Search results

1 – 10 of over 1000
Article
Publication date: 4 April 2018

Yi Wu, Tingru Cui, Na Liu, Yimeng Deng and Junpeng Guo

Drawn from the social playfulness literature and the elaboration likelihood model, the purpose of this paper is to propose and test a research model to examine users’ continuous…

Abstract

Purpose

Drawn from the social playfulness literature and the elaboration likelihood model, the purpose of this paper is to propose and test a research model to examine users’ continuous participation in SNS game applications.

Design/methodology/approach

A field survey with 133 subjects was conducted to test the research model.

Findings

Two identified design features, symbolic physicality and inherent sociability, are found to influence users’ perceived curiosity and perceived enjoyment toward playing SNS game applications. Perceived enjoyment is significantly associated with perceived curiosity and predicts users’ continuous participation of SNS game applications. The authors also observed a gender difference of social playfulness design on perceived curiosity.

Research limitations/implications

Use intention was used as a proxy for actual use behavior, since objective data on continuance behavior was not available. Additionally, the contributions of this study may be constrained by one single sample.

Practical implications

The findings of the study suggest practical guidelines for designing game applications in SNS through socialization design and symbolic physicality. Further, based on the findings of gender differences, a personalization game design strategy is provided.

Originality/value

The study contributes to the post-adoption IS literature and sheds light on the interesting area of social media participation. Additionally, this study enriches the online gaming research by demonstrating gender differences.

Article
Publication date: 16 August 2022

Shu-Chiung Lin, Hsiao-Ting Tseng, Farid Shirazi, Nick Hajli and Pei-Tzu Tsai

Based on the stimulus-organism-response theory, this research constructs the influence of the stimulus factors of the live-streaming shopping environment on consumers'…

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Abstract

Purpose

Based on the stimulus-organism-response theory, this research constructs the influence of the stimulus factors of the live-streaming shopping environment on consumers' psychological situation. It then produces the research model of impulsive purchase intention.

Design/methodology/approach

In this study, the online questionnaire survey method was used to survey users who participated in live-streaming shopping, and a total of 335 valid questionnaires were collected. Then SPSS and SmartPLS were used for data empirical evaluation and hypotheses test.

Findings

Research results show that demand, convenience, interactivity, and playfulness are positively stimulating consumers' perceived enjoyment. And their perceived enjoyment directly drives their intention of impulsive purchase.

Practical implications

The choice of the live streaming platform, the design of the interactive interface, and the design of the shopping process are all factors that the streamer must carefully consider. The results of this study can be used as a reference for the development of live-streaming shopping and provide the industry with an understanding of the main factors that affect users' live streaming and impulsive purchases to plan an effective live streaming platform and content.

Originality/value

“E-commerce live streaming” is regarded as the latest trend of e-commerce, and impulse buying is regarded as a key factor in the success of transactions. This research has developed factors that influence impulsive purchases after watching live streaming based on the SOR theory.

Details

Asia Pacific Journal of Marketing and Logistics, vol. 35 no. 6
Type: Research Article
ISSN: 1355-5855

Keywords

Article
Publication date: 4 November 2019

Ching-I Teng

Online games are popular electronic commerce platforms in which gamers use avatars to interact with others. Avatar identification (the extent to which gamers regard avatars as an…

1804

Abstract

Purpose

Online games are popular electronic commerce platforms in which gamers use avatars to interact with others. Avatar identification (the extent to which gamers regard avatars as an extension of themselves) is known to be related to online gamer loyalty. However, few studies have examined how avatars could be designed to enhance avatar identification and online gamer loyalty, indicating a gap. Therefore, the purpose of this paper is to contextualize self-affirmation theory into online gaming contexts, identified key theoretical elements and examined how they are related to avatar identification and online gamer loyalty.

Design/methodology/approach

This study surveyed 1,348 massively multi-player online role-playing game players, and their responses were analyzed using structural equation modeling.

Findings

The analytical results indicate that irreplaceability within a team and avatar customization are positively related to unique avatar image, while avatar customization is positively related to positive avatar image. Moreover, avatar physical attractiveness and avatar ability to achieve are positively related to positive avatar image. Both unique and positive images of an avatar (as perceived by the user) are positively related to avatar identification, and further to online gamer loyalty.

Originality/value

This study proposes new constructs: irreplaceability within a team, avatar ability to achieve, unique avatar image and positive avatar image. Such new constructs provide insights to aid electronic commerce managers in avatar design, thus instilling gamer identification with avatars, and thus loyalty.

Article
Publication date: 22 November 2022

Susana C. Silva, Roberta De Cicco, Božidar Vlačić and Maher Georges Elmashhara

Chatbots represent an undeniable player between online retailers and customers as they boost operational efficiency and bring cost savings to businesses while offering convenience…

2034

Abstract

Purpose

Chatbots represent an undeniable player between online retailers and customers as they boost operational efficiency and bring cost savings to businesses while offering convenience for customers in terms of timing and immediacy. However, as chatbots represent a new-born online touchpoint in retailing, especially when it comes to online pre-purchase and purchase experience, this study examines whether and how effort expectation, facilitating condition, performance expectancy, social influence, trust, perceived risk and flow affect consumers' intention to use chatbots for online shopping. The purpose of this paper is to address this issue.

Design/methodology/approach

A total of 226 respondents participated in an online survey. Participants were asked to try a new online service and interact with a chatbot designed using Chatfuel, a platform within the Facebook Messenger setting. Structural equation modelling was used to test the proposed research model regarding the intention to use chatbots.

Findings

This study discusses the importance of offering useful and trustworthy conversational agents for online shopping and argues and explains the insignificant paths amongst other studied factors and intention to use chatbots concluding with the need to explore more drivers for such contemporary technologies. Moreover, the findings indicate that trust turns out to be an important predictor of behavioural intention towards chatbots, in addition to its role in mitigating perceived risk and enhancing flow experience.

Originality/value

Given the lack of empirical evidence related to chatbots applied for business purposes, this paper fills a gap in this research field and provides a deeper understanding of what leverages consumers' intention to use chatbots for online shopping.

Details

International Journal of Retail & Distribution Management, vol. 51 no. 3
Type: Research Article
ISSN: 0959-0552

Keywords

Article
Publication date: 17 March 2021

Qianwen Yang and Xiang Gong

The engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the…

2423

Abstract

Purpose

The engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games and highlights the impacts of game design features, namely, mobile user interface and mobile game affordance.

Design/methodology/approach

The research model was empirically validated using a longitudinal survey data from 410 mobile game users in China.

Findings

The empirical results offer several key findings. First, mobile user interface and mobile game affordance positively affect telepresence and social presence, which lead to meaningful engagement and mobile game addiction. Second, a high-quality of mobile user interface positively moderates the effects of mobile game affordance on telepresence and social presence.

Originality/value

This study contributes to the literature by theorizing and empirically testing the impacts of game design features on the engagement-addiction dilemma.

Article
Publication date: 2 October 2018

Xinru Page, Pamela Wisniewski, Bart P. Knijnenburg and Moses Namara

The purpose of this paper is to investigate the motivations, concerns, benefits and consequences associated with non-use of social media. In doing so, it extends Wyatt’s commonly…

1145

Abstract

Purpose

The purpose of this paper is to investigate the motivations, concerns, benefits and consequences associated with non-use of social media. In doing so, it extends Wyatt’s commonly used taxonomy of non-use by identifying new dimensions in which to understand non-use of social media. This framework encompasses a previously unidentified category of non-use that is critical to understand in today’s social media environment.

Design/methodology/approach

This is an exploratory interview study with 17 self-identified social media non-users distributed across age groups and socioeconomic backgrounds. A thematic analysis is conducted based on a novel extension of Wyatt’s framework and the risk-benefits framework. This is supplemented by open coding to allow for emerging themes.

Findings

This paper provides empirical insights into a formerly uninvestigated population of non-users who are prevented from using social media because of social engagement (rather than functional) barriers. It identifies how these individuals face social consequences both on and off social media, resulting in social disenfranchisement.

Research limitations/implications

This is an initial exploration of the phenomenon using an interview study. For generalizability, future research should investigate non-use with a broader and random sample.

Practical implications

This paper includes design recommendations and implications for social media platform designers to mitigate the consequences experienced by socially disenfranchised non-users.

Social implications

Addressing concerns of this newly identified class of non-users is of utmost importance. As others are increasingly connected, these non-users are left behind and even ostracized – showing the dark sides of social media use and non-use.

Originality/value

This work identifies types of non-use of social media previously unrecognized in the literature.

Details

Internet Research, vol. 28 no. 5
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 5 August 2019

Shoufeng Ma, Shixin Zhang, Geng Li and Yi Wu

Based on the literature on information security (InfoSec) education and uses and gratifications theory, the purpose of this paper is to propose and test a research model to…

2271

Abstract

Purpose

Based on the literature on information security (InfoSec) education and uses and gratifications theory, the purpose of this paper is to propose and test a research model to examine the impact of InfoSec education on social media usage.

Design/methodology/approach

The authors employed structural equation modeling to test the research model, with a survey data set of 293 valid subjects from a WeChat subscription about InfoSec education named secrecy view.

Findings

The results reveal the significant impacts of perceived content quality, perceived social influence and perceived entertainment on user satisfaction in the context of security education and social media. User satisfaction is significantly associated with user stickiness and security knowledge improvement. Additionally, the authors found that user’s security awareness moderated the effect of perceived entertainment on user satisfaction.

Research limitations/implications

Using a single sample might constrain the contributions of this study.

Practical implications

The authors suggest practical guidelines for InfoSec education on social media by enhancing perceived content quality. Moreover, due to diverse user attributes, the social media operators should recommend targeted content to different users.

Originality/value

This study contributes to studies on InfoSec education of social media usage and identifies factors that affect user satisfaction with social media. Furthermore, the study enriches the security education practices by uncovering differences in security awareness with regard to user satisfaction.

Details

Aslib Journal of Information Management, vol. 71 no. 5
Type: Research Article
ISSN: 2050-3806

Keywords

Article
Publication date: 17 August 2012

Jihyeong Son, Amrut Sadachar, Srikant Manchiraju, Ann Marie Fiore and Linda S. Niehm

“Collaborative customer co‐design websites” (CCCWs), reflect a combination of co‐design and social networking. While this technology is presently emerging, little research has…

1803

Abstract

Purpose

“Collaborative customer co‐design websites” (CCCWs), reflect a combination of co‐design and social networking. While this technology is presently emerging, little research has explored consumer perception of the underlying benefits and impediments of CCCW features. Therefore, the purpose of this paper is to investigate the perceived benefits and impediments offered by a CCCW and its influence on consumer acceptance of this technology.

Design/methodology/approach

The Technology Acceptance Model (TAM) with additional variables (perceived playfulness, perceived social risk, and mass confusion) was employed to examine the effects of CCCW features on consumers' beliefs about the CCCW and their consequent intention to use a CCCW. An online, scenario‐based survey was used to collect responses from college students (n=223). Data were analyzed using structural equation modeling.

Findings

Results of structural model testing indicated that perceived playfulness had the largest influence on intentions to use the CCCW. Additionally, perceived social risk associated with the CCCW negatively influenced consumers' intention to use the website. Contrary to expectations, mass confusion positively influenced consumers' intentions to use the CCCW.

Originality/value

Successful online co‐design retailers have begun to utilize social networking features for customer collaboration. Yet, there is scant research that explores the features leading to consumer acceptance of this technology during the collaborative customer co‐design process. Focusing on this problem, the present paper empirically tested perceived benefits and impediments regarding acceptance of a CCCW. The findings suggest that online retailers who adopt a CCCW as a business strategy may relay the value added benefits to consumers by: promoting how this technology relieves customers' perceived social risk; and underscoring the fun and enjoyment aspects of CCCWs to encourage website use and patronage.

Article
Publication date: 24 January 2019

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…

1780

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.

Details

Internet Research, vol. 29 no. 2
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 15 July 2019

Crystal T. Lee and Sara H. Hsieh

With the rapid surge of mobile marketing, an increasing number of brands have launched branded emoticons in an attempt to build brand relationships with consumers. Despite the…

1737

Abstract

Purpose

With the rapid surge of mobile marketing, an increasing number of brands have launched branded emoticons in an attempt to build brand relationships with consumers. Despite the apparent promise of branded emoticon usage, there is only limited academic research on branded emoticons. This paper aims to build on impression management theory and the conceptualization of cuteness to investigate how the effect of cuteness in branded emoticon design influences perceived playfulness in mobile instant messaging (MIM) interaction and the creation of brand engagement in self-concept.

Design/methodology/approach

Consumers with usage experience of branded emoticons in MIM apps were recruited to complete an online survey. Partial least squares structural equation modelling was used to analyze the data.

Findings

Two facets of cuteness – kindchenschema cuteness and whimsical cuteness – can project a favourable social image to consumers that facilitates playfulness in social interaction and enhances brand engagement in self-concept, which leads to their willingness to purchase the brand and stickiness to the MIM apps.

Originality/value

The popularity of branded emoticons represents a new form of social interaction and an innovative way to build brand relationships. The present study is the first to examine the design aspects of branded emoticons and highlights that the cuteness of a branded emoticon may be a crucial factor in engaging consumers in MIM.

Details

Journal of Product & Brand Management, vol. 28 no. 7
Type: Research Article
ISSN: 1061-0421

Keywords

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