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Book part

Arief Rahman

Citizens are substantial stakeholders in every e-government system, thus their willingness to use and ability to access the system are critical. Unequal access and…

Abstract

Citizens are substantial stakeholders in every e-government system, thus their willingness to use and ability to access the system are critical. Unequal access and information and communication technology usage, which is known as digital divide, however has been identified as one of the major obstacles to the implementation of e-government system. As digital divide inhibits citizen’s acceptance to e-government, it should be overcome despite the lack of deep theoretical understanding on this issue. This research aimed to investigate the digital divide and its direct impact on e-government system success of local governments in Indonesia as well as indirect impact through the mediation role of trust. In order to get a comprehensive understanding of digital divide, this study introduced a new type of digital divide, the innovativeness divide.

The research problems were approached by applying two-stage sequential mixed method research approach comprising of both qualitative and quantitative studies. In the first phase, an initial research model was proposed based on a literature review. Semi-structured interview with 12 users of e-government systems was then conducted to explore and enhance this initial research model. Data collected in this phase were analyzed with a two-stage content analysis approach and the initial model was then amended based on the findings. As a result, a comprehensive research model with 16 hypotheses was proposed for examination in the second phase.

In the second phase, quantitative method was applied. A questionnaire was developed based on findings in the first phase. A pilot study was conducted to refine the questionnaire, which was then distributed in a national survey resulting in 237 useable responses. Data collected in this phase were analyzed using Partial Least Square based Structural Equation Modeling.

The results of quantitative analysis confirmed 13 hypotheses. All direct influences of the variables of digital divide on e-government system success were supported. The mediating effects of trust in e-government in the relationship between capability divide and e-government system success as well as in the relationship between innovativeness divide and e-government system success were supported, but was rejected in the relationship between access divide and e-government system success. Furthermore, the results supported the moderating effects of demographic variables of age, residential place, and education.

This research has both theoretical and practical contributions. The study contributes to the developments of literature on digital divide and e-government by providing a more comprehensive framework, and also to the implementation of e-government by local governments and the improvement of e-government Readiness Index of Indonesia.

Details

E-Services Adoption: Processes by Firms in Developing Nations
Type: Book
ISBN: 978-1-78560-325-9

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Article

E.W.T. Nga and T.C.E. Cheng

This paper presents the findings based on a survey conducted to examine the status and extent of the use of computer‐based technology (CBT) to support “quality”, including…

Abstract

This paper presents the findings based on a survey conducted to examine the status and extent of the use of computer‐based technology (CBT) to support “quality”, including such aspects as quality control, quality assurance and quality management, in Hong Kong. Five main categories of CBTs, namely decision support systems (DSSs), group support systems (GSSs), executive information systems (EISs), expert systems (ESs) and artificial neural networks (ANNs), in support of quality are surveyed. The survey findings indicate that CBT usage to support quality in Hong Kong is low, particularly ESs and ANNs. This is partly due to a lack of awareness regarding the potential of CBTs in supporting quality among their potential users, and partly because of a lack of availability of suitable software to support their use. This paper represents a first attempt to examine the real‐life use of CBTs in support of quality. Based on the research findings, we have identified several opportunities for further research and suggested a number of research directions for CBTs to support “quality”in practice.

Details

International Journal of Quality & Reliability Management, vol. 15 no. 8/9
Type: Research Article
ISSN: 0265-671X

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Article

Yung-Ting Chuang and Yi-Hsi Chen

The purpose of this paper is to apply social network analysis (SNA) to study faculty research productivity, to identify key leaders, to study publication keywords and…

Abstract

Purpose

The purpose of this paper is to apply social network analysis (SNA) to study faculty research productivity, to identify key leaders, to study publication keywords and research areas and to visualize international collaboration patterns and analyze collaboration research fields from all Management Information System (MIS) departments in Taiwan from 1982 to 2015.

Design/methodology/approach

The authors first retrieved results encompassing about 1,766 MIS professors and their publication records between 1982 and 2015 from the Ministry of Science and Technology of Taiwan (MOST) website. Next, the authors merged these publication records with the records obtained from the Web of Science, Google Scholar, IEEE Xplore, ScienceDirect, Airiti Library and Springer Link databases. The authors further applied six network centrality equations, leadership index, exponential weighted moving average (EWMA), contribution value and k-means clustering algorithms to analyze the collaboration patterns, research productivity and publication patterns. Finally, the authors applied D3.js to visualize the faculty members' international collaborations from all MIS departments in Taiwan.

Findings

The authors have first identified important scholars or leaders in the network. The authors also see that most MIS scholars in Taiwan tend to publish their papers in the journals such as Decision Support Systems and Information and Management. The authors have further figured out the significant scholars who have actively collaborated with academics in other countries. Furthermore, the authors have recognized the universities that have frequent collaboration with other international universities. The United States, China, Canada and the United Kingdom are the countries that have the highest numbers of collaborations with Taiwanese academics. Lastly, the keywords model, system and algorithm were the most common terms used in recent years.

Originality/value

This study applied SNA to visualize international research collaboration patterns and has revealed some salient characteristics of international cooperation trends and patterns, leadership networks and influences and research productivity for faculty in Information Management departments in Taiwan from 1982 to 2015. In addition, the authors have discovered the most common keywords used in recent years.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

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Article

Gen-Yih Liao, Thi Tuan Linh Pham, Tzu-Ling Huang, T.C.E. Cheng and Ching-I Teng

Online games are prevalent internet applications and are known for satisfying the various needs of users. Nonetheless, little is known about whether online games could be…

Abstract

Purpose

Online games are prevalent internet applications and are known for satisfying the various needs of users. Nonetheless, little is known about whether online games could be a resort for users encountering workplace frustration. Explaining how workplace frustration and users' need satisfaction affect loyalty of online gamers, this study aims to formulate hypotheses and develop a framework based on the self-determination theory (SDT).

Design/methodology/approach

The authors use an online survey to collect 848 responses and use structural equation modelling to test the hypotheses.

Findings

The authors find that workplace frustration, autonomy need satisfaction and competence need satisfaction are positively related to online gamer loyalty. Moreover, workplace frustration enhances the link between competence need satisfaction and online gamer loyalty.

Originality/value

The authors are the first to use SDT to identify the three antecedents and the moderator of online gamer loyalty. Our findings offer a key message that game providers could design effective means to retain their gamers by understanding their gamers' workplace frustration and informing them that playing games could alleviate the associated negative feelings.

Details

Industrial Management & Data Systems, vol. 121 no. 5
Type: Research Article
ISSN: 0263-5577

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Article

Gen-Yih Liao, Tzu-Ling Huang, T.C.E. Cheng and Ching-I Teng

Relational cohesion theory posits that relational cohesion helps build relationships among communication partners, implying that users would expect a growth in relations…

Abstract

Purpose

Relational cohesion theory posits that relational cohesion helps build relationships among communication partners, implying that users would expect a growth in relations or making more friends in the future. However, little is known about expectancy of a better future state of relations, i.e. expectancy of relational growth, and its impact on users' continued engagement in online communication. Our study extends relational cohesion theory to explain how expectancy of relational growth impacts online gamer loyalty.

Design/methodology/approach

We test the framework using structural equation modeling to analyze a large sample of 1,429 responses from online gamers.

Findings

We find that expectancy of relational growth is positively related to norm compliance and relational cohesion, which are further related to network convergence and interdependence, fostering online gamer loyalty.

Originality/value

The findings contribute to relational cohesion theory by identifying novel sources of relational cohesion, i.e. expectancy of relational growth and norm compliance. Hence, game providers should create gamers' expectancy of growth in online relationships. Such expectancy could motivate continued gaming communication, even when gamers are not satisfied with the current state of online relationships. Moreover, we propose the new concept of expectancy of relational growth, which should have a strong impact on online communication in various areas.

Details

Internet Research, vol. 30 no. 5
Type: Research Article
ISSN: 1066-2243

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Article

Yung-Ming Cheng

The purpose of this study is to propose an integrated model based on expectation–confirmation model (ECM), flow theory and human–organization–technology fit framework to…

Abstract

Purpose

The purpose of this study is to propose an integrated model based on expectation–confirmation model (ECM), flow theory and human–organization–technology fit framework to examine whether human, organizational and technology factors as antecedents to medical professionals' beliefs can affect their continuance intention of the cloud-based e-learning system.

Design/methodology/approach

Sample data for this study were collected from medical professionals at five hospitals in Taiwan. A total of 500 questionnaires were distributed, and 368 (73.6%) useable questionnaires were analyzed using structural equation modeling in this study.

Findings

Synthetically speaking, human, organizational and technology factors, as antecedents to medical professionals' continuance intention of the cloud-based e-learning system have been examined, and the results strongly support the research model with all hypothesized links being significant.

Originality/value

Particularly, it is worth mentioning that the application of capturing both ECM and flow theory for completely explaining three types of factors (i.e. human, organizational and technology factors) as external variables to medical professionals' cloud-based e-learning continuance intention is well documented, that is, information systems (IS) and nonIS determinants are simultaneously evaluated, and extrinsic and intrinsic motivators are both taken into consideration in this study's theoretical development of medical professionals' cloud-based e-learning continuance intention to acquire a more comprehensive and robust analysis.

Details

Journal of Enterprise Information Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1741-0398

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Article

Fan-Chen Tseng, T.C.E. Cheng, Kai Li and Ching-I Teng

No studies in the extant literature have explored the role of media richness, i.e., the ability of media to enhance understanding among communication partners in a timely…

Abstract

Purpose

No studies in the extant literature have explored the role of media richness, i.e., the ability of media to enhance understanding among communication partners in a timely manner, in determining customer loyalty to mobile instant messaging (MIM). Grounded in media richness theory, the purpose of this paper is to examine how media richness influences customer perceived values, consequently contributing to customer loyalty to MIM.

Design/methodology/approach

Collecting data by an online survey, the authors apply partial least square procedures for hypothesis testing.

Findings

The authors obtain the following findings: multiple cues are positively related to functional value; immediate feedback is positively related to social value; personal focus is positively related to self-expressive value; language variety is positively related to all the above values that lead to user loyalty; and language variety has the strongest effect on user loyalty to MIM.

Originality/value

A first attempt to examine the impact of media richness on user loyalty to MIM, this study provides insights for MIM service providers to make decisions to build loyal user bases.

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Article

Rachel W.Y. Yee, Peter K.C. Lee, Andy C.L. Yeung and T.C.E. Cheng

Employee learning is imperative in the dynamic service environment; yet, much is still unknown about its strategic importance. The purpose of this paper is to extend the…

Abstract

Purpose

Employee learning is imperative in the dynamic service environment; yet, much is still unknown about its strategic importance. The purpose of this paper is to extend the understanding of learning by focusing on the strategic importance of learning goal orientation (LGO) in customer-contact employees in service industries characterized with high customer contact.

Design/methodology/approach

This paper adopts the multi-method approach by conducting two studies in the high-contact service sector. Study 1 is a large-scale, multiple-respondent survey that investigates the associations between LGO and its antecedents and performance outcomes. To supplement study 1, study 2 embraces case studies that identify the managerial supportive practices and outcomes of customer-contact employees’ learning behaviors.

Findings

The results of study 1 demonstrate that employees’ affective organizational commitment does not yield higher-quality services unless the service employees are learning oriented. The findings of study 1 also indicate that management commitment to service quality has positive effects on both LGO and affective organizational commitment. In study 2, the results reveal the practical methods that managers can employ to effectively promote such activities.

Originality/value

This research offers novel insights into research on learning by showing the strategic importance of LGO to enhancing high-contact service firms’ performance and the practical means of fostering LGO in customer-contact employees.

Details

Management Decision, vol. 56 no. 4
Type: Research Article
ISSN: 0025-1747

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Article

Yung-Ming Cheng

The purpose of this study is to propose a research model based on expectation-confirmation model (ECM) to examine whether interactivity and course quality factors (i.e

Abstract

Purpose

The purpose of this study is to propose a research model based on expectation-confirmation model (ECM) to examine whether interactivity and course quality factors (i.e. course content quality, course design quality) as antecedents to student beliefs can influence students' satisfaction and continuance intention of the cloud-based electronic learning (e-learning) system within the educational institution.

Design/methodology/approach

Sample data were collected from students enrolled in a comprehensive university in Taiwan. A total of 600 questionnaires were distributed in the campus, and 515 (85.8%) useable questionnaires were analyzed using structural equation modeling.

Findings

Findings showed that students' perceptions of interactivity, course content quality and course design quality positively significantly contributed to their perceived usefulness, confirmation and satisfaction with the cloud-based e-learning system, which in turn directly or indirectly led to their continuance intention of the system. Thus, the results strongly supported the research model based on ECM via positioning key constructs as the drivers with all hypothesized links being significant.

Originality/value

This study identifies three factors (i.e. interactivity, course content quality, course design quality) as drivers from the learner perspective within the cloud-based e-learning environment, and links these factors to students' satisfaction and continuance intention of the cloud-based e-learning system based on ECM. It is particularly worth mentioning that the three drivers can serve as precursors for recognizing the determinants that are crucial to understand students' satisfaction and continuance intention of the cloud-based e-learning system. Hence, this study may provide new insights in nourishing the cloud-based e-learning continuance literature in the future.

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Article

Gen-Yih Liao, Tzu-Ling Huang, T. C. E. Cheng and Ching-I Teng

Online gamers form communities and offer game makers various revenue sources. Gamers' continual revenue contributions should depend on their commitment to gaming…

Abstract

Purpose

Online gamers form communities and offer game makers various revenue sources. Gamers' continual revenue contributions should depend on their commitment to gaming communities (CGC), where they rely heavily on communication media that carry rich information or provide enhanced media richness. However, no study has yet examined how to use the four elements of media richness to fuel gamers' CGC, revealing a research gap. Seeking to fill this gap, this study constructs a research framework and formulates hypotheses based on media richness theory (MRT).

Design/methodology/approach

This study obtained responses from 1,971 online gamers and applied structural equation modeling to test the hypotheses.

Findings

This study finds that the four media richness elements have selective impacts on network convergence and interdependence that result in CGC. Moreover, compared with interdependence, network convergence has a stronger impact on CGC.

Originality/value

The findings offer online game makers insights that will enable them to design the communication functions in games to support the formation of strongly connected gamer communities. Moreover, the findings advance MRT by showing its ability to explain the formation of online gaming communities.

Details

Industrial Management & Data Systems, vol. 120 no. 7
Type: Research Article
ISSN: 0263-5577

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