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11 – 20 of over 1000Lan Xu, Lei Zhang, Nan Cui and Zhilin Yang
Augmented reality (AR) has emerged as a novel communication tool, which adds virtual computer-generated information to a viewer’s real life. The purpose of this paper is to…
Abstract
Purpose
Augmented reality (AR) has emerged as a novel communication tool, which adds virtual computer-generated information to a viewer’s real life. The purpose of this paper is to investigate the effect of AR technology on consumers’ experience.
Design/methodology/approach
Four experiments were performed to test the effect of AR-based product display on the consumer’s attitude and the underlying mechanism of the effect.
Findings
The results have demonstrated that self-referencing reality simulation mediates the effect of AR technology on consumers’ product attitude, and the effect is attenuated when the consumers hold quality beliefs rather than taste beliefs or when the product is a luxury brand.
Practical implications
The current research suggests that managers should develop and adopt AR technology when presenting their products in front of consumers, which can improve consumers’ product attitude. Additionally, emphasizing the taste of target products rather than quality will strengthen the positive effect of AR technology on product attitude. Furthermore, managers of luxury brands should present their products in a traditional way, which induce an exclusive perception rather than using AR technology.
Originality/value
This paper investigates the underlying mechanism of how AR technology improves consumers’ product attitude and shopping experience, to fill the gap in consumers’ unique experience with AR technology. Furthermore, the moderated effect of consumer beliefs and product difference has also been examined in this study, which attributes to the research of product differentiation.
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Xi Xu, Jing Liu and Jia Hao Liu
Motivating users to self-disclose online is significant to the long-term development of social media. Therefore, research on emotional disclosure, a significant form of…
Abstract
Purpose
Motivating users to self-disclose online is significant to the long-term development of social media. Therefore, research on emotional disclosure, a significant form of self-disclosure, is required. By developing a stimulus-organism-response model, this study aims to investigate the mechanisms by which the social media environment affects users' online emotional disclosure.
Design/methodology/approach
This paper proposes two dimensions of social media environments, the online interpersonal environment (tie strength and network size) and the online information environment (self-reference). They are hypothesized to stimulate users' internal psychological needs (image management and emotional expression) which in turn will influence their emotional disclosure intentions. Using data from 489 users of WeChat Moments, the authors conduct partial least squares analysis to validate the research model.
Findings
The findings show that users' intrinsic psychological needs are stimulated by social media environments, but network size is not correlated with the need for emotional expression. The user's need for emotional expression promotes both positive and negative emotional disclosure intentions. The need for image management has a positive impact on positive emotion disclosure intentions but has a negative impact on negative emotion disclosure intentions.
Originality/value
This study contributes to the understanding of online emotional disclosure. It can also help social media managers create efficient plans to encourage users to create content.
Peer review
The peer review history for this article is available at: https://publons.com/publon/10.1108/OIR-04-2022-0245.
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Betül Çal and Tahire Hüseyinli
The main goal of the study is to investigate how same-brand slogans simultaneously in use in two emerging markets, namely Turkey and Russia, differ semantically. The study further…
Abstract
Purpose
The main goal of the study is to investigate how same-brand slogans simultaneously in use in two emerging markets, namely Turkey and Russia, differ semantically. The study further examines in what ways the industrial competition structure impacts the semantic slogan design within these two contexts.
Design/methodology/approach
The study uses the method of semantic explication that is based on a 19-device taxonomy. This method is applied to 56 slogan pairs in the Turkish and Russian languages launched for the same brands/products across 6 industries.
Findings
Results indicate that same-brand slogans differ semantically between Turkey and Russia. Moreover, firms tend to conform to a shared semantic pattern within a given industry, largely depending on the industrial competition structure. While strong local competition (as in the electronics and cleaning products industries in Turkey and in the personal care and beverages industries in Russia) leads firms to use self-reference, international competition (as in the automotive, personal care and beverages industries in Turkey and in the electronics and cleaning products industries in Russia) promotes them to use hyperbole in their slogan design.
Practical implications
Adopting a common semantic pattern within an industry may carry the risk of restricting brand differentiation and consumers' sense of novelty. Furthermore, the inclusion of brand names in slogans may make slogans sound assertive and lead consumers to overreact to the brand.
Originality/value
Unlike many studies exploring different-brand slogans through a syntactic or grammatical lens, this study investigates the semantic features of same-brand slogans launched in two emerging market contexts. It adopts a B2B perspective, unlike many extant studies that often focus on a B2C one.
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Guohua Bai and Lars‐Åke Lindberg
A principal problem of information systems (IS) development today is how to integrate the work activity and social context of users into the IS which is being designed. This paper…
Abstract
A principal problem of information systems (IS) development today is how to integrate the work activity and social context of users into the IS which is being designed. This paper aims to delineate a sociocybernetic approach which enlightens the relationship between IS design activity, use activity, and the embedded social context. First and second order cybernetics are employed as a general skeleton or structure for conducting the sociocybernetic approach. Approaches from social autopoiesis theory and activity theory are introduced respectively to provide the skeleton of cybernetics with flesh and blood elements of real problems. An emerging conceptual body resulting from an organic integration of the cybernetic structure and social‐psychological elements which demonstrates the relationship between IS design activity, use activity, and embedded social context is presented.
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In this article, we draw together aspects of contemporary theories of knowledge (particularly organisational knowledge) and complexity theory to demonstrate how appropriate…
Abstract
In this article, we draw together aspects of contemporary theories of knowledge (particularly organisational knowledge) and complexity theory to demonstrate how appropriate conceptual rigor enables both the role of government and the directions of policy development in knowledge‐based economies to be identified. Specifically we ask, what is the role of government in helping shape the knowledge society of the future? We argue that knowledge policy regimes must go beyond the modes of policy analysis currently used in innovation, information and technology policy because they are based in an industrial rather than post‐industrial analytical framework. We also argue that if we are to develop knowledge‐based economies, more encompassing images of the future than currently obtain in policy discourse are required. We therefore seek to stimulate and provoke an array of lines of thought about government and policy for such economies. Our objective is to focus on ideas more than argument and persuasion.
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Kuo‐Lun Hsiao, Hsi‐Peng Lu and Wan‐Chin Lan
The purpose of this study was to determine how storytelling blogs affect readers’ intention to adopt travel products.
Abstract
Purpose
The purpose of this study was to determine how storytelling blogs affect readers’ intention to adopt travel products.
Design/methodology/approach
The present study proposes a storytelling framework based on heuristic theory for examining the characteristics and key components of a story that can affect the reader’s potential future behavior. An empirical study involving 368 subjects was conducted to test this model.
Findings
The results indicated that the elements of storytelling blogs, “perceived aesthetics”, “narrative structure”, and “self‐reference”, can indirectly influence readers’ intention through empathy and attitude. In particular, “perceived aesthetics” had the strongest direct effect on attitude and total effect on intention. Nevertheless, the control variables, age, gender, and frequency of searching for information about travel online, did not influence the intention.
Practical implications
The proposed framework can be used by enterprises to develop storytelling blogs for marketing their products. Blog design needs to consider aesthetics, narrative structure, and relevance to readers.
Originality/value
The paper contributes to a deeper understanding of the influence of storytelling blogs from a heuristic perspective.
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Mathieu Dumont, Catherine Briand, Ginette Aubin, Alexandre Dumais and Stéphane Potvin
This study aims to develop immersive scenarios (immersive videos) to foster generalization of learning while addressing social cognition, a factor associated to violence in…
Abstract
Purpose
This study aims to develop immersive scenarios (immersive videos) to foster generalization of learning while addressing social cognition, a factor associated to violence in schizophrenia. The authors sought to develop immersive videos that generate a sense of presence; are socially realistic; and can be misinterpreted and, if so, lead to anger.
Design/methodology/approach
A multiphase mixed method was used to develop and validate the immersive scenarios. The development phase consisted of preliminary interviews and co-design workshops with patients (n = 7) and mental health practitioners (n = 7). The validation phase was conducted with patients (n = 7) and individuals without mental disorders (n = 7).
Findings
The development phase led to the creation of five scenarios (S1, S2, S3, S4, S5); they included social cues which could lead to self-referential and intentional biases. Results of the validation phase showed that all scenarios generated a sense of presence and were considered highly realistic. Three scenarios elicited biases and, consequently, moderate levels of anger (annoyance).
Practical implications
Immersive videos represent a relevant and accessible technological solution to address social-cognitive domains such as self-reference bias.
Originality/value
No intervention using immersive technologies had been developed or studied yet for individuals with schizophrenia at risk of violence in secure settings. This project demonstrated the feasibility of creating immersive videos which have relevant attributes to foster generalization of learning in the remediation of social-cognitive deficits.
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Although the topic of manufacturing performance measurement has recently attracted considerable interest, little has been done to enumerate or classify the measures that exist…
Abstract
Although the topic of manufacturing performance measurement has recently attracted considerable interest, little has been done to enumerate or classify the measures that exist. Lists 125 different strategy‐related measures that were found through a survey of accounting, manufacturing and managerial literature. Develops a taxonomy which categorizes those measures according to competitive priority (cost, quality, flexibility, delivery reliability, or speed), data source (internal or external), data type (objective or subjective), measure reference (self‐referenced or benchmark), and process orientation (process input or process outcome). Finds that the largest number of measures have been proposed for the competitive priority of flexibility and the fewest for delivery reliability. Most measures have focused only on process outcomes using self‐referenced objective data from internal sources. Based on these results, suggests that companies and academic researchers utilize new or different measures to assess adequately strategy‐related manufacturing performance.
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Arosha S. Adikaram and Pavithra Kailasapathy
The authors aim to explore how perspective-taking and attribution of blame lead to side-taking by human resource professionals (HRPs) when making judgements and handling…
Abstract
Purpose
The authors aim to explore how perspective-taking and attribution of blame lead to side-taking by human resource professionals (HRPs) when making judgements and handling complaints of sexual harassment.
Design/methodology/approach
Employing qualitative methodology, the authors used semi-structured in-depth interviews with 35 HRPs from 30 companies in Sri Lanka. Attribution theory and perspective-taking were used as theoretical lenses.
Findings
In handling complaints of sexual harassment incidents, HRPs take the perspectives of the alleged perpetrator, complainant, or the company and attribute the blame to the alleged perpetrator or the complainant. Irrespective of the gender of the HRPs and the perspective they take, they would most often blame the female complainants due to sexual harassment myths and misperceptions and traditional sex-role beliefs. Thus, they either take the side of the alleged perpetrator or the company, explicitly/implicitly or intentionally/unintentionally.
Originality/value
The central originality of this research is the finding that HRPs take sides in resolving complaints of sexual harassment and perspective-taking and attribution of blame by HRPs lead to this side-taking in organisational settings.
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