926 research outputs found

    The effects of idealised images on an individual's aspirations to their ideal self

    Get PDF
    A Masters dissertation submitted in fulfillment of the requirements for the degree of the Master of Commerce (Marketing) in The School of Economic and Business Sciences, the University of the Witwatersrand. 30 November 2017The instigation of the dissertation was prompted by the heightened prevalence of idealised images portrayed on social media platforms. It has therefore undertaken a theoretical framework necessary in comprehending the consequential effects idealised images may have on South African millennials. Five research constructs have been developed to form part of the empirical framework, comprising exposure to idealised images, self-esteem, social comparison, self-congruency and aspiration to the ideal self. The use of prior literature relating to the constructs facilitated the formation of a comprehensive review, forming a foundation upon which empirical evidence could be supported. The employment of a quantitative approach necessitated the data be collected through the dissemination of self-administered questionnaires. The sample comprised 500 students from the University of the Witwatersrand, Braamfontein Campus, aged between 18 and 36. Respondents of the study were selected in accordance to a probability sampling technique, upon which the relationship between variables identified in the conceptual model were tested through the adoption of measurement scales. The use of SPSS 24 and AMOS 24 software packages, and structural equation modelling were utilised for the analyses of the data set. The empirical findings derived from the hypothetical tests suggested positive relationships between exposure to idealised images and self-congruency, and self-congruency and aspiration to the ideal self respectively. The relationship between exposure to idealised images and self-congruency was rejected due to the lack of significance and support. Despite the limitations encountered in the study, a blueprint has been provided to future researchers seeking to engage in research bearing similar concepts and segments, leading to the extension of literature and the modification of conceptual constructs. The examination of South African millennials and their constant exposure to idealised images on social media platforms provided an overview of the effects it may have on their behavioural motives. The findings obtained in the study enable brand managers, marketers and academics to comprehend the millennials’ uses and gratifications of social media in a South African context, inclusive of the varying factors that influence the formations of aspiring to their ideal self-concepts.MT 201

    Sustainable interaction with digital technologies : fostering pro-environmental behavior and maintaining mental health

    Get PDF
    One of the most essential challenges of the twenty-first century is to realize sustainability in everyday behavior. Daily, partly unconscious decisions influence environmental sustainability. Such everyday choices are increasingly shifted toward digital environments, as digital technologies are ubiquitous in a wide variety of everyday contexts. This yields the great potential to positively influence the users behavior toward more environmental sustainability when interacting with digital technologies, for example, through the use of digital nudging. But besides these benefits, research indicates that interacting with digital technologies can lead to a specific form of stress, also known as technostress, that can cause adverse health outcomes. Individuals increasingly suffer from or are at risk of mental health issues like depression or burnout. This demonstrates that it is essential to ensure a sustainable interaction with digital technologies that is both environmentally friendly and healthy, especially for the mind. Addressing individuals interaction with digital technologies requires a broad understanding from all perspectives. The Human-Computer-Interaction (HCI) framework represents a guiding structure for studying the interaction of humans with digital technologies. Along with the guiding structure of the HCI framework, the seven research articles included in this dissertation aim to contribute to sustainable interaction with digital technologies. The focus is on two outcomes resulting from the interaction: First, fostering pro-environmental behavior and, second, maintaining mental health. After an introductory first chapter, Chapter 2 focuses on the outcome of fostering pro-environmental behavior when interacting with digital technologies using digital nudging. Chapter 2.1 contributes to a deeper understanding of the effectiveness of DNEs in different behavioral contexts (HCI perspective context) that influence the individuals pro-environmental behavior (e.g., e-commerce shopping behavior). Chapters 2.2 and 2.3 zoom in on two of the behavioral contexts described in Chapter 2.1 to investigate and test the design and effectiveness of specific DNEs in an e-commerce shop and a smart home app (HCI perspective technology) through online experiments. While prior research concentrated on the effectiveness of different feedback nudge features (FNFs) (e.g., different update frequencies), Chapter 2.4 investigates the influence of 25 identified FNFs on user satisfaction in a smart home app through a card sorting approach followed by an online survey based on the Kano model (HCI perspective human). Chapter 3 puts focuses on the outcome of maintaining mental health when interacting with digital technologies, thus avoiding technostress. Chapter 3.1 concentrates on the role of the organization in preventing technostress among their employees (HCI perspective context). It introduces and characterizes 24 primary and secondary technostress prevention measures and determines the relevance of primary prevention measures in reducing different sources of technostress (technostress creators). Out of the 24 technostress prevention measures, two specific measures (adopt a stress-sensitive digital workplace design and use gamification) are addressed in Chapters 3.2 and 3.3. Through a large-scale online survey, Chapter 3.2 derives an understanding of the characteristic profiles of technologies used at the digital workplace, their interplay, and how they influence technostress (HCI perspective technology). Chapter 3.3 focuses on the individuals appraisal (HCI perspective human) of a demanding situation when interacting with digital technologies. After conducting an online experiment, Chapter 3.3 finds that the integration of gamification elements (e.g., points or levels) in digital technologies can reduce the individuals threat appraisal. Lastly, Chapter 4 discusses the results of the seven included research articles and provides an outlook for future research. In summary, this dissertation aims to provide research and practice with new insights into creating a sustainable interaction with digital technologies to foster pro-environmental behavior and maintain mental health.Die nachhaltige Gestaltung des Lebens eine der zentralen Herausforderung des einundzwanzigsten Jahrhunderts. AlltĂ€gliche, teils unterbewusste Entscheidungen haben Einfluss auf die ökologische Nachhaltigkeit. Diese Entscheidungen werden durch die AllgegenwĂ€rtigkeit digitaler Technologien zunehmend in digitalen Umgebungen getroffen. Dies birgt das Potenzial, die Entscheidungen und somit das Verhalten der Nutzer:innen bei der Interaktion mit digitalen Technologien, beispielsweise durch Digital Nudging, positiv in Richtung ökologischer Nachhaltigkeit zu beeinflussen. Doch neben diesen Vorteilen zeigt die Forschung, dass die Interaktion mit digitalen Technologien eine spezifische Form von Stress, bekannt unter dem Begriff Technostress, auslösen kann, die zu negativen gesundheitlichen Folgen fĂŒhren kann. Immer mehr Menschen leiden unter psychischen Krankheiten wie Depressionen oder Burnout oder sind akut gefĂ€hrdet, diese zu entwickeln. Das zeigt, dass eine nachhaltige Interaktion mit digitalen Technologien sowohl umweltfreundlich als auch gesund, insbesondere fĂŒr die Psyche, sein sollte. Das erfordert zunĂ€chst ein umfassendes VerstĂ€ndnis fĂŒr die Problematik und muss deshalb aus allen relevanten Perspektiven betrachtet werden. Das Human-Computer-Interaction (HCI) Framework stellt eine Struktur fĂŒr die Untersuchung der Interaktion von Menschen mit digitalen Technologien bereit. Das Framework stellt einen ganzheitlichen Ansatz zur Strukturierung und Klassifizierung der Forschung entlang der drei verschiedenen Perspektiven dar. Orientiert an dieser Struktur zielen die sieben Forschungsartikel dieser Dissertation darauf ab, einen Beitrag zur nachhaltigen Interaktion mit digitalen Technologien zu leisten. Dabei liegt der Fokus auf den beiden Ergebnissen der Förderung des umweltfreundlichen Verhaltens und der Aufrechterhaltung der psychischen Gesundheit. Nach dem einleitenden ersten Kapitel fokussiert Kapitel 2 die Förderung eines umweltfreundlichen Verhaltens bei der Interaktion mit digitalen Technologien durch die Verwendung von Digital Nudging. Durch eine strukturierte Literaturanalyse und der anschließenden Entwicklung eines Frameworks trĂ€gt Kapitel 2.1 zu einem tieferen VerstĂ€ndnis und einem Überblick der EffektivitĂ€t von DNEs in verschiedenen Verhaltenskontexten (HCI Perspektive Kontext), die umweltfreundliches Verhalten bestimmen (z.B. Einkaufsverhalten), bei. In den Kapiteln 2.2 und 2.3 werden zwei der in Kapitel 2.1 betrachteten Kontexte vertieft und sowohl das Design als auch die EffektivitĂ€t spezifischer DNEs in einem E-Commerce-Shop (Kapitel 2.2) und einer Smart Home App (Kapitel 2.3) in Online-Experimenten untersucht (HCI Perspektive Technologie). Kapitel 2.4 konzentriert sich das gut erforschte und wirksame DNE Feedback zur Förderung von energiesparendem Verhalten. WĂ€hrend sich bisherige Forschung auf die EffektivitĂ€t verschiedener Feedback Nudge Features (FNFs) konzentriert (z.B. unterschiedliche Aktualisierungsfrequenzen), wird in Kapitel 2.4 der Einfluss von 25 identifizierten FNFs auf die Nutzerzufriedenheit mit Hilfe eines Card Sortings und einer Online-Befragung basierend auf dem Kano Modell untersucht (HCI Perspektive Mensch). In Kapitel 3 liegt der Schwerpunkt auf dem Ziel der Aufrechterhaltung der psychischen Gesundheit und somit der Vermeidung von Technostress. Kapitel 3.1 konzentriert sich auf die Rolle der Organisation bei der PrĂ€vention von Technostress bei Mitarbeiter:innen (HCI Perspektive Kontext). Basierend auf einer Delphi-Studie werden 24 primĂ€re und sekundĂ€re Technostress-PrĂ€ventionsmaßnahmen vorgestellt und charakterisiert, sowie deren Relevanz zur Vermeidung von Technostress eingeschĂ€tzt. Von den 24 Maßnahmen werden zwei spezifische Maßnahmen (Gestaltung eines stresssensiblen digitalen Arbeitsplatzes" und Einsatz von Gamification) in Kapitel 3.2 und 3.3 behandelt. Kapitel 3.2 trĂ€gt durch eine groß angelegte Umfrage zu einem VerstĂ€ndnis fĂŒr die Charakteristika der am digitalen Arbeitsplatz eingesetzten Technologien und deren Einfluss auf Technostress bei (HCI Perspektive Technologie). Kapitel 3.3 konzentriert sich auf das Individuum und dessen Wahrnehmung einer potenziellen Technostress-Situation bei der Interaktion mit digitalen Technologien (HCI Perspektive Mensch). Durch ein Online-Experiment zeigt sich, dass die Integration von Gamification-Elementen in digitalen Technologien die bedrohende Wahrnehmung der gegebenen Situation des Einzelnen reduzieren kann. Zusammenfassend zielt diese Dissertation darauf ab, Forschung und Praxis mit neuen Erkenntnissen zu einer nachhaltigen Interaktion von Menschen mit digitalen Technologien zu bereichern, die sowohl umweltfreundliches Verhalten fördert als auch die psychische Gesundheit aufrechterhĂ€lt und somit zu den aktuellen NachhaltigkeitsbemĂŒhungen beitrĂ€gt

    Cognitive and Affective Evaluation in Forming Unique Destination Image Among Tourists Visiting Malacca

    Get PDF
    Since Melaka is positioned as Historical City inaugurated by UNESCO in 2008, the study suggests unique image as a new component of image associations. A number of overseas tourists were selected as samples . Results showed that unique image was significantly constructed and affected by cognitive and affective evaluations. Cognitive evaluation was significantly affected by the types of information source, while affective evaluation was affected significantly by social psychological motivations. The research proves that Melaka has fulfilled the requirements to differentiate the city as a unique tourist destination. The positioning of Melaka as truly Malaysia and World heritage should be translated into the rational benefit of encountering unspoiled historical side and multi-racial living cultures. Positive unique image creation leads to intention to revisit and recommend others experiencing the world heritage and history of Melaka

    Research Commentary: Setting a Definition, Context, and Theory-Based Research Agenda for the Gamification of Non-Gaming Applications

    Get PDF
    As a nascent area of study, gamification has attracted the interest of researchers in several fields, but such researchers have scarcely focused on creating a theoretical foundation for gamification research. Gamification involves using game-like features in non-game contexts to motivate users and improve performance outcomes. As a boundary-spanning subject by nature, gamification has drawn the interest of scholars from diverse communities, such as information systems, education, marketing, computer science, and business administration. To establish a theoretical foundation, we need to clearly define and explain gamification in comparison with similar concepts and areas of research. Likewise, we need to define the scope of the domain and develop a research agenda that explicitly considers theory’s important role. In this review paper, we set forth the pre-theoretical structures necessary for theory building in this area. Accordingly, we engaged an interdisciplinary group of discussants to evaluate and select the most relevant theories for gamification. Moreover, we developed exemplary research questions to help create a research agenda for gamification. We conclude that using a multi-theoretical perspective in creating a research agenda should help and encourage IS researchers to take a lead role in this promising and emerging area

    Stressful eating indulgence by Generation Z: a cognitive conceptual framework of new age consumers’ obesity

    Get PDF
    Purpose: To delineate the phenomenon of stressful eating within generation Z due to the times they are living in. To extract propositions which elucidate phases of stressful eating within Zers. Methodology: Based on relevant literature on consumer obesity, theories of pure impulse buying and reasoned action, cognitive constructs eminent for reasoned conditioned behaviour is extracted. Followed by extraction of the reasoned conditioned behaviour and its cognitive constructs within Zers. Thereafter a conceptual framework is developed with propositions of stressful eating within Zers. Findings: Zers indulge in reasoned conditioned behaviour initially owing to their healthy understanding insights, and the activations of cognitive capacities within them due to the law of effect. The law of effect is cyclical after the first reasoned consumption among Zers, leading to obesity and constricting self-controlling behaviour. Originality Value: It is the first study that provides a deep understanding of the cognitive mechanism orienting generation Z’s stressful eating indulgence even though they have higher healthy lifestyle understandings

    The Innovation Cascade: A Five-Level Framework for Building Enterprise Innovation Systems

    Get PDF
    This Major Research Paper (MRP) describes a framework for creating more innovative, lower-cost enterprise innovation systems (EISs). Through a literature review, I have identified and described ten driving forces behind the performance of EISs: innovation ecosystems, innovation strategy, enterprise architecture, innovation inputs, the innovation process, portfolio management, innovation working practices, innovation accounting, innovation culture, and innovation tools. Drawing from the literature, I have gathered and analyzed 250 innovation approaches, such as horizon scanning or value proposition design, to describe the five overarching areas involved in creating EISs: ecosystem, strategy, architecture, people, and infrastructure. Through eleven practitioner interviews and system mapping, I have shaped the five areas into a prototype framework, which I call the Innovation Cascade. The Innovation Cascade provides EIS builders with a process for creating or improving an EIS by framing missing areas or highlighting tensions between the five areas of an EIS. To test the Innovation Cascade, I conducted a case study with the Ontario Municipal Employees Retirement System (OMERS). In the case study, I mapped OMERS’s EIS to the Innovation Cascade, designed an EIS research function for OMERS, and offered ten recommendations for improving OMERS’s EIS. Through the case study, I determined the Innovation Cascade is effective for building or enhancing EISs and propose next steps for further refining it. Finally, I have suggested three other models to augment the Innovation Cascade. First, five modes that EISs can exhibit: informal, linear, distributed, embedded and emergent. Second, patterns or predictable configurations each area can exhibit. Third, five steps that match each area of the Innovation Cascade with appropriate tools and actions. Together, the three models and the Innovation Cascade offer a framework for EIS builders to design, improve, maintain and understand EISs, as well as communicate EISs to stakeholders

    The end of stigma? Understanding the dynamics of legitimisation in the context of TV series consumption

    Get PDF
    This research contributes to prior work on stigmatisation by looking at stigmatisation and legitimisation as social processes in the context of TV series consumption. Using in-depth interviews, we show that the dynamics of legitimisation are complex and accompanied by the reproduction of existing stigmas and creation of new stigmas

    Vital and Viable Coleshill

    Get PDF
    At the invitation of North Warwickshire Borough Council, we prepared this report following a workshop the IPM led in July 2023 for local stakeholders in Coleshill. It is worth noting this work follows a programme of activity provided by the IPM which brought together agencies responsible for management, development, and marketing of towns across Warwickshire. This aimed to identify the key factors that will dictate the future of the county’s towns and high streets and assess what stakeholders and partnerships need to focus on to survive and thrive over the next 15 years. Stakeholders in Coleshill can access all the materials from this project on The Warwickshire Future Places Routemap landing page. The guidance underpinning this programme was developed through the IPM’s academic investigation over many years, in consultation with key national stakeholders, policy professionals, practitioners, and importantly through partnership working with several places across the UK. We have translated this body of knowledge into two frameworks, the 4Rs (Reposition, Reinvent, Rebrand, Restructure) and the 25 Priority Interventions. Consequently, this report for Coleshill applies these frameworks to identify specific recommendations
    • 

    corecore