holiday party experiences were analyzed following a mixed-method approach. Second, the authors quantitatively examined the relationships between these characteristics and three outcomes, including perceived organizational support, positive interpersonal interactions, and experienced fun.

Findings

The critical incident analysis revealed 11 key characteristics that distinguish good from bad holiday parties. Primary findings from the quantitative study are that games and activities, music, good food, and notable positive leader behavior are key characteristics of more successful events.

Research limitations/implications

As the data were obtained using a traditional survey methodology, further research would be valuable that adopts an experience sampling methodology to capture employee experiences, perceptions, and feelings about holiday parties in real-time before, during, and after an event has occurred.

Practical implications

From an event planning standpoint, this research provides a framework for designing holiday parties and provides evidence as to which features matter most. From a strategic leadership perspective, this research signals that different features of holiday parties can influence different outcomes.

Originality/value

Beyond merely identifying important characteristics, this research provides a framework for further research on holiday parties and identifies theories that can be used in future research to explore the mechanisms that influence how and under what conditions holiday parties impact employees’ experiences at work.

Details

Employee Relations: The International Journal, vol. 45 no. 6
Type: Research Article
ISSN: 0142-5455

Keywords

Article
Publication date: 1 October 2014

Taehee Kim, Hyomin Seo, Min Cheol Kim and Kyungro Chang

Boosting productivity in the service sector is a key priority for promoting long-term growth. To have customers perform certain tasks normally undertaken by employees is an…

Abstract

Boosting productivity in the service sector is a key priority for promoting long-term growth. To have customers perform certain tasks normally undertaken by employees is an important means to improving productivity. Technological innovation has influenced business practices for several decades and many service firms, including sports service firms, are now utilising technology extensively to reduce the use of labour. This study investigates how the user's perception of technology-based self-service (TBSS)affects customer productivity and how the customer productivity evaluated by TBSS influences the customer's intentions to reuse in relation to a virtual golf simulator - a successful and seriously played game in Korea.

Details

International Journal of Sports Marketing and Sponsorship, vol. 16 no. 1
Type: Research Article
ISSN: 1464-6668

Keywords

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