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Article
Publication date: 25 September 2021

Lejla Turulja and Merima Činjarević

This study aims to apply the stimulus-organism-response framework to uncover the underlying mechanism by which the perceived helpfulness of online customer reviews (OCRs) drives…

Abstract

Purpose

This study aims to apply the stimulus-organism-response framework to uncover the underlying mechanism by which the perceived helpfulness of online customer reviews (OCRs) drives behavioural intentions in mobile travel app commerce. Also, the current study explores how vendor-driven perceived usefulness of a product and its attributes influence the mediated relationship between perceived helpfulness of OCRs (OCRs helpfulness) and behavioural intentions.

Design/methodology/approach

The online survey (n = 151) was used to collect the data. The authors used structural equation modelling and the bias-corrected bootstrap method to test the proposed conceptual model for mediation and moderated-mediation effect.

Findings

Findings indicate that the perceived OCRs helpfulness has an indirect positive effect, via trust and attitude, on travel app downloading intention. Moreover, results suggest that the presence of vendor cues (vendor-generated informational content about a travel app) does not significantly moderate the mediating effect of perceived OCRs helpfulness on travel app downloading intention.

Originality/value

The present study reinforces the applicability of the warranting principle in the context of travel app commerce by exploring the relative effectiveness of customer-generated and vendor-generated informational content in influencing travel app downloading intention.

研究目的

本研究旨在应用SOR框架来解释在线评论的有效性影响在旅行APP行为意向的潜在机理。此外,本研究探索了供应商驱动的对产品的认知有效性和商品属性来影响认知有效性和行为意向的中介关系。

研究设计/方法/途径

本研究运用网络调研 (n=151)来收集数据。本论文运用结构方程建模和偏差纠正辅助程序来测试提出的理论模型和调节式中介作用。

研究发现

研究结果显示在线评论的有效性通过信任度和态度对旅行APP的下载使用意向具有间接正相关的作用。此外,结果显示当供应商信息(供应商制定的有关旅行APP的信息内容)并不能有效调节网络顾客评论对下载意向的中介作用。

研究原创性/价值

本研究加强了担保原则在旅行APP贸易背景下的适用性,探索了顾客驱动和供应商驱动的信息内容对旅行APP下载意向影响的相对有效性。

Article
Publication date: 12 July 2013

Mahmood Hajli

Social relationships on the internet through the emergence of Web 2.0 applications created new opportunities for business. This is mainly because of the growth of social…

8899

Abstract

Purpose

Social relationships on the internet through the emergence of Web 2.0 applications created new opportunities for business. This is mainly because of the growth of social networking sites, which has also developed e‐commerce. The current development in e‐commerce opened a new stream, entitled social commerce, which is using social technologies to create an environment for generating social interactions. These social interactions can drive online social support in e‐commerce, which in turn is creating trust and an increased intention to use social commerce.

Design/methodology/approach

This research used social support theory and related theories on intention to use to propose a theoretical framework for the adoption of social commerce.

Findings

The model predicts that forums and communities, ratings, reviews, referrals and recommendations are helping to introduce new business plans for e‐vendors. The model also shows trust is an on‐going issue in e‐commerce and can be built through social commerce constructs.

Research limitations/implications

There is limited research in the area of social commerce which this study seeks to redress. This study proposes a new model which can be extended by other constructs. However, the research needs to empirically test the constructs of the proposed model and their relationship.

Originality/value

This paper introduces social commerce constructs, namely; recommendations and referrals, forums and communities and rating and reviews. The bases of the model proposed in this research are IT adoption and literature in the area such as PU and intention to buy or trust. These highlight the key role of ICT in the behaviour of online customers. This can be a development for e‐commerce adoption models and the results signify that IS has a reference discipline for the behaviour of online consumers. This is an issue in marketing where not enough attention is paid to the importance of IT and IS.

Details

Information Management & Computer Security, vol. 21 no. 3
Type: Research Article
ISSN: 0968-5227

Keywords

Article
Publication date: 17 April 2020

Le Wang, Yu Gao, Jie Yan and Jianqun Qin

The purpose of this paper is to facilitate understanding of how to convert free players to paid consumers in free-to-play games.

2162

Abstract

Purpose

The purpose of this paper is to facilitate understanding of how to convert free players to paid consumers in free-to-play games.

Design/methodology/approach

Drawing on the consumption value framework and affordance theory, the present study argues that in-game purchase behaviors are determined by multiple consumption values of in-game items. The perceptions of consumption values were influenced by game affordances. The model was tested, using data from an empirical survey with 2,006 free-to-play game players.

Findings

Monetary, enjoyment and social values of in-game items positively predict purchase behaviors in free-to-play games. Game fairness and balance of challenges and skills significantly influence perceived enjoyment value.

Research limitations/implications

The findings of this study provide operable implications to facilitate in-game consumption. The model was tested within the context of free-to-play multiplayer online battle arena (MOBA) games; however, caution is advisable when generalizing the findings to other subgenre of games.

Originality/value

This study extended and thus validated the consumption value framework in the context of free-to-play MOBA games. This study explored the antecedents of consumption values from the perspective of game affordance.

Details

Information Technology & People, vol. 34 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

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