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1 – 10 of over 48000
Article
Publication date: 1 November 2023

Jeong Hyun Kim, Jungkeun Kim, Seongseop (Sam) Kim and Tadesse Bekele Hailu

This paper aims to investigate travelers’ intentions to use ChatGPT and the influential factors affecting their decision-making.

Abstract

Purpose

This paper aims to investigate travelers’ intentions to use ChatGPT and the influential factors affecting their decision-making.

Design/methodology/approach

Four studies were conducted to test three hypotheses. Four groups of respondents totaling 593 (Study 1), 337 (Study 2), 374 (Study 3) and 385 (Study 4) survey participants were used for data analyses.

Findings

Overall, the findings confirmed the impacts of technology usage experience and ChatGPT’s mistakes and provided additional information on travelers’ intentions to use ChatGPT. The four hypotheses were supported.

Originality/value

The findings can help researchers and industry to understand travelers’ intentions to use ChatGPT and their responses to its functions.

研究目的

这项研究调查了旅行者使用ChatGPT的意图, 以及影响其决策的重要因素。

设计/方法/步骤

通过进行四项研究来验证三个假设。四组受访者总共593名(研究1)、337名(研究2)、374名(研究3)和385名(研究4)参与了数据分析。

研究结果

总体而言, 研究结果证实了技术使用经验的影响、ChatGPT的错误并提供了有关旅行者使用ChatGPT意图的更多信息。四个假设均得到了支持。

独创性/价值

研究结果可以帮助研究人员和业界了解旅行者使用ChatGPT的意图, 以及他们对其功能的反应。

Objetivo

Este trabajo investiga la intención de los viajeros en el uso de ChatGPT y su influencia en el proceso de decisión de viaje de los viajeros.

Diseño/Metodología/Enfoque

Se han desarrollado cuatro estudios para probar tres hipótesis. Cuatro grupos de participantes: 593 (Estudio 1), 337 (Estudio 2), 374 (Estudio 3), y 385 (Estudio 4) participantes respondieron la encuesta y sus respuestas utilizadas para el análisis de datos.

Resultados

En resumen, los resultados confirman el impacto de la experiencia de uso de la tecnología, los errores de ChatGPT, proveyendo información adicional sobre la intención de uso de ChatGPT por los viajeros. Las cuatro hipótesis de investigación fueron aceptadas.

Originalidad/Importancia

Los resultados pueden ser útiles para la academia y la industria sobre la comprensión en la intención de uso de ChatGPT, tanto por los viajeros, como sus respuestas sobre su función.

Article
Publication date: 12 September 2020

Yang Xu, EunHa Jeong, Ahmed E. Baiomy and Xiaolong Shao

This study aims to investigate consumers’ intention to use onsite restaurant interactive self-service technology (ORISST) using a modified value attitude-behavior model. To extend…

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Abstract

Purpose

This study aims to investigate consumers’ intention to use onsite restaurant interactive self-service technology (ORISST) using a modified value attitude-behavior model. To extend the understanding of how consumers’ dining value focus could influence their intention to use ORISST, this study examines the conditional indirect effects of restaurant type (quick-service vs fine-dining) within the proposed model.

Design/methodology/approach

An online survey was developed and distributed to randomly selected respondents in the USA. A total of 588 (quick-service: 295; fine-dining: 293) responses were used for the data analysis. Structural equation modeling with a robust maximum likelihood method was used to examine the proposed model. To investigate the moderated effects of restaurant type, a latent moderated mediation model was used.

Findings

The results showed that consumers’ value perceptions toward technology use in restaurants influenced their intention to use ORISST via both hedonic and utilitarian expectations. Latent moderated mediation analyzes revealed that the mediation effect of hedonic expectation between perceived value and the intention was stronger in fine-dining than in quick-service restaurants.

Originality/value

This study extends the understanding of consumer intentions to use interactive self-service technology in restaurants by building on a model that is customer-oriented instead of tech-specific. Furthermore, the conditional effects of restaurant type are investigated using the latent moderated structural equation method. The findings of this study provide guidelines for managers of quick-service and fine-dining restaurants to better incorporate ORISST in their restaurants, to boost customer experiences and to increase operational efficiency.

Details

International Journal of Contemporary Hospitality Management, vol. 32 no. 10
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 25 October 2018

Dawn Owens and Deepak Khazanchi

In an environment of constant technological change, the use of virtual teams (VTs) has become commonplace for many organizations. VTs bring together dispersed individuals with…

1501

Abstract

Purpose

In an environment of constant technological change, the use of virtual teams (VTs) has become commonplace for many organizations. VTs bring together dispersed individuals with varying knowledge and skill sets to accomplish tasks. VTs rely heavily on information technology (IT) as the medium for communication and coordination of work. The issue of establishing and maintaining trust in VTs poses challenges for these dispersed workers. Previous research has established that higher trusting teams have better cooperation and experience improved outcomes. The authors hope to contribute to the literature on trust in VTs by exploring how technology can facilitate high trusting teams. Specifically, the purpose of this paper is to report the results of the research addressing the following question: how does the use of technology capabilities (TCs) afforded by virtual worlds (VWs) affect the development of trust in VTs?

Design/methodology/approach

A multiple case-study approach was used as the primary research design. Each case spanned a two-week period allowing for longitudinal data collection. The research was conducted within a VW setting with an emphasis on IT capabilities that are unique to three-dimensional VWs. Both qualitative and quantitative data collected during this process were analyzed at the group level.

Findings

The authors found that communication, rendering and interaction TCs allowed participants to use the technology to assess individual capabilities. While this paper answers some questions about how TCs can help develop trust in VTs, it also raises many questions. This study offers a model and framework for further work on this topic and encourages researchers to investigate other social and behavioral issues faced by VTs in a VW setting.

Research limitations/implications

While this paper answers some questions about how various TCs can help develop trust in VTs, it also raises many questions. The study results may not be generalizable if the respondents who visit an immersive VW are different from those who do not have sufficient VW experience. However, the authors believe that the relationships between the constructs would remain. Another potential limitation has to do with how often trustfulness/trustworthiness were measured in the study. Measuring trustfulness/trustworthiness at additional points in the study would help determine specific points where these constructs changed. Finally, the study suffers from the common criticisms of case study research. Case research requires direct observation which includes cost, time and access hurdles. However, many of these challenges were addressed by using various data collection methods. Another difficulty is the need for multiple methods for triangulation and lack of controls. Again, the study addressed these difficulties by combining qualitative and quantitative data sources.

Practical implications

This research provides deeper insight for organizations using VTs in terms of how TCs can be used to engender trust. This has implications for how we design collaboration technologies.

Social implications

The fundamental societal implication of this research is the conclusion that human behavior in the present world can potentially carry over in the VW and that TCs can be adapted and used to influence trust in VTs. This has implications for how we design collaboration technologies.

Originality/value

This paper offers practical implications for developing trust in VTs, specifically, how the use of TCs can facilitate trust development. The goal was not to recommend a specific technology platform, but rather explore how unique TCs impact behaviors in VTs. The study identified interesting findings relating to how people use TCs to complete tasks and collaborate on a team. These findings may be used to help develop guidelines and recommendations for using technology to enhance work practices in VTs.

Article
Publication date: 14 April 2014

Yung-Ming Cheng

This study's purposes were to longitudinally examine how interactivity factors as the antecedents to learner beliefs affected learners' intention to use the e-learning system and…

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Abstract

Purpose

This study's purposes were to longitudinally examine how interactivity factors as the antecedents to learner beliefs affected learners' intention to use the e-learning system and explore whether the effects on learners' usage intention of the e-learning system would change over time with increasing learners' usage experience of the system.

Design/methodology/approach

This study gathered sample data from students at a comprehensive university in Taiwan. The sample data were collected in a two-stage survey and were analyzed by using the longitudinal methodology. A total of 252 students agreed to participate in this study, and 225 students effectively participated in both data collections, with a usable response rate of 89.29 percent. Data were analyzed by using structural equation modelling and multiple group analysis.

Findings

Interactivity factors (controllability, responsiveness, two-way communication, and personalization) indirectly affected students' intention to use the e-learning system via the extrinsic motivators (perceived usefulness (PU) and perceived ease of use (PEOU)) and intrinsic motivator (perceived enjoyment (PE)). Besides, students' experience in using the e-learning system moderated the effects of PU, PEOU, and PE on intention to use the system.

Originality/value

Based on the extended technology acceptance model, the empirical evidence on capturing both extrinsic and intrinsic motivators for completely explaining interactivity antecedents of learners' e-learning acceptance is well documented in this study. Besides, it should be noted that this study contributes significantly to the body of research on evaluating whether the effects of learners' beliefs on their usage intention of the e-learning system may change over time with increasing experience in using the system.

Details

International Journal of Web Information Systems, vol. 10 no. 1
Type: Research Article
ISSN: 1744-0084

Keywords

Article
Publication date: 28 August 2009

Raj Agnihotri, Adam Rapp and Kevin Trainor

This study seeks to address the issue of managing buyer‐seller relationships. Specifically, a framework incorporating the constructs of information communication, sales technology

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Abstract

Purpose

This study seeks to address the issue of managing buyer‐seller relationships. Specifically, a framework incorporating the constructs of information communication, sales technology, product knowledge, and customer satisfaction is proposed.

Design/methodology/approach

Empirical support was derived from salesperson survey data combined with customer‐reported satisfaction ratings. All 254 sales representatives of the women's health care division of a pharmaceutical company were surveyed for this research study.

Findings

The results suggest that managers can benefit by extending salesforce training to address not only technical knowledge but also communication skills. Providing technology with the potential to increase customer satisfaction through improved information communication would be beneficial as well.

Practical implications

The research suggests that managers should invest resources not only in providing salespeople with technical knowledge, but also in training them in effective communication skills. Further, the benefit has been shown, in terms of customer satisfaction, of providing technology to support communication between salespeople and customers.

Originality/value

The study uses the relationship marketing approach to explore the critical role of information communication construct in a buyer‐seller exchange process. Moreover, the inclusion of salesperson experience as a possible moderator of the links to this construct brings additional value.

Details

Journal of Business & Industrial Marketing, vol. 24 no. 7
Type: Research Article
ISSN: 0885-8624

Keywords

Article
Publication date: 16 May 2023

Eugene Cheng-Xi Aw, Garry Wei-Han Tan, Keng-Boon Ooi and Nick Hajli

The present study aims to propose a framework elucidating the attributes of mobile augmented reality (AR) shopping apps (i.e., spatial presence, perceived personalization and…

Abstract

Purpose

The present study aims to propose a framework elucidating the attributes of mobile augmented reality (AR) shopping apps (i.e., spatial presence, perceived personalization and perceived intrusiveness) and how they translate to downstream consumer-related outcomes (i.e., immersion, psychological ownership and stickiness to the retailer).

Design/methodology/approach

By conducting a questionnaire-based survey, 308 responses were collected, and the data were submitted to partial least square structural equation modeling (PLS-SEM) and artificial neural network (ANN) analyses.

Findings

A few important findings were generated from the present study. First, attributes of mobile augmented reality shopping apps (i.e., spatial presence, perceived personalization and perceived intrusiveness) influence stickiness to the retailer through immersion and consumer empowerment in serial. Second, immersion positively influences psychological ownership. Third, the optimum stimulation level moderates the relationship between spatial presence and immersion. Lastly, a post-hoc exploratory finding yielded by the multigroup analysis uncovered the moderating effect of gender.

Originality/value

This study offers a novel contribution to the smart retail literature by investigating the role of mobile AR shopping apps in predicting consumers' stickiness to the retailer. A holistic framework elucidating the serial mediating effect of immersion and consumer empowerment, and the moderating roles of optimum stimulation level and gender were validated.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 16 August 2019

Yuri Siregar and Anthony Kent

Despite the growth of digital fashion shopping, many consumers regularly visit physical fashion stores. To enable digital interactions in a physical store, many fashion brands…

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Abstract

Purpose

Despite the growth of digital fashion shopping, many consumers regularly visit physical fashion stores. To enable digital interactions in a physical store, many fashion brands have installed interactive technology. However, studies of consumer engagement with interactive technology in fashion stores remain scarce. The purpose of this paper is to explore the experience with interactive technology in fashion stores.

Design/methodology/approach

A qualitative user experience design (UXD) approach was employed to address the research question. A combination of methods: protocol analysis, observation and interview, was used to collect the data. A prominent UXD framework was utilised to analyse the data.

Findings

There are four themes representing findings: split domain, digital domain merchandise, interactive information and interaction moments. For these, two core concepts were extracted: control over experience via framing and challenges for experience.

Originality/value

This research paper infused a new approach that is UXD into the field of fashion marketing. This shows the possibility to amalgamate those contrasting fields. Moreover, this research paper provides insights particularly about the interactions with a technology in fashion stores.

Details

International Journal of Retail & Distribution Management, vol. 47 no. 12
Type: Research Article
ISSN: 0959-0552

Keywords

Article
Publication date: 28 July 2021

Chenggang Hua, Shu Cole and Nan Xu

This study aims to explore the role of trust and effect of age in the process of technology acceptance.

Abstract

Purpose

This study aims to explore the role of trust and effect of age in the process of technology acceptance.

Design/methodology/approach

Using data collected from an online survey, this study conducts structural equation modeling to assess the relationship between technology adoption and users’ trust in that technology.

Findings

Findings of this study indicate that the formation of trust in technology is based on user experiences (i.e. the perception of usefulness and ease of use), while the perception of trust in technology is similar to human-like trust (i.e. competence and benevolence). This study clarifies that trust has a mediating effect on the relationship between perceived technology ease of use and behavioral intention to use. Trust belief of competence is found to be more effective on adoption behavior than trust belief of benevolence. In exploring the moderating effect of age, results find that easy use of an app is crucial for elderly people to create trust belief in technical competence and develop behavioral control over such technologies. Trust in technology is an essential factor that should be widely applied when analyzing technology adoption behaviors.

Originality/value

This study contributes in three ways. First, it reveals both how trust in technology is formed and the effect of that trust on technology adoption. Second, it extends the discussion of age as a variable in tourism app usage. Third, it shows how the experience of usage influences intentions towards the adoption of tourism apps.

重新认识旅游APP的技术信任:年龄的调节作用

研究目的

本研究旨在探索技术信任和年龄对技术采用行为的作用。

研究设计/方法/途径

本研究通过发放网络问卷收集数据,并构建结构方程模型验证并分析技术信任感知对技术采用行为的影响方式。

研究结果

研究发现,技术信任是基于用户体验而形成的(如,对技术有用性和易用性的感知),用户对技术信任的感知与人际信任相似(如,对其能力信任和善意信任的感知)。研究结果表明,技术信任对感知技术易用性与使用意向之间的关系具有显著的中介作用,在这个过程中,用户更关注技术的能力信任而非其善意信任。此外,年龄对实现技术信任有一定调节作用,如,对于老年人用户而言,易用性更容易建立技术的能力信任,并有效帮助增强其对技术的控制感知。因此,技术信任应作为技术采用行为研究的重要考量因素。

研究原创性/价值

首先,研究揭示了技术信任的实现路径,并解释了用户的技术信任感知对技术采用行为的影响方式。 其次,本文将年龄作为调节变量检验了其对用户技术采用行为的作用。 最后,本文讨论了旅游APP使用体验是如何影响用户采用意向的。

Article
Publication date: 11 January 2024

Yashdeep Singh and P.K. Suri

This study aims to describe the m-learning experience of school students and teachers during the COVID-19 pandemic and explores the factors influencing the continuance intention…

Abstract

Purpose

This study aims to describe the m-learning experience of school students and teachers during the COVID-19 pandemic and explores the factors influencing the continuance intention of m-learning.

Design/methodology/approach

Semistructured interviews of 24 students and 09 teachers of schools in national capital territory (NCT) Delhi, India were conducted over 03 months and transcribed verbatim. A hermeneutic phenomenological design was used to interpret the text and bring out the “lived experiences” of m-learning.

Findings

The following 15 themes or factors influencing continuance intention emerged through the hermeneutic circle: (1) actual usage, (2) attitude, (3) context, (4) extrinsic motivation, (5) facilitating conditions, (6) intrinsic motivation, (7) perceived compatibility, (8) perceived content quality, (9) perceived mobile app quality, (10) perceived teaching quality, (11) perceived usefulness, (12) satisfaction, (13) self-efficacy, (14) self-management of learning and (15) social influence.

Research limitations/implications

The study offers insightful recommendations for school administrators, mobile device developers and app designers. In addition, suggestions for effectively using m-learning during disasters such as COVID-19 have been provided. Several future research directions, including a nuanced understanding of m-assessment and online discussions, are suggested to enhance the literature on m-learning continuance.

Originality/value

The study enriches the literature on m-learning continuance. A qualitative approach has been used to identify relevant factors influencing m-learning continuance intention among secondary and higher secondary level (Grades 9 to 12) school students and teachers in India. In addition, a conceptual framework of the relationships among the factors has been proposed. Further, an analysis of the lived experiences of m-learning during the COVID-19 pandemic indicated several issues and challenges in using m-learning during disasters.

Article
Publication date: 3 May 2016

Anil Bilgihan, Scott Smith, Peter Ricci and Milos Bujisic

Advances in technology and in subsequent guest-related amenities have the potential to improve the guest experience and also increase both guestroom revenues and ancillary room…

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Abstract

Purpose

Advances in technology and in subsequent guest-related amenities have the potential to improve the guest experience and also increase both guestroom revenues and ancillary room revenues. Innovative technologies will be one of the prime differentiators of hotel companies in the twenty-first century. However, it is important for hoteliers to answer questions such as which technology amenities do their guests desire when choosing overnight accommodations? Further, what are the importance levels assigned by guests of these various technology amenities? This study aims to answer the question of how leisure travelers may differ or be similar to business travelers with regard to in-room technology amenities.

Design/methodology/approach

The target population of this study consisted of 2,500 US residents whose email addresses were randomly drawn from a national database company. A series of t-tests and ANOVA were conducted to answer the research questions.

Findings

High-speed internet access and guest device connectivity were perceived more important by business travelers than by leisure travelers.

Research limitations/implications

Recognizing guests’ technology needs and answering those needs are important for hotel operators to remain competitive. While some segments perceive more value in certain technologies, for others it might be an indifferent amenity.

Practical implications

The amount of time guests spend in their rooms directly correlates to increased revenues from in-room dining, in-room amenities offered and, in general, all pay-for-use products and services such as the internet and movies. Therefore, with the right assortment and offering of technology amenities, hotels will increase their revenues from these ancillary revenues. Moreover, a hotel property with the right mixture of desired in-room amenities and services can charge higher rates for their guestroom sales.

Originality/value

The results of this study provide insights into the changing attitudes toward in-room entertainment technology that many hotel developers should take note of.

Details

Journal of Hospitality and Tourism Technology, vol. 7 no. 2
Type: Research Article
ISSN: 1757-9880

Keywords

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