12 research outputs found

    Using Log-Linear Models to Analyze the Use of Hedonic Information Technologies on Corporate Websites

    Get PDF
    The Internet allows combining various multimedia applications in order to create a holistic online experience. Companies integrate utilitarian and hedonic elements in their Websites in order to improve their overall effectiveness and efficiency. In this exploratory research paper we present the results of a longitudinal study, in which we analyze the use of four different hedonic information technologies (wallpapers/screensavers, e-cards, sweepstakes, online games) on corporate websites. We differentiate between sites which offer high and low involvement products. We use log-linear models to visualize our results and to show which combinations of hedonic instruments are most popular over time. Our results show that in general companies have reduced the application of hedonic instruments over time while simultaneously specific combinations of instruments have become quite popular

    Content and Design Metrics for Web Sites: Combining Qualitative and Quantitative Results

    Get PDF
    Given the vital importance of the Internet as a communication and transaction channel, the evaluation of Web sites has become a central issue for both information systems researchers and practitioners. In contrast to traditional distribution and communication channels, which are usually adapted to different target groups, a company’s Web site needs to appeal to a multitude of mostly anonymous visitors. Many different metrics have been developed to evaluate a Web site’s quality as perceived by users. This paper explicitly focuses on users’ perceptions of the content and design of Web sites and shows how a Delphi study as well as an exploratory factor analysis can be used to generate and cluster attributes of Web sites. Furthermore, different user groups are identified and clustered according to their preferences into the categories “Entertainment and Design,” “Information,” and “Individualization.

    Antecedents of the Adoption of E-Payment Services in the Public Sector

    Get PDF
    In order to succeed, electronic government initiatives frequently pass a number of different stages, starting with a static Web site used solely for providing information (one-way) and ending with fully interactive sites that are capable of handling a multitude of transactions that may occur in the lifelong relationship between a government and its citizens. The possibility of transferring money online plays an important role for those e-government initiatives that include financial transactions such as paying taxes, fees, or fines. Even though there is a great deal of academic literature on e-payment and e-government issues, this paper combines both topics and proposes a framework and a measurement model that depicts important factors influencing users’ online payment behavior. A structural equation modeling approach has been used to assess the relative importance and the strength of the relationships among different constructs, including users’ previous experience, their trust in e-payment security and the perceived convenience of the payment process. Our results indicate that trust (both in a frictionless use of the system and in e-payment security) can be seen as an important antecedent for the adoption of online payments on the part of the users. From the government’s point of view, the potential for exerting influence seems to be somewhat limited: While national institutions in developed countries are usually perceived as trustworthy, users’ attitudes toward the Internet may be more skeptical, depending on their previous experience

    Beyond Utilitarianism: Appealing to Customers\u27 Hedonic Predispositions on Corporate Websites

    Get PDF
    The World Wide Web offers unprecedented opportunities for companies to appeal to both cognitive and hedonic customers. While other media require a trade-off between informative and entertaining content, the Internet makes it possible to combine various multimedia tools in order to create a holistic online experience. Consequently, companies combine utilitarian and hedonic elements in order to improve the overall effectiveness and efficiency of their websites. In this exploratory research we present the results of a longitudinal study, analyzing the usage of four different communication instruments (wallpapers/screensavers, e-cards, sweepstakes, online games) on corporate websites. Additionally, we differentiate between sites offering high and low involvement products. In order to visualize our results and to illustrate which combinations of instruments turn out to be the most popular, we use log-linear models. Our results indicate that companies have reduced the usage of hedonic instruments over time while simultaneously particular combinations have become quite successful

    Retention by Entertainment: How Companies Utilize Web Sites to Strengthen Customer Relationships

    No full text
    The emergence of the Internet as a tool for customer acquisition and retention has led to profound changes in the way companies communicate with their (prospective) customers. This paper analyzes the way how entertainment services on Web sites are used for building relationships with customers. Whereas other media suffer from a significant trade-off between the amount and the quality of content that can be delivered, the Internet breaks down those limitations and allows for a high level of interactivity. Even companies with so-called low involvement products can utilize entertainment services (such as online games) to attract customers to their Web sites. A total of 199 Austrian Web sites were analyzed according to the existence of online information and entertainment services. Subsequently we concentrated only on the latter and conducted a two-round Delphi study in order to create a framework for a categorization scheme. The last phase will be a factor analysis, scheduled for Spring 2004, whereby we will reduce the total of 86 features and 70 goals, that came out as a result of the Delphi study. Our completed research intends to find out what entertainment factors are suitable for building relationships and what goals companies are striving to achieve

    Indirect Revenue Models for E-Learning at Universities – The Case of

    No full text
    The notorious under-funding of some universities in Central Europe has triggered discussions about new revenue sources in order to cover expenses of e-learning projects [DoSi03]. However, it is difficult to draw conclusions from diverse statements in literature on when e-learning can become financially successful. This paper aims to contribute some evidence to the discussion whether there is a revenue potential [cf. e.g. HoBr04] or not [cf. e.g. Schn02] and if e-learning provides for content provision at low costs [cf. e.g. HoBr04] or high investment have to be made [Seuf01]. In this paper we present empirical cost structure of th

    1 Relevance of Revenue Models for E-Learning

    No full text
    Abstract: This paper addresses the recent discussions on business models for e-learning. Throughout this paper, we contribute to this discussion by presenting first evidence for the sustainability of e-learning systems at universities. We discuss the cases o
    corecore