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11 – 20 of over 5000
Article
Publication date: 12 March 2018

Anil Gupta, Nikita Dogra and Babu George

This study aims to identify factors affecting tourists’ intention of using travel apps installed in their smartphones.

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Abstract

Purpose

This study aims to identify factors affecting tourists’ intention of using travel apps installed in their smartphones.

Design/methodology/approach

A questionnaire was developed largely based on the available scales in the published literature. A total of 389 participants responded to the survey, out of which 343 valid responses were obtained for statistical analysis.

Findings

Significant predictors of smartphone app usage intention included performance expectancy, social influence, price saving, perceived risk, perceived trust and prior usage habits. Usage behavior was largely mediated by usage intention, except in the case of habits. Contrary to the expectation, factors such as hedonistic motivation, facilitating conditions or effort expectancy did not impact usage intention or behavior.

Practical implications

The study gives app developers vital cues on tourist expectations from the apps. Oftentimes, developers tend to focus entirely on the material utility of their apps, neglecting every other factor influencing use. One particular implication is that despite tourism being a hedonistic activity, travel app usage behavior is not a hedonistic activity.

Originality/value

This is one of the few studies to examine adoption of smartphone travel apps in an emerging economy context by using extended unified theory of acceptance and use of technology framework with additional constructs.

研究目的

本研究旨在于鉴定游客安装旅游手机APP的影响因素。

研究设计/方法/途径

本论文采用问卷形式进行采样。在389人的样本中,本研究共获得343有效数据以用于数据分析。

研究结果

经本研究鉴定,影响游客安装手机旅游APP的因素包括:性能预期、社会影响力、节约成本、感知风险、使用习惯。其中,使用动机为影响因素(使用习惯除外)是作用于使用行为的中间变量。与原本研究预期相左,诸如享乐主义的动机、便利条件、以及努力期望等因素对使用动机和使用行为并没有显著作用。

研究应用价值

本研究结果对于APP开发商将如何达到游客期望有着至关重要的启迪。开发商往往会专注于APP的物理性能方面的开发,忽视了其他影响APP使用的因素作用。本论文其中一个重要的实际应用价值在于,虽然旅游业是享乐主义的活动,旅游APP的使用行为却大相径庭。

研究原创性/价值

本研究是少数几篇以新型经济体为背景,采用延伸整合型科技接受模式(UTAUT2)为理论框架,研究旅游APP使用情况的论文。

Details

Journal of Hospitality and Tourism Technology, vol. 9 no. 1
Type: Research Article
ISSN: 1757-9880

Keywords

Book part
Publication date: 6 December 2021

Zeena Feldman

This chapter considers how mental health care is done in and by digital culture in the UK. The author examines how treatments for anxiety and depression operate in today’s…

Abstract

This chapter considers how mental health care is done in and by digital culture in the UK. The author examines how treatments for anxiety and depression operate in today’s technosocial age of smartphone hegemony. Smartphones, the author argues, offer valuable insight into contemporary health and wellbeing precisely because they are emblematic of the neoliberal production logics, knowledge claims and modes of address that structure this moment in digital culture history. The author also shows how this moment is the outcome of key shifts in computing hardware, software, and content. Empirically, this research focusses on mapping Britain’s terrain of smartphone interventions for anxiety and depression. Working from a dataset of 635 apps, the author develops a four-part framework for understanding products and services in this crowded marketplace relative to an app’s (1) intended audience; (2) communicative affordances; (3) business model; and (4) therapeutic approach. Through this framework, the author proposes the notion of me apps to codify the individualised, commercialised, and desocialised mode of address enacted by most of the apps in the dataset. The author shows that the ideology of me apps, and the modes of address they employ, frame mental illness as an individual problem and regard treatment as an individual endeavour. The end of the chapter considers the possibility of an alternative vision for designing technologies of mental wellbeing.

Details

The Quantification of Bodies in Health: Multidisciplinary Perspectives
Type: Book
ISBN: 978-1-80071-883-8

Keywords

Article
Publication date: 1 October 2019

Shih-chuan Chen

The purpose of this paper is to explore undergraduate students’ use of mobile apps to search library catalogs and analyze the problems students encountered. Student opinions and…

Abstract

Purpose

The purpose of this paper is to explore undergraduate students’ use of mobile apps to search library catalogs and analyze the problems students encountered. Student opinions and suggestions regarding mobile library apps were also examined.

Design/methodology/approach

A total of 16 undergraduates were observed and subjected to semi-structured interviews. Four tasks were assigned, and the participants used mobile apps and laptops to search library catalogs. Follow-up in-depth interviews were conducted to gather participants’ opinions regarding the mobile library app.

Findings

Among the 64 total searches conducted by the 16 participants, 45 (70.31 percent) were completed when using the mobile app, and 51 (79.69 percent) were completed using the laptop. Participants spent less time completing the tasks when they used the mobile app. Mobile apps are thus an effective tool for searching library catalogs. However, the interviews revealed that none of the participants had used mobile library apps prior to the interviews conducted in this study, and half of the participants expressed that they would not install library apps on their smartphones in the future.

Originality/value

The study findings may help university libraries improve their understanding about undergraduates’ search behavior and opinions about mobile library apps.

Details

Library Hi Tech, vol. 37 no. 4
Type: Research Article
ISSN: 0737-8831

Keywords

Open Access
Article
Publication date: 11 November 2021

Sonia San-Martín and Nadia Jiménez

The key concern nowadays is smartphone addiction and user profiles. Following the risk and protective factors framework, the authors aim to characterize smartphone users according…

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Abstract

Purpose

The key concern nowadays is smartphone addiction and user profiles. Following the risk and protective factors framework, the authors aim to characterize smartphone users according to two levels: (1) individual: referred to the use (i.e. boredom proneness, compulsive app downloading smartphone addiction) and (2) microsystem: referred to family and peers (i.e. family harmony and phubbing). Besides, the authors will derive useful managerial implications and strategies.

Design/methodology/approach

First, an extensive literature revision and in-depth interviews with experts were employed to identify the addiction-related variables at the individual and microsystem level. Second, information was collected from a sample of 275 Spanish smartphone users, and a K-means clustering algorithm was employed to classify smartphone users.

Findings

The proposed traffic lights schema identifies three users’ profiles (red, yellow and green) regarding their smartphone addiction and considering individual and microsystem critical variables.

Originality/value

This study proposes a practical and pioneer traffic lights schema to classify smartphone users and facilitate each cluster's strategies development.

研究目的

一個大家現時頗關注的事項就是智慧型手機癮和用戶檔案。遵循著風險和保護因子框架,我們擬根據兩個層面,去描述智慧型手機使用者的特性:(一) 個人層面: 這是指手機的使用方面 (即是:無聊傾向、強制性應用程式的下載、智慧型手機癮), 以及(二)微系統層面:這是指家庭和同儕 (即是:家庭和諧和低頭族)。此外,我們也會探討從中得到管理方面的啟示和一些有用的策略。

研究設計

我們首先進行廣泛的文獻回顧和深入訪問有關的專家,以確定在個人和微系統層面上與入迷成癮有關的變數。繼而從275名西班牙智慧型手機使用者中收集資料,然後以K均值聚類算法把智慧型手機使用者分類。

研究結果

我們提出的紅綠燈圖表,就用戶的智慧型手機癮,並考慮了個人和微系統的關鍵變數,識別了三個用戶檔案(紅、黃、綠)。

研究的原創性

本研究提出一個實用及有倡導性的紅綠燈圖表,把智慧型手機使用者分類,並促進每個群集戰略的制定。

Details

European Journal of Management and Business Economics, vol. 32 no. 2
Type: Research Article
ISSN: 2444-8451

Keywords

Article
Publication date: 19 November 2021

Hyeongmin Kim, Chang Huh, Chanho Song and Myong Jae Lee

The purpose of this study was to investigate relationships among the experiential value of hotel apps, the cognitive and affective evaluation of hotel apps users, hotel apps

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Abstract

Purpose

The purpose of this study was to investigate relationships among the experiential value of hotel apps, the cognitive and affective evaluation of hotel apps users, hotel apps users’ satisfaction and their endorsement for the hotel apps. Specifically, this study examined the relationships that enhance hotel guests’ experiences through hotel apps.

Design/methodology/approach

The measurement items were developed through extensive literature review. This study used a web-based survey to test an integrated model of the experiential value. With a total of 320 usable samples, partial least squares structural equation modeling was carried out to identify key “driver” constructs and validate the proposed model.

Findings

A significant relationship was found in the playfulness of hotel apps and hotel guests’ cognitive and affective evaluations of the hotel apps, which positively influence hotel guests’ satisfaction and their endorsement for the hotel apps. Hotel apps should create fun and entertainment features in the hotel apps so that the users of hotel apps can be enjoyable during their usage. In addition, providing hotel apps users with time saving and easy use of the hotel apps can affect their satisfaction and endorsement for the hotel apps.

Originality/value

This study confirmed the positive links among hotel apps users’ experiential value, their cognitive and affective evaluation of the hotel apps, their satisfaction of using the hotel apps and their endorsement for the hotel apps. This study also revealed that hotel apps can be hotels’ effective communication tool that enhances existing and potential customers’ overall experiences.

酒店智能手机app如何提高用户体验?

项关于体验价值的综合模型

摘要

研究目的

本论文旨在研究关于酒店APP体验价值, 对酒店APP用户的认知和情感评估, 用户满意度以及用户支持之间的关系。具体而言, 本研究探索了如何通过酒店手机APP使用来提高用户体验的理论关系。

研究设计/方法/途径

测量条目通过详尽的文献综述来产生。本研究运用了网络调研来测量体验价值的一项综合模型。由320项有效样本, 偏最小二乘法结构方程建模(PLS-SEM)来鉴定关键“驱动”构象以及验证提出的模型。

研究发现

研究发现酒店APP的娱乐性对顾客的APP的认知和情感评估都起到了显著性作用, 进而对顾客满意度和酒店APP支持度产生正面影响。研究建议酒店APP创造有趣以及娱乐产品功能, 从而让酒店APP用户从使用中获得乐趣。此外, 为酒店APP用户提供省时方便的服务可以影响用户满意度和对酒店APP的支持。

研究原创性/价值

本研究验证了酒店APP用户体验价值, 对酒店APP的认知和情感评估, 用户对使用酒店APP的满意程度, 以及对酒店APP支持的正相关性。本研究进而发现酒店APP可以作为提升酒店现有和未来用户全面体验的有效工具.

Article
Publication date: 13 March 2017

Ajay Aluri

The purpose of this study is to examine the aspects of the Pokémon GO game that influenced travelers to use the app, and to pinpoint aspects of the mobile augmented reality (MAR…

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Abstract

Purpose

The purpose of this study is to examine the aspects of the Pokémon GO game that influenced travelers to use the app, and to pinpoint aspects of the mobile augmented reality (MAR) game that can memorably engage with them like a travel guide and influence individual traveler experience during and after usage. This current study specifically focused on examining the behavioral intentions to use the MAR app as a travel guide in the future.

Design/methodology/approach

Descriptive methods were used, with a target population for this study consisting of smartphone users who had downloaded Pokémon GO and had played the game. An exponential non-discriminative sample, snowball sampling method, was chosen by selecting a group of respondents who have played the game and using those to help identify other respondents in the target population who have played the game. A 15-item survey instrument drawing from industry insights and academic literature was created for the purpose of the study.

Findings

The number of downloads, length of usage and frequency of game play declined between the months of July and September. However, a 71 per cent majority of surveyed respondents still had the app on their smartphone at the time of the study. The Pokémon GO app offered all four realms of experiences – educational, entertainment, esthetic and escapist – and enhanced the overall user experience. This study revealed that a majority (77 per cent) of the respondents would be interested in using Pokémon GO as a travel guide. Furthermore, a majority (73 per cent) of respondents stated that they would be interested in using an MAR game as a travel guide in the future.

Research limitations/implications

For all its interaction with the real world, Pokémon GO is still just an early version of an MAR app, and does not offer a fully immersive and interactive AR experience. The study used snowball sampling due to its exploratory and may not be able to guarantee the representative nature of the sample. Concerning the research method used, such methods were necessary for a review of an existing MAR app as a travel guide to further fill some gaps in literature.

Practical implications

This study bridged the gap between theory and practice by offering key insights specifically into customers’ intentions to use the Pokémon GO game or other customized MAR game as a travel guide in the hospitality and tourism industry. Pokémon GO and similar MAR games could potentially change the way destinations are marketed in the tourism industry. This current study pinpointed five exploitable qualities of MAR technology and how hospitality and tourism businesses can use them to tap into this new global and social phenomenon.

Social implications

Pokémon GO and similar MAR games bring people together. In fact, unlike social media, where users are spending significant amounts of time just browsing without posting or interacting with others, MAR games create face-to-face interactions. MAR games enhance real-life social interaction, which might signify a social media trend back toward real world networking and meeting with friends.

Originality/value

Since the early 2000s, several qualitative and a few quantitative studies have been done to explore (MAR) applications as a travel guide; however, none of them have reviewed a MAR game app that can be offered as a travel guide. That makes this a pioneer study, investigating an existing MAR app that was not created with this use in mind and examining the intentions to use it as a travel guide.

Details

Journal of Hospitality and Tourism Technology, vol. 8 no. 1
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 2 January 2020

Pintu Shah and Anuja Agarwal

For a good number of Indians, their smartphone is their first digital computing device. They have less experience in dealing with the Internet-enabled device and hence less…

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Abstract

Purpose

For a good number of Indians, their smartphone is their first digital computing device. They have less experience in dealing with the Internet-enabled device and hence less experience in handling security threats like malware as compared to users of other countries who have gone through the learning curve of handling such security threats using other Internet-enabled devices such as laptop and desktop. Because of this, the inexperienced Indian smartphone user may be vulnerable to Internet-related security breaches, as compared to the citizens of developed economies. Hence, it is essential to understand the attitude, behaviour and security practices of smartphone users in India. Limited research is available about the security behaviour of smartphone users in India as the majority of research in this domain is done outside India.

Design/methodology/approach

In this empirical study, the researchers identified 28 cybersecurity behaviours and practices through a survey of relevant literature. An online survey of identified cybersecurity behaviours and practices was administered to 300 smartphone users. Frequency analysis of the respondent data was done to understand the adoption of recommended cybersecurity behaviours and practices. Pearson’s chi-square with 5% level of significance has been used to test the hypotheses. Post hoc analysis with Bonferroni correction was conducted for statistically significant associations.

Findings

Overall, the respondents did not exhibit good cybersecurity behaviour. Respondents have adopted some of the most popular security features of the smartphone such as the use of screen lock. However, respondents have not adopted or are not aware of the technical security controls such as encryption and remote wipe. Statistically significant differences were found between the cybersecurity behaviour and practices and independent variables such as gender, age, mobile operating system (OS) and mother tongue. Respondents reported high level of motivation to protect their device and data, whereas they reported moderate level of threat awareness and the ability to protect to their device and data. Results of the comparative analysis with a similar study in China and the USA are also reported in this study.

Research limitations/implications

The main limitations of this study are as follows: the respondents' perceptions about their cybersecurity behaviours and practices were measured as opposed to their actual behaviours and practices and the generalizability of the study is limited because the sample size is small as compared to the total number of smartphone users in India.

Practical implications

The findings of this study may be useful for the design of effective cybersecurity prevention and intervention programs for general smartphone users of India.

Originality/value

This study provides an insight about cybersecurity behaviour of smartphone users in India. To the knowledge of the researchers, this is the first study to collect such quantitative data of smartphone users in India for a better understanding of the cybersecurity behaviours and practices. This study identified 28 cybersecurity behaviours and practices, which smartphone users should follow to improve cybersecurity.

Details

Information & Computer Security, vol. 28 no. 2
Type: Research Article
ISSN: 2056-4961

Keywords

Article
Publication date: 12 October 2015

Owen Kulemeka

Fire management professionals are using smartphone applications to communicate information about wildland fires. The purpose of this paper is to examine English language wildland…

Abstract

Purpose

Fire management professionals are using smartphone applications to communicate information about wildland fires. The purpose of this paper is to examine English language wildland fire apps available to the general public to learn what information these apps contain and whether they match what are considered characteristics of well-designed apps.

Design/methodology/approach

Content analysis of global app markets and other directories revealed ten relevant apps. Two coders installed the apps on identical smartphones and proceeded to review the apps’ content, features, and design characteristics.

Findings

Results reveal that the ten English language wildland fire apps on the global app markets fall into three groups: apps that show nearby fires, emergency plan creation apps, and apps that inform on preparedness, response, and recovery. Strengths of these apps include that most load quickly on devices, they offer real-time contextual information, they can be used even when a device is offline, are easy to navigate, and do not utilize processor-intensive animation. Weaknesses include the fact that many lack a search engine, they do not explain how they protect sensitive user data, and they fail to reveal who authors of content are as well as when content was created or modified.

Originality/value

Few studies have classified, analyzed content, or assessed the design of wildland fire apps. This study reveals that critical issues app designers should address include ensuring that apps contain privacy policies and disclaimers that app information is not supposed to replace live human advice.

Details

International Journal of Emergency Services, vol. 4 no. 2
Type: Research Article
ISSN: 2047-0894

Keywords

Article
Publication date: 3 May 2016

Katie Elson Anderson

The rise in the popularity of smartphone apps is hard to ignore. People are accessing information and connecting through social media on their smartphones at increasing rates.

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Abstract

Purpose

The rise in the popularity of smartphone apps is hard to ignore. People are accessing information and connecting through social media on their smartphones at increasing rates.

Design/methodology/approach

This paper is a literature review.

Findings

Almost half of the total digital media time spent by US adults is spent on smartphone apps. Smartphone apps account for two-thirds of all growth in digital media engagement in the past two years, and those users spend the most time using social networking apps.

Originality/value

Photo apps were found to have some of the highest engagement in users, and the photo app Instagram is the second most used mobile app among US adults in the age group of 18-34 years.

Details

Library Hi Tech News, vol. 33 no. 3
Type: Research Article
ISSN: 0741-9058

Keywords

Article
Publication date: 18 May 2018

Sultan Muhaya Al-Daihani, Mai R. Almutairi, Reem Alonaizi and Samarkand Mubarak

The purpose of this paper is to explore the perceptions of Kuwait University students majoring in the social sciences, faculty members and academic librarians toward mobile…

Abstract

Purpose

The purpose of this paper is to explore the perceptions of Kuwait University students majoring in the social sciences, faculty members and academic librarians toward mobile library applications (apps), which are not currently available. These technologies are highly desirable for students, but many libraries struggle to properly implement them.

Design/methodology/approach

Quantitative survey questionnaires were distributed to 400 undergraduate students, of which 184 valid and completed questionnaires were collected. In addition, three focus groups were conducted with social sciences graduate students, academics and librarians to further explore attitudes and perspectives toward library apps.

Findings

A majority of respondents (62 per cent) visited the academic library less than five times per month or never, but a smaller majority (57 per cent) also preferred to use a combination of computers and mobile devices to access library information. The most desirable student uses for library apps involved access to basic information or services such as library hours, book renewal or catalog searches. Most potential barriers to student use of library apps received low scores; only slow internet speed was considered a significant problem. Focus group discussions clarified that major concerns regarding the implementation of library apps included the potential cost, knowledge, training and administrator support for these efforts.

Originality/value

This study highlights the unique interest in, and barriers to, library app implementation at Kuwait University, while providing an informative structure for similar studies and considerations elsewhere.

Details

Information and Learning Science, vol. 119 no. 5/6
Type: Research Article
ISSN: 2398-5348

Keywords

11 – 20 of over 5000