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Article
Publication date: 8 June 2015

Dong-Hee Shin and Janghyun Kim

– The purpose of this paper is to examine whether and how usability and sociability differ in the way they influence users’ experiences using social TV (STV).

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Abstract

Purpose

The purpose of this paper is to examine whether and how usability and sociability differ in the way they influence users’ experiences using social TV (STV).

Design/methodology/approach

The research model is theoretically proposed and empirically tested through a survey of STV users in South Korea. The model was analysed using structural equation modelling, and the results were input to a neural network model to predict adoption.

Findings

Users differ in their emphasis on the identified dimensions when they view STV and socialise through it. Furthermore, the findings show the mediating and moderating roles of perceived sociability on the effect of performance on intention. That is, with sociability, users perceive higher utilitarian value and enjoyable hedonic value and thus are more likely to intend to use STV.

Research limitations/implications

The implications of these findings are discussed in terms of building a theory of sociability and providing practical insights into developing a meaningful sociable TV experiences.

Originality/value

As multidimensional constructs, users’ perceptions of sociability and usability are determined by multiple heterogeneous factors, such as utility and social interaction. This study highlights these two aspects in terms of the rising use of STV.

Details

Online Information Review, vol. 39 no. 3
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 16 December 2019

Wen-Hsuan Lee and Yu-Hsun Lin

The purpose of this paper is to deepen the understanding of why text messages are superseded by using stickers, thus driving instant messaging software (IMS) users’ visual…

Abstract

Purpose

The purpose of this paper is to deepen the understanding of why text messages are superseded by using stickers, thus driving instant messaging software (IMS) users’ visual communication process.

Design/methodology/approach

Drawing on Uses & Gratifications (U&G) theory and using a semantic technique, this research begins by identifying design indices of stickers and user’s perceived gratifications that they describe and evaluate at their first impression of using stickers in Study 1. Study 2 introduces media richness theory and the expectancy model into the framework of U&G theory and further explains several causal linkages from the LINE stickers’ design quality indices to proximal users’ perception of gratifications and distal sticker use intention.

Findings

Study 1 explores four variables, playfulness, variety, delicacy and uniqueness, as stickers’ design quality indices and discloses two user perceptions of gratifications, i.e., the needs of self-expression and of flaunting to someone, as main intrinsic motives for users sending stickers. The results of Study 2 further support the finding that self-expression and a mentality that seeks conspicuousness are two important psychological variables mediating the effects of three design quality indices – playfulness, variety and uniqueness – on visual image use intention.

Originality/value

The main contribution of this research is to verify the psychological mechanism of visualized communication between IMS users. Moreover, the finding extends the digital marketing literature by highlighting conspicuous consumption that occurs not only in consuming luxury goods, but also in costless or cheaper digital product such as IMS stickers.

Details

Online Information Review, vol. 44 no. 1
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 2 February 2021

Donna Wong, Hongfei Liu, Yue Meng-Lewis, Yan Sun and Yun Zhang

This study investigates the use of gamification in promoting the silver generation's adoption of mobile payment technology through the gamified cultural practice of gifting red…

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Abstract

Purpose

This study investigates the use of gamification in promoting the silver generation's adoption of mobile payment technology through the gamified cultural practice of gifting red packets. It considers the effectiveness of using gamification in a cultural context to promote technology acceptance among older adults. This crossover between digital technology and cultural traditions brings unique gaming elements to the adoption of technology.

Design/methodology/approach

Drawing upon technology acceptance Model (TAM) and prospect theory, a research model is evaluated using structural equation modeling. Data were collected via survey from elderly consumers who are current users of WeChat but are yet to use its mobile payment functions.

Findings

The results reveal the perceived effectiveness of gamification is determined by the perceived enjoyment of the game and contributes to users' attitude development, directly and through its perceived usefulness. Perceived risks were identified as a barrier to converting positive attitude into adoption intention.

Research limitations/implications

The findings contribute to the conceptualization and understanding of the effectiveness of gamification in technology adoption, specifically among the silver generation.

Originality/value

In contrast with previous gamification studies on gamified experience, this study introduces a new conceptualization of the perceived effectiveness of gamification and its measurement. This study validates game engagement as being effective in encouraging seniors to adopt a technology. In an era of an aging population where digitization is a norm, improving the digital literacy and digital inclusion of elders by encouraging them to adopt technology is essential to developing a more accessible and inclusive social environment.

Details

Information Technology & People, vol. 35 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 28 February 2020

Yu-Hsin Chen, Min-Cing Chen and Ching-Jui Keng

This study aimed to develop and validate an online live streaming perceived servicescape (OLSPS) scale that can help platform service providers to develop strategies for new live…

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Abstract

Purpose

This study aimed to develop and validate an online live streaming perceived servicescape (OLSPS) scale that can help platform service providers to develop strategies for new live streaming channel promotions.

Design/methodology/approach

This study conceptualized the construct of OLSPS and the four-phase procedure of the 66-item OLSPS scale development, including item generation, item purification, scale validation, measure application and testing of hypotheses. It also provided a research framework to assess audiences' cognition and behavioral intention, and an online survey on 420 live streaming users (social platforms, n = 210; native platforms, n = 210) was conducted.

Findings

This study developed and validated a 35-item OLSPS scale with eight dimensions. The results of the empirical model showed that OLSPS is positively correlated with the audiences' cognition and behavioral intention. Furthermore, parasocial interaction experience showed a positive moderation on channel trust.

Originality/value

This study is a pioneering effort to develop and validate an OLSPS scale. The results could be helpful for researchers in building OLSPS and for managers in assessing and promoting users' acceptance of online live streaming platforms.

Article
Publication date: 21 September 2018

Tyson Ang, Shuqin Wei and Nwamaka A. Anaza

Marketing researchers currently lack a systematic and empirical understanding of digital social viewing strategies. Drawing on social impact theory, this study aims to investigate…

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Abstract

Purpose

Marketing researchers currently lack a systematic and empirical understanding of digital social viewing strategies. Drawing on social impact theory, this study aims to investigate if and how firm-initiated digital social viewing strategies (livestreaming vs pre-recorded) influence consumer viewing experiences and consequential behavioral intentions.

Design/methodology/approach

A scenario-based experiment was conducted with 462 participants. The study involved social viewing strategies in a new product launch context. Data were analyzed using structural equation modeling.

Findings

This study demonstrates that social influence cues (social presence and synchronicity) inherent in a livestreaming strategy induce a more authentic consumer viewing experience than a pre-recorded strategy, which in turn increases consumers’ searching and subscribing intention. However, a company’s social viewing strategy does not moderate the effect of search and subscribe intention on purchase intention.

Research limitations/implications

This study extends the application of social impact theory by showing that social presence and synchronicity impact authentic consumer viewing experiences, which influence consumers’ searching, subscribing and purchasing intention.

Practical implications

This study validates the importance of using social viewing as a viable digital marketing strategy for practitioners. The paper provides marketers ways to increase consumer purchase intention via livestreaming marketing content, particularly for new products.

Originality/value

This study extends the traditional research on social viewing into the realm of digital social viewing. It is among the first to delineate the advantages of both livestreaming and pre-recorded social viewing approaches.

Details

European Journal of Marketing, vol. 52 no. 9/10
Type: Research Article
ISSN: 0309-0566

Keywords

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