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1 – 10 of 248Monalisa Mahapatra and Dianne P. Ford
This study aims to examine a common failure in knowledge sharing, called disengagement from knowledge sharing (DKS), and investigates how technostress may contribute to this…
Abstract
Purpose
This study aims to examine a common failure in knowledge sharing, called disengagement from knowledge sharing (DKS), and investigates how technostress may contribute to this unintentional withholding of knowledge for knowledge workers. The authors apply the Job Demands-Resources (JD-R) model to explain the dual path of technostress creators and inhibitors on DKS via burnout and job engagement. The authors also examine how the pandemic and the changes in remote work and information and communication technology (ICT)-related stress may have impacted DKS.
Design/methodology/approach
Using a time-lag survey, two independent samples of knowledge workers who use information and communication technologies for their jobs were surveyed during early 2020 and mid-2021. Analyses were completed with partial least squares-structural equation modelling.
Findings
Technostress (via the JD-R model) explained DKS. Technostress creators were positively associated with burnout, which was in turn positively related to DKS. Technostress inhibitors were positively associated with job engagement, which in turn was also positively related to disengagement to knowledge sharing. Technostress inhibitors were negatively associated with burnout. Results from the multigroup analysis indicated that technostress inhibitors had a stronger relationship with engagement pre-pandemic than mid-pandemic.
Originality/value
This research addresses a more common source of knowledge sharing failures and illustrates how ICTs may impact this DKS via burnout and job engagement. In addition, this research captures a change in relationships associated with the pandemic.
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Crystal T. Lee, Zimo Li and Yung-Cheng Shen
The proliferation of non-fungible token (NFT)-based crypto-art platforms has transformed how creators manage, own and earn money through the creation, assets and identity of their…
Abstract
Purpose
The proliferation of non-fungible token (NFT)-based crypto-art platforms has transformed how creators manage, own and earn money through the creation, assets and identity of their digital works. Despite this, no studies have examined the drivers of continuous content contribution behavior (CCCB) toward NFTs. Hence, this study draws on the theory of relational bonds to examine how various relational bonds affect feelings of psychological ownership, which, in turn, affects CCCB on metaverse platforms.
Design/methodology/approach
Using structural equation modeling and importance-performance matrix analysis, an online survey of 434 content creators from prominent NFT platforms empirically validated the research hypotheses.
Findings
Financial, structural, and social bonds positively affect psychological ownership, which in turn encourages CCCBs. The results of the importance-performance matrix analysis reveal that male content creators prioritized virtual reputation and social enhancement, whereas female content creators prioritized personalization and monetary gains.
Originality/value
We examine Web 3.0 and the NFT creators’ network that characterizes the governance practices of the metaverse. Consequently, the findings facilitate a better understanding of creator economy and meta-verse commerce.
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Xin Feng, Lei Yu, Weilong Tu and Guoqiang Chen
With the development of science and technology, more creators are trying to use new crafts to represent the cultural trends of the social media era, which makes cultural heritage…
Abstract
Purpose
With the development of science and technology, more creators are trying to use new crafts to represent the cultural trends of the social media era, which makes cultural heritage innovative and new genres emerge. This compels the academic community to examine craft from a new perspective. It is very helpful to understand the hidden representational structure of craft more deeply and improve the craft innovation system of cultural and creative products that we deconstruct the craft based on Complex Network and discover its intrinsic connections.
Design/methodology/approach
The research crawled and cleaned the craft information of the top 20% products on the Forbidden City’s cultural and creative products online and then performed Complex Network modeling, constructed three craft representation networks among function, material and technique, quantified and analyzed the inner connections and network structure of the craft elements, and then analyzed the cultural inheritance and innovation embedded in the craft representation networks.
Findings
The three dichotomous craft representation networks constructed by combining function, material and technique: (1) the network density is low and none of them has small-world characteristics, indicating that the innovative heritage of the craft elements in the Forbidden City’s cultural and creative products is at the stage of continuous exploration and development, and multiple coupling innovation is still insufficient; (2) all have scale-free characteristics and there is still a certain degree of community structure within each network, indicating that the coupling innovation of craft elements of the Forbidden City’s cultural and creative products is seriously uneven, with some specific “grammatical combinations” and an Island Effect in the network structure; (3) the craft elements with high network centrality emphasize the characteristics of decorative culture and design for the masses, as well as the pursuit of production efficiency and economic benefits, which represent the aesthetic purport of contemporary Chinese society and the ideological trend of production and life.
Originality/value
The Forbidden City’s cultural and creative products should continue to develop and enrich the multi-coupling innovation of craft elements, clarify and continue their own brand unique craft genes, and make full use of the network important nodes role.
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Elvira Anna Graziano, Lucrezia Fattobene, Guido Giovando and Annaclaudia Pellicelli
The purpose of this paper is to explore whether and how the innovation performance of start-ups and small and medium-sized enterprises (SMEs) that collect funds using equity…
Abstract
Purpose
The purpose of this paper is to explore whether and how the innovation performance of start-ups and small and medium-sized enterprises (SMEs) that collect funds using equity crowdfunding (EC), i.e. creators (or proponents), and the EC performance are influenced by the social media networks (SMNs) in which EC platforms' managers and firms exchange their ideas with investors and customers.
Design/methodology/approach
The empirical analysis is conducted on a sample composed by all the creators that collected funds in EC platforms over the three-year period 2018–2020. For each creator, the innovation performance is computed as the percentage of sales from new or significantly improved product and services compared to total sales of firm. For each campaign, the EC performance is considered as the ratio between the total amount of funding raised at the end of the campaign and the target capital for the campaign. To investigate EC platform social media activity, LinkedIn profiles of EC platforms managers are analyzed using the social network analysis (SNA) methodology, which permits to observe the quantity and the quality of managers' interactions with other users. A regression analysis is thus performed to observe the relationship between managers' LinkedIn activities, EC performance and creators' innovation performance.
Findings
Data reveal that EC platforms managers display different activities in networking, with some individuals more active than others and more oriented to interact with business profiles rather than personal ones. The variables related to managers' LinkedIn activities are shown to impact both on the EC performance and on the ability of creators to innovate, suggesting the existence of a link between creators, EC platforms and the activity of the subject who manages it.
Originality/value
The present study is the first to examine the link between the ability of creators to innovate and SMNs, focusing on the social links of platforms managers and considering the LinkedIn social media; moreover, the analysis is conducted analyzing the quality of the interactions in addition to their number. The study is original also in that rather than focusing on specific EC platforms it considers all those purposefully authorized by the Italian financial market supervisory authority over a three-year time span. From a managerial point of view, the observation of the relevance of social networks by personnel with specific professional skills reveals it can be a successful driver for operators in the sector, not only to safeguard their reputation, but to stimulate the processes of co-creation of value that is essential in the crowdfunding market.
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Nasser Masaaod Al-Khayari, Midya Yousefi and Osaro Aigbogun
This paper aims to investigate the role of collaborative leadership in government digital transformation in the Sultanate of Oman. To analyze collaborative leadership, the…
Abstract
Purpose
This paper aims to investigate the role of collaborative leadership in government digital transformation in the Sultanate of Oman. To analyze collaborative leadership, the research examines four exogenous variables: self-directed team, power-sharing, relational intelligence and agility. The endogenous variable chosen to represent Oman's e-Government performance is organizational performance.
Design/methodology/approach
A quantitative method was applied to gather cross-sectional data in a questionnaire survey. Using a stratified sampling technique, the data were collected from 100 information and communication technology and e-government officials who assume leadership responsibilities. Partial least square structural equation modeling (PLS-SEM) examined measurement and structural models.
Findings
The role of collaborative leadership in the performance of government digital transformation in the Sultanate of Oman was examined in this study. Collaborative leadership was categorized into four exogenous variables: self-directed team, power-sharing, relational intelligence and agility. Oman’s e-government performance operationalized as the organizational performance was selected as the endogenous variable. The results show that the self-directed team and agility components of collaborative leadership significantly positively impacted the performance of government digital transformation in the Sultanate of Oman.
Research limitations/implications
The major limitation of this research was that the study covered only four collaborative leadership attributes: self-directed teams, power-sharing, relational intelligence and agility. The study should have covered building trust, commitment, emotional intelligence, vision and communication skills.
Practical implications
These results are important for government policy creators and decision-makers aiming to enhance government digital transformation performance by leveraging collaborative leadership.
Social implications
Addressing collaborative leadership in management can be done through awareness of its importance to critical decision-makers and embedding it in the organization's governance, policies and human resource career path. In particular, it is recommended that public sector leaders continuously monitor self-managing teams and teamwork practices within the organization.
Originality/value
The originality and contribution of the above article lie in its investigation of the role of collaborative leadership in the context of government digital transformation in the Sultanate of Oman. The study contributes to the existing literature by examining the impact of four exogenous variables, self-directed team, power-sharing, relational intelligence and agility, on collaborative leadership. Additionally, the research uses a quantitative approach and uses PLS-SEM to analyze the data. The findings highlight the significant positive impact of self-directed team and agility components of collaborative leadership on the performance of government digital transformation. These insights provide valuable implications for government policy creators and decision-makers aiming to enhance digital transformation in the public sector by effectively implementing collaborative leadership strategies.
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Ranjan Chaudhuri, Sheshadri Chatterjee, Demetris Vrontis and Diego Begalli
This study aims to examine the impact of social media (SM) on the interactivity among teachers, among students and between students and teachers for sustainable academic…
Abstract
Purpose
This study aims to examine the impact of social media (SM) on the interactivity among teachers, among students and between students and teachers for sustainable academic performance and for achieving sustainable development (SD) in higher educational institutes. This study also investigates the moderating impact of knowledge creators (KNC) and knowledge seekers (KNS) on the collaborative learning environment using SM.
Design/methodology/approach
With the help of Vroom’s expectancy motivation theory (1964), collaborative learning theory and other theories, a theoretical model has been developed. This theoretical model has been tested using the structural equation modeling technique with 375 participants taken from different educational institutes. The respondent-–participants were both teachers and students.
Findings
The study found that SM plays a significant role in achieving SD al goals and enhances collaborative learning activities among teachers and students to improve academic performance to achieve SD in higher educational institutes. Also, the study highlighted that both “knowledge creators” and “knowledge seekers” have effective moderating impact on the linkage between “intention to use SM for knowledge sharing” and “collaborative learning using social media” to achieve SD al goals.
Research limitations/implications
With the inputs from expectancy-instrumentality-valance theory and collaborative learning theory and existing literature, a theoretical model has been developed conceptually. Later, the model was successfully validated with an overall high explanatory power (72%) of this model. As the sample of the study do not represent a global representation of the population, thus the findings cannot be generalizable.
Practical implications
This study has provided valuable inputs to the SD practitioners and educational policymakers to formulate appropriate policies that enable SD al activities in higher educational institutes. This study also provides food for thought to the policymakers about the role of KNC and KNS toward the collaborative learning environment in achieving SD al goals in higher educational institutes.
Originality/value
The theoretical model developed in this study is unique. This study shows how both “knowledge creator” and “knowledge seeker” play a significant role toward collaborative learning and helps to achieve SD in higher learning institutes and improves their performance. The overall predictive power of the model is 72%, which also shows the effectiveness and uniqueness of the proposed model.
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The main objective of this study is to present a compact overview analysis of intellectual property laws, specifically copyright-related provisions applicable to generative…
Abstract
Purpose
The main objective of this study is to present a compact overview analysis of intellectual property laws, specifically copyright-related provisions applicable to generative artificial intelligence (GenAI) in the Indian context.
Design/methodology/approach
The paper adopts a qualitative research methodology that is grounded in secondary sources of information. The data were gathered from the Scopus database for a systematic literature review.
Findings
GenAI technology has given rise to numerous questionable issues within the domain of intellectual property that need resolution in the form of policy solutions. Based on the findings of this paper, it can be deduced that Indian copyright laws are not adequate for addressing the rights pertaining to AI and its creations and outputs. Different countries like the United States, European Union and China have approached the regulation and protection of AI-generated content within the realm of copyright law in different ways. The future of law, as it has been established thus far, seems to be on a path of substantial evolution.
Practical implications
The study has implications for policymakers globally as there is a need to create feasible policy solutions that can efficiently safeguard against risks stemming from large language models (LLMs) and other GenAI models, while also promoting innovation, technical advancement and adoption.
Originality/value
The paper discusses the copyright-related issues in GenAI technology in the context of an emerging economy, India.
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Cristina Mele, Tiziana Russo Spena and Stefano Paolo Russo
This study aims to investigate the evolving concept of the metaverse and its implications for service innovation. It seeks to understand how integrating technologies such as…
Abstract
Purpose
This study aims to investigate the evolving concept of the metaverse and its implications for service innovation. It seeks to understand how integrating technologies such as extended reality, blockchain, artificial intelligence and non-fungible tokens enables companies to experiment and innovate.
Design/methodology/approach
Adopting a qualitative methodology, this investigation conducts an immersive netnography across more than 25 case studies spanning diverse industries such as gaming, retail, health care and education. The thematic analysis method is used to distill critical insights, providing a deep dive into the technological enablers, innovation processes and market adaptations within the metaverse.
Findings
The study addresses four main building blocks through which companies experiment with the metaverse to foster innovation: enabling virtual identities’ agency, developing non-fungible tokens, designing immersive paths and crafting phygital microworlds. They shape the metaverse by enacting actors, resources, processes and phygital ecosystems. Companies obtain learning outcomes from such experimentation and identify learning challenges.
Originality/value
This research contributes to the nascent body of knowledge on the metaverse and service innovation by providing a comprehensive framework that encapsulates the multifaceted ways companies experiment within the metaverse. It extends the understanding of digital-physical convergence in service research, offering theoretical and practical insights into the development of phygital service ecosystems.
Objetivo
Este estudio tiene como objetivo investigar el concepto en evolución del Metaverso y sus implicaciones para la innovación en servicios. Busca comprender cómo la integración de tecnologías como la realidad extendida, la cadena de bloques, la inteligencia artificial y los tokens no fungibles permite a las empresas experimentar e innovar.
Diseño/metodología/aproximación
Adoptando una metodología cualitativa, esta investigación realiza una netnografía inmersiva a través de más de 25 estudios de casos que abarcan diversas industrias como los juegos, el comercio minorista, la atención médica y la educación. Se emplea el método de análisis temático para destilar conocimientos críticos, brindando un profundo análisis de los habilitadores tecnológicos, los procesos de innovación y las adaptaciones al mercado dentro del Metaverso.
Resultados
El estudio aborda cuatro bloques principales a través de los cuales las empresas experimentan con el Metaverso para fomentar la innovación: habilitar la agencia de identidades virtuales, desarrollar tokens no fungibles, diseñar senderos inmersivos y crear micromundos físico-digitales. Estos dan forma al Metaverso mediante la actuación de actores, recursos, procesos y ecosistemas físico-digitales. Las empresas obtienen resultados de aprendizaje de dicha experimentación e identifican desafíos de aprendizaje.
Originalidad
Esta investigación contribuye al cuerpo de conocimiento incipiente sobre el Metaverso y la innovación en servicios al proporcionar un marco integral que encapsula las diversas formas en que las empresas experimentan dentro del Metaverso. Amplía la comprensión de la convergencia digital-física en la investigación de servicios, ofreciendo ideas teóricas y prácticas sobre el desarrollo de ecosistemas de servicios físico-digitales.
目的
这项研究旨在探讨元宇宙概念的演变以及其对服务创新的影响。其目标在于深入理解通过整合增强现实、区块链、人工智能以及非同质化代币等技术, 如何使企业得以进行实验和创新。
设计/方法/途径
本研究利用定性研究方法, 进行了一项沉浸式网络民族志调查, 涵盖了跨越游戏、零售、医疗保健和教育等多个行业的25多个案例。通过主题分析方法, 提炼出关键见解, 深入探讨了元宇宙内的技术驱动因素、创新过程和市场适应性。
结果
这项研究以四个主要方面为切入点, 探讨了企业在元宇宙中促进创新的方法:启用虚拟身份的代理、开发非同质化代币、设计沉浸式路径以及打造物理-数字微观世界。通过这些措施, 企业塑造了元宇宙, 涉及行动者、资源、过程和物理-数字生态系统的执行。在此类实验中, 企业积累了丰富的学习经验, 并面临了
原创性
本研究旨在建立一个全面的框架, 以拓展关于元宇宙和服务创新的新知识, 揭示企业在元宇宙中进行实验的多方面方式。它不仅扩展了服务研究领域中数字与物理融合的理解, 还提供了有关发展物理-数字服务生态系统的理论和实践见解。
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Mohd Hanafi Azman Ong and Nur Syafikah Ibrahim
The purpose of this study is to explore the relationship of gamification design elements on social play habit and we-intention to continue playing in a mobile multiplayer game…
Abstract
Purpose
The purpose of this study is to explore the relationship of gamification design elements on social play habit and we-intention to continue playing in a mobile multiplayer game context. The study further intends to reveal the mediating role of social play habit in the relationship between gamification design elements and we-intention to continue playing.
Design/methodology/approach
The proposed model was empirically evaluated using survey data collected from 292 PUBG users based in Malaysia. PLS-SEM analysis was used to assess the model since it includes formative and reflective constructs.
Findings
The results indicated that gamification design elements significantly affect social play habit in a positive direction. In the simultaneous condition, social play habit also significantly affects the we-intention to continue playing the mobile multiplayer game. However, these three elements of gamification design did not significantly affect the formation of we-intention to continue playing in the context of mobile multiplayer games. Notably, social play habit was found to fully mediate the relationships between immersive-related interaction, achievement-related interaction, social-related interaction and we-intention to continue playing.
Research limitations/implications
This study highlights the importance of social play habits as a factor linking the relationship between gamification design elements and we-intention to continue playing. In addition, this study also provides significant insights for the game creators to emphasise the gamification design elements so that the sustainability of the game can be secured from the perspective of retaining the current users through the social play habit element.
Originality/value
The study is noteworthy because it is the first attempt to use gamification design elements to explain how social play habit affect the formation of we-intention to continue playing in the setting of a mobile multiplayer game environment. In addition, the findings may add to the body of knowledge in the field of gamification theory.
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Luminita Hurbean, Louie H.M. Wong, Carol XJ Ou, Robert M. Davison and Octavian Dospinescu
The authors investigate the relationship between instant messenger (IM) use and work performance, mediated by interruptions and two key indicators of the stress associated with…
Abstract
Purpose
The authors investigate the relationship between instant messenger (IM) use and work performance, mediated by interruptions and two key indicators of the stress associated with technology use: overload and complexity.
Design/methodology/approach
The authors validate this research model using partial least squares structural equation modelling (PLS-SEM) with data collected through a survey of 416 working professionals.
Findings
The data reveal that while IM use contributes minimally to work interruptions and to a greater extent to technological complexity, these two constructs fully mediate the direct influence of IM use at work on technology overload, and meanwhile significantly and directly contribute to work performance.
Research limitations/implications
This research provides theoretical insights into the deployment of IM and its actual impacts in the workplace. To improve the generalisation of the findings, the authors call for more IM-related research in other countries, with more native theories and various methodologies in this domain.
Practical implications
The level of stress generated through IM use is moderate, considering IM is not a significant contributor to work interruptions. Thus, despite the potential negative effects of IM communication, the positive effects of using IM at work prevail. As a result, the technology can be promoted as long as employees, their managers and the organisation as a whole are well prepared. Employees can transfer skills and behaviour from the personal setting to their work environment and thus may find an intrinsic motivation to make better use of the IM technology at work.
Originality/value
The authors argue that this research model is novel for its perspective on evaluating the actual impacts of IM use at work instead of the reasons of using it. The authors conceptualise the process to explain how IM contributes to interruptions and other technostress indicators in the working context, and the impact on performance. Contrary to some prior research, the authors find that overall IM applications do not have a negative impact on work performance, and instead may enhance it.
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