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1 – 10 of over 1000Mohamed M. Elsotouhy, Abdelkader M.A. Mobarak, Mona I. Dakrory, Mohamed A. Ghonim and Mohamed A. Khashan
Because the success of m-payment services depends on the enablers and barriers that affect user satisfaction, the present research explores the effects of perceived value and…
Abstract
Purpose
Because the success of m-payment services depends on the enablers and barriers that affect user satisfaction, the present research explores the effects of perceived value and sacrifices on users' satisfaction with m-payment services. The predicted relationships among perceived value, perceived sacrifices, users' satisfaction, continuance intention, word-of-mouth (WOM), shopping effectiveness, quality of life (QOL) and stickiness were established based on the mobile technology acceptance model (MTAM) and the value-based adoption model (VAM).
Design/methodology/approach
A representative data sample of 430 Egyptian banking clients was analyzed to test the hypotheses using partial least squares-structural equation modeling (PLS-SEM).
Findings
The findings revealed that all perceived value constructs significantly positively affect users' satisfaction. Moreover, all perceived sacrifice constructs significantly negatively affect users' satisfaction. Users' satisfaction, in turn, has a significant positive effect on continuance intention, WOM, shopping effectiveness, QOL and stickiness with m-payment services.
Originality/value
This is the first study to examine several levels of m-payment outcomes, including m-payment, consumer and bank outcomes, based on the integration of MTAM and VAM models.
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Ylenia Cavacece, Giulio Maggiore, Riccardo Resciniti and Andrea Moretta Tartaglione
The purpose of this paper is to investigate user satisfaction with digital health solutions by identifying and prioritizing different service attributes on the basis of their…
Abstract
Purpose
The purpose of this paper is to investigate user satisfaction with digital health solutions by identifying and prioritizing different service attributes on the basis of their impact on improving user satisfaction.
Design/methodology/approach
Through a literature review and interviews with health professionals and patients, 20 attributes of digital health services provided in Italy have been identified. User satisfaction with these attributes has been evaluated by adopting the Kano model’s continuous and discrete analyses.
Findings
The findings reveal the essential attributes of digital health services that meet users' expectations, identify the attributes that users appreciate or dislike having and highlight unexpected attributes that lead to a significant boost in satisfaction when provided.
Research limitations/implications
This study demonstrates the efficacy of the Kano model in assessing the nonlinear correlation between user satisfaction and the quality of digital health services, thus contributing to fill a gap in the literature in this area. The main limitation of this work is the use of a non-probabilistic sampling method.
Practical implications
This research suggests healthcare institutions and organizations consider user preferences when designing digital health solutions to increase their satisfaction. The results indicate different effects on user satisfaction and dissatisfaction for different categories of attributes in the Italian context.
Originality/value
Previous works studied customer satisfaction with digital health, assuming a linear relationship with service quality, or investigated consumer adoption intentions focusing on the technological factors. This work advances available knowledge by analyzing the nonlinear relationship between digital health attributes and users’ satisfaction and dissatisfaction.
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Jae-Yun Ho, Gyeong Ju, Seoeui Hong, Jaeyoung An and Choong C. Lee
This study investigates the key factors that influence customer satisfaction when interacting with augmented reality shopping assistance applications (ARSAPs). ARSAPs grant…
Abstract
Purpose
This study investigates the key factors that influence customer satisfaction when interacting with augmented reality shopping assistance applications (ARSAPs). ARSAPs grant consumers the capability to experience products in a virtually simulated user environment before product acquisition. With the development of mobile e-commerce due to breakthroughs in smartphone and augmented reality (AR) technologies, there is an increasing potential for these emergent AR mobile services, yet there is a need for further improvement.
Design/methodology/approach
This study initially explored the key satisfaction factors for ARSAPs by utilizing topic modeling of a collection of actual user reviews. These factors are subsequently revisited and complemented by existing literature, and finally verified through logistic regression analysis supported by sentiment analysis.
Findings
This study identified the key factors that influence customer satisfaction with ARSAPs, including visuality, sense of reality, credibility, format, completeness, understandability, relevance, flexibility, response time, reliability, availability, ease of use and privacy. In particular, two additional factors (i.e. visuality and sense of reality) were newly identified as important in the context of AR, despite their previous omissions in existing literature.
Originality/value
This study is the first to investigate the key factors that influence customer satisfaction with ARSAPs from users' perspectives, utilizing topic modeling of a large amount of real-world data on actual user feedback. By identifying new factors (i.e. visuality and sense of reality) that were not identified in previous literature, this study provides important academic implications for a broader understanding of AR and related technologies that are essential elements of the metaverse. This study also provides valuable insights for developers and companies in the e-commerce industry on how to optimize AR applications and develop more targeted and effective marketing strategies in this field.
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Hai Thi Thanh Nguyen, Tommi Tapanainen and Geoffrey Hubona
The advancement of technologies has made it possible for health-care organizations to provide convenient online services that enable people to manage their health conditions…
Abstract
Purpose
The advancement of technologies has made it possible for health-care organizations to provide convenient online services that enable people to manage their health conditions. Although many studies have investigated the adoption and benefits of e-health services, there has been little focus on health-oriented behaviors after adoption, particularly in relation to service quality and user satisfaction.
Design/methodology/approach
This paper is based on the SOR model and service quality theories to investigate behavioral responses, including word-of-mouth, intention to use and intention to act. The authors use a partial least squares structural equation modeling analysis with 194 participants and the diabetes risk test survey in Finland.
Findings
The results show that people are willing to engage in health self-management behaviors if they intend to use the e-health service and are satisfied with it. User satisfaction can be enhanced by improving the visual appeal of the website presentation, the quality of the presented information, as well as the usability of the website, all as components of e-health services.
Originality/value
The authors contribute by creating a construct “intention to act,” referring to health-oriented behaviors resulting from e-health service use. In addition, this study is among the first to apply the SOR model to investigate how user satisfaction leads to intention to use, intention to act and word-of-mouth.
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A.K. Fazeen Rasheed and Janarthanan Balakrishnan
The study examines the influence of various congruity factors (economic, safety and Health, hedonic, and functional) on tourists' satisfaction with sharing economy-based services.
Abstract
Purpose
The study examines the influence of various congruity factors (economic, safety and Health, hedonic, and functional) on tourists' satisfaction with sharing economy-based services.
Design/methodology/approach
A single cross-sectional design is used in the study, with 513 travellers surveyed directly at three different tourist destinations in India. The partial least squares-structural equation modelling approach is used to analyse the data.
Findings
The research shows that congruity factors significantly influence tourists' satisfaction with sharing economy-based services. Moreover, satisfaction is strongly associated with recommendation intention for these services and customer loyalty. Additionally, the intention to recommend directly leads to increased customer loyalty.
Practical implications
The results offer pertinent insights for stakeholders in the sharing economy, including tourism marketers, policymakers and corporations. Aligning services with the identified congruity factors can enhance user satisfaction, boost recommendation rates and foster long-standing customer loyalty.
Originality/value
This study stands out for its thorough investigation into how congruity factors influence tourist satisfaction within the context of the sharing economy. Additionally, by focusing on specific demographic differentiators, such as age (gen Z or old gen) and gender (male or female), the study provides a nuanced understanding that enriches the existing body of knowledge.
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Kifayat Nahiyan Rafi, Mohammad Osman Gani, Nik Mohd Hazrul Nik Hashim, Muhammad Sabbir Rahman and Mohammad Masukujjaman
Using the stimulus–organism–response (SOR) theoretical model, this empirical research aims to examine and validate how tourists’ interactions with 360-degree virtual reality (VR…
Abstract
Purpose
Using the stimulus–organism–response (SOR) theoretical model, this empirical research aims to examine and validate how tourists’ interactions with 360-degree virtual reality (VR) videos incorporating Web navigability and visual interface design quality (stimulus) on travel websites can make tourists more engaged and then satisfied (organism), which could make them more likely to visit destinations and spread electronic word of mouth (e-WOM) (response).
Design/methodology/approach
Using the convenience sampling method, 975 responses were collected through a questionnaire. The data were analysed using Smart-PLS 4 software to investigate the hypothesised relationships.
Findings
The findings demonstrate that 360-degree VR videos significantly create Web user engagement, and Web user engagement is significantly associated with Web user satisfaction. The result shows that Web user engagement and satisfaction impact the intention to visit the tourist destination. Additionally, Web user satisfaction impacts e-WOM. Lastly, navigability and visual interface design quality are significantly moderated between 360-degree VR videos and Web user engagement.
Research limitations/implications
This research only examined the tourists’ behavioural intentions with 360-degree VR videos during the pre-travel phase. In contrast, future research may investigate how tourists behave with VR during the on-site and post-travel phases.
Practical implications
Tourism marketers should not only adopt 360-degree VR but also integrate Web navigability and visual interface design to boost Web users’ engagement on tourism websites.
Originality/value
This study advances the study of VR from the tourists’ psychological perspective. Moreover, the SOR theory has been re-examined from the VR and technology tourism perspectives. It provides a general understanding of the behavioural aspects of tourists in developing countries.
目的
利用刺激-有机体反应(SOR)理论模型, 本实证研究检验并验证了游客与旅游网站上结合了网络导航性和视觉界面设计质量(刺激)的360度虚拟现实(VR)视频的互动如何使游客更投入、更满意(有机体), 这可能使他们更有可能访问目的地并传播电子口碑(响应)。
设计/方法
采用方便抽样法, 通过问卷调查收集了975份回复。使用Smart-PLS 4软件对数据进行分析, 以调查假设的关系。
结果
研究结果表明, 360度虚拟现实(VR)视频显著提高了网络用户参与度, 网络用户参与与网络用户满意度显著相关。结果表明, 网络用户参与度和满意度对旅游目的地的访问意愿有影响。此外, 网络用户满意度也会影响电子口碑。最后, 在360度虚拟现实(VR)视频和网络用户参与度之间, 导航性和视觉界面设计质量显著适中。
研究限制/意义
这项研究只考察了游客在旅行前阶段使用360度虚拟现实(VR)视频的行为意图。相比之下, 未来的研究可能会调查游客在现场和旅行后阶段使用虚拟现实(VR)的行为。
实践意义
旅游营销人员不仅应采用360度虚拟现实(VR), 还应将网络导航性和视觉界面设计相结合, 以提高网络用户对旅游网站的参与度。
原创性
本研究从游客的心理角度推进了虚拟现实(VR) 的研究。此外, 还从虚拟现实(VR)和科技旅游的角度重新审视了SOR 理论。它提供了对发展中国家游客行为方面的一般了解。
Objetivo
Utilizando el modelo teórico estímulo-organismo-respuesta (SOR), esta investigación empírica examinó y validó cómo las interacciones de los turistas con los vídeos de RV de 360 grados que incorporan la navegabilidad web y la calidad del diseño de la interfaz visual (estímulo) en los sitios web de viajes pueden hacer que los turistas se sientan más comprometidos y luego satisfechos (organismo), lo que podría hacerles más propensos a visitar los destinos y a difundir el e-WOM (respuesta).
Diseño/metodología/enfoque
Utilizando el método de muestreo por conveniencia, se recogieron 975 respuestas a través de un cuestionario. Los datos se analizaron mediante el software Smart-PLS 4 para investigar las relaciones hipotetizadas.
Resultados
Los resultados demuestran que los vídeos de RV de 360 grados generan un compromiso significativo de los usuarios de la web y que el compromiso de los usuarios de la web se asocia significativamente con su satisfacción. El resultado muestra que el compromiso y la satisfacción del usuario web repercuten en la intención de visitar el destino turístico. Además, la satisfacción del usuario web influye en el e-WOM. Por último, la navegabilidad y la calidad del diseño de la interfaz visual son significativamente moderadas entre los vídeos de RV de 360 grados y el compromiso del usuario web.
Limitaciones/implicaciones de la investigación
Esta investigación sólo examinó las intenciones de comportamiento de los turistas con los vídeos de RV de 360 grados durante la fase previa al viaje. En cambio, en futuras investigaciones se podría estudiar cómo se comportan los turistas con la RV durante las fases in situ y posterior al viaje.
Implicaciones prácticas
Los profesionales del marketing turístico no sólo deberían adoptar la RV de 360 grados, sino también integrar la navegabilidad web y el diseño de la interfaz visual para potenciar el compromiso de los internautas en los sitios web turísticos.
Originalidad
Este estudio avanza en el estudio de la RV desde la perspectiva psicológica del turista. Además, se ha reexaminado la teoría S-O-R desde las perspectivas de la RV y el turismo tecnológico. Proporciona una comprensión general del aspecto conductual de los turistas en los países en desarrollo.
Details
Keywords
- e-WOM
- 360-Degree virtual reality
- Destination visit intention
- Visual interface design quality
- Web engagement
- Web navigability
- Web satisfaction
- 360 度虚拟现实、网络可导航性、视觉界面设计质量、网络参与度、网络满意度、目的地访问意向、电子口碑。
- Realidad virtual de 360 grados
- Navegabilidad web
- Calidad del diseño de la interfaz visual
- Compromiso web
- Satisfacción web
- Intención de visita al destino
- e-WOM
Hao Zhang, Mengjie Dong and Xueting Zhang
This study seeks to explore the impact of “fear of missing out” (FOMO) and “psychological enhancement” (PE) on addiction to social media applications, subsequently influencing…
Abstract
Purpose
This study seeks to explore the impact of “fear of missing out” (FOMO) and “psychological enhancement” (PE) on addiction to social media applications, subsequently influencing users' life satisfaction and continuous usage intention.
Design/methodology/approach
This research involved the administration of two sets of questionnaires during distinct periods: December 15 to December 30, 2022 and August 26 to September 2, 2023. The participants were college students from three universities in China, and the data collection utilized the “Questionnaire Star” platform. Only responses deemed valid and consistent were included in the subsequent statistical analysis. A total of 1,108 valid samples were used for the final analysis. Analyses including reliability, validity, path analysis, structural equation modeling, mediation effects and moderation effects were conducted using SPSS and AMOS software.
Findings
The study revealed that both FOMO and PE exerted positive influences on users' addiction to social media applications. Furthermore, this addiction was found to have a negative effect on users' life satisfaction while simultaneously contributing positively to their intention to continue using these platforms. The mediating effect of social media application addiction and the moderating impact of self-regulation were also substantiated through the analysis.
Research limitations/implications
Firstly, it is important to note that the research population of this study is limited to college students, which may limit its generalizability and representativeness. Although college students are a group known for their familiarity with and frequent use of smartphones and social media apps, the findings may not fully capture the behaviors of social media app users in other age groups. To enhance the understanding of social media app addiction across different age groups, future studies should consider expanding the research population and conducting multi-group difference analyses. Secondly, while focusing on specific users within a particular region can minimize unexplained variance in model estimation, it may also restrict the broader applicability of the study results. Therefore, future studies should consider testing the research model with diverse groups from different regions and cultural backgrounds. This approach will provide valuable insights into how social media app addiction may vary across various contexts, thereby enriching our understanding of this phenomenon.
Practical implications
Our findings reveal that in the “attention economy” environment shaped by addiction, social media app managers should leverage technology to swiftly and accurately target audiences, attract them to their platforms and cultivate long-term relationships. Encouraging users to develop new beneficial habits through app-specific functions and precise services will foster continuous usage and unlock revenue and marketing opportunities for app companies.
Social implications
Despite the extensive scholarly discourse on social media application addiction, there is a lack of a well-defined framework delineating how addictive user behaviors can be leveraged in the marketing strategies of social media application platforms. The present study seeks to address these gaps, contributing to a better understanding of the formation mechanisms and knowledge systems related to social media application addiction. By investigating the causes and consequences of such addiction, this research offers valuable insights and recommendations for the innovative development of these apps, given their widespread popularity. Concurrently, the study establishes a theoretical basis for the concept that users can mitigate the negative effects of social media addiction by exercising their own self-regulation.
Originality/value
As the functionalities and features of social media apps converge, their individual uniqueness starts to diminish, intensifying the competition among social media companies. This escalating rivalry places higher demands on these companies. This study aims to aid social media app companies in comprehending and analyzing the diverse psychological needs of users. By enriching their platform features and services, leading users towards addiction and gaining an edge in the “Attention Economy” competition. Understanding and catering to users' needs will be instrumental in thriving within this dynamic and evolving attention economy landscape.
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Yingying Yu, Wencheng Su, Zhangping Lu, Guifeng Liu and Wenjing Ni
Spatial olfactory design in the library appears to be a practical approach to enhance the coordination between architectural spaces and user behaviors, shape immersive activity…
Abstract
Purpose
Spatial olfactory design in the library appears to be a practical approach to enhance the coordination between architectural spaces and user behaviors, shape immersive activity experiences and shape immersive activity experiences. Therefore, this study aims to explore the association between the olfactory elements of library space and users’ olfactory perception, providing a foundation for the practical design of olfactory space in libraries.
Design/methodology/approach
Using the olfactory perception semantic differential experiment method, this study collected feedback on the emotional experience of olfactory stimuli from 56 participants in an academic library. From the perspective of environmental psychology, the dimensions of pleasure, control and arousal of users’ olfactory perception in the academic library environment were semantically and emotionally described. In addition, the impact of fatigue state on users’ olfactory perception was analyzed through statistical methods to explore the impact path of individual physical differences on olfactory perception.
Findings
It was found that users’ olfactory perception in the academic library environment is likely semantically described from the dimensions of pleasure, arousal and control. These dimensions mutually influence users’ satisfaction with olfactory elements. Moreover, there is a close correlation between pleasure and satisfaction. In addition, fatigue states may impact users’ olfactory perception. Furthermore, users in a high-fatigue state may be more sensitive to the arousal of olfactory perception.
Originality/value
This article is an empirical exploration of users’ perception of the environmental odors in libraries. The experimental results of this paper may have practical implications for the construction of olfactory space in academic libraries.
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Hashem Alshurafat, Omar Arabiat and Maha Shehadeh
This paper aims to explore the intention to adopt the Metaverse in Islamic banks, with a particular focus on evaluating perceived usefulness, ease of use, user satisfaction and…
Abstract
Purpose
This paper aims to explore the intention to adopt the Metaverse in Islamic banks, with a particular focus on evaluating perceived usefulness, ease of use, user satisfaction and the influence of religiosity. Integrating the technology adoption model (TAM) and religiosity intention model, this study will dissect the multidimensional aspects influencing the acceptance of Metaverse technologies.
Design/methodology/approach
Surveying Islamic bank professionals in Jordan, this study used a structured questionnaire and data augmentation to analyze Metaverse adoption factors. Using partial least squares-structural equation modeling, the relationships between ease of use, usefulness, religiosity and satisfaction were explored.
Findings
The study identifies pivotal relationships among perceived usefulness, ease of use, user satisfaction and religiosity in the context of adopting metaverse technologies in Islamic banks in Jordan. Evidence highlights the dominant role of perceived usefulness and ease in influencing both intention to use and satisfaction levels. Religiosity, while not a direct influencer, plays a collaborative role, underscoring a balanced mix of technological and religious elements that will potentially shape the adoption trajectory of metaverse technologies within this specific banking sector.
Practical implications
Integrating metaverse technologies in Islamic banks necessitates balancing technological advances with Sharia compliance. The study underscores the importance of aligning user experience with religious values and fostering innovation within Islamic ethical guidelines.
Originality/value
This study uniquely integrates the TAM and religiosity-intention model to explore metaverse adoption in Islamic banks, unveiling a nuanced interplay between technology and religious values. It offers practical insights for tailoring innovations in the Islamic financial ecosystem.
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Saleem ur Rahman, Bang Nguyen-Viet, Yen Thi Hoang Nguyen and Sohail Kamran
M-wallets have emerged as one of the most important financial innovations of the 21st century, enabling users to carry digital cash by securely storing payment methods on their…
Abstract
Purpose
M-wallets have emerged as one of the most important financial innovations of the 21st century, enabling users to carry digital cash by securely storing payment methods on their mobile devices. However, the continued use of m-wallets varies among people for several reasons. This study used the technology continuation theory (TCT), gamification and trust factors to examine the variables affecting consumers' intentions to continue using mobile wallets.
Design/methodology/approach
The SmartPLS partial least squares software was used to analyze data from 431 m-wallet users in Vietnam using the structural equation modeling technique.
Findings
The data revealed that the research model can predict users' intentions to continue using mobile wallets. TCT constructs demonstrated strong exploratory power in explaining consumer satisfaction and attitudes towards m-wallets. Furthermore, the study confirmed the direct effect of the perceived effectiveness of gamification on perceived ease of use and attitude, as well as its indirect effect on consumers' continued use intentions of mobile wallets via attitude. In addition, the trust negatively influenced consumers' intentions to continue using m-wallets.
Practical implications
The findings of this study can help researchers, practitioners and policymakers improve m-wallet design, development and adoption, as well as advance financial technology and define the future of digital payments in terms of consumer attraction, engagement and financial inclusion.
Originality/value
Based on TCT theory, this study enriches m-wallet research by examining two important factors, gamification and trust, and thus provides insights into how to improve consumers’ intentions to continue using m-wallets in developing countries. This study offers timely insights into theory and practice regarding these factors. It therefore paves the way for researchers and practitioners to learn how easy, enjoyable and secure the end-user experience should be to keep users engaged with m-wallets.
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