16 research outputs found

    When IS Success Model Meets UTAUT in a Mobile Banking Context: A Study of Subjective and Objective System Usage

    Get PDF
    The objective usage of mobile banking (MB) reflects more validated measure when compared to subjective usage. Although objective system usage has been seldom studied, it has been never investigated in a MB context to the best of our knowledge. This research in progress develops an integrative conceptual framework that incorporates relevant-context factors into well-established models of IS success and UTAUT to examine their direct and indirect effects on MB usage. This examination can expand our knowledge of system usage in the context of mobile banking. Contribution and implications are discussed

    I did use it! - Assessing subjective vs objective cognitive artifact usage

    Get PDF
    For decades, IS researchers have discussed the reliability of subjective measurements to assess actual artifact usage. Especially in experimental settings, as in the design science context for instance, the participants’ usage data of the evaluated artifact represents an important point of analysis. However, collecting objective usage data, (i.e. logfiles) is often not feasible depending on the artifact. In this paper, we present the theoretical grounding of collecting cognitive artifact usage data using eye-tracking technology. Grounded in immediacy and eye-mind assumption the participants’ artifact fixations are used as objective usage measurement. The question remains if in comparison, the collection of subjective (e.g. perceptual) usage data is sufficient and reliable for such experiments. The results of our comparative analysis indicate that researchers could use subjective measurements when comparing different artifact designs and should rely on objective measurements when testing the effect of an artifact compared to a control group without artifacts

    User-centric resource allocation with two-dimensional reverse pricing in mobile communication services

    Get PDF

    Dynamics of adolescents' smartphone use and well-being are positive but ephemeral

    Full text link
    Well-being and smartphone use are thought to influence each other. However, previous studies mainly focused on one direction (looking at the effects of smartphone use on well-being) and considered between-person effects, with self-reported measures of smartphone use. By using 2548 assessments of well-being and trace data of smartphone use collected for 45 consecutive days in 82 adolescent participants (Mage_{age} = 13.47, SDage_{age} = 1.62, 54% females), the present study disentangled the reciprocal and individual dynamics of well-being and smartphone use. Hierarchical Bayesian Continuous Time Dynamic Models were used to estimate how a change in frequency and duration of smartphone use predicted a later change in well-being, and vice versa. Results revealed that (i) when participants used the smartphone frequently and for a longer period, they also reported higher levels of well-being; (ii) well-being positively predicted subsequent duration of smartphone use; (iii) usage patterns and system dynamics showed heterogeneity, with many subjects showing reciprocal effects close to zero; finally, (iv) changes in well-being tend to persist longer than changes in the frequency and duration of smartphone use

    Willingness of Online Panelists to Perform Additional Tasks

    Get PDF
    People’s willingness to share data with researchers is the fundamental raw material for most social science research. So far, survey researchers have mainly asked respondents to share data in the form of answers to survey questions but there is a growing interest in using alternative sources of data. Less is known about people’s willingness to share these other kinds of data. In this study, we aim to: 1) provide information about the willingness of people to share different types of data; 2) explore the reasons for their acceptance or refusal, and 3) try to determine which variables affect the willingness to perform these additional tasks. We use data from a survey implemented in 2016 in Spain, in which around 1,400 panelists of the Netquest online access panel were asked about their hypothetical willingness to share different types of data: passive measurement on devices they already use; wearing special devices to passively monitor activity; providing them with measurement devices and then having them self-report the results; providing physical specimens or bodily fluids (e.g. saliva); others. Open questions were used to follow up on the reasons for acceptance or refusal in the case of the use of a tracker. Our results suggest that the acceptance level is quite low in general, but there are large differences across tasks and respondents. The main reasons justifying both acceptance and refusal are related to privacy, security and trust. Our regression models also suggest that we can identify factors associated with such willingness

    Are Individual Differences in Media Multitasking Habits Associated with Changes in Brain Activation: An ERP Investigation of Multitasking and Cognitive Control

    Get PDF
    As the number of mobile phone users grows, understanding the impact of multiple streams of media on media multitasking and related neural correlates is especially pertinent. This research aims to understand the association between media multitasking tendencies on the neural correlates underlying cognitive control using event-related potentials (ERPs). Specifically, we were interested in the N2 and P3, ERPs that measure neural activation underlying aspects of cognitive control. Based on the literature, we predicted that participants who have high media multitasking scores would show more negative N2 activation and more positive P3 activation than their low media multitasking counterparts during an AX-CPT task, indicating less efficient neural processing. However, we did not find the expected pattern of results. It is possible that reactive and proactive control are not related to digital media multitasking or it may be that some potential design issues impacted our results. The current paper will explore these issues

    Efeito da gamificação no envolvimento do consumidor nas compras online

    Get PDF
    Mestrado Bolonha em MarketingAtendendo à intensificação da concorrência no e-commerce, o envolvimento do consumidor (EC) tornou-se num dos focos do marketing. Aliada ao crescimento da indústria de jogos, a gamificação tem sido utilizada como uma estratégia para o aumento de EC em vários contextos. Contudo, o conhecimento sobre como a gamificação afeta o EC com uma visão multidimensional ainda é restrito. Neste sentido, este estudo procura confirmar o efeito da gamificação no EC nas compras online, analisando as relações entre as dimensões da gamificação identificadas na Octalysis Framework e as dimensões cognitiva, afetiva e comportamental do EC. Pretende-se igualmente determinar como a idade e a frequência de utilização moderam essas relações. Esta investigação de natureza confirmatória foi desenvolvida com base no estudo quantitativo mono-método através de um questionário online, decorrendo num horizonte temporal cross-sectional. Escolheu-se a China para análise usando uma amostra não probabilística por conveniência. No total, obtiveram-se 306 respostas válidas, sendo analisadas estatisticamente com recurso ao IBM SPSS Statistics e Smart PLS. Tendo em conta os resultados, todas as dinâmicas da gamificação são relevantes para o EC com exceção do altruísmo e do reconhecimento. Todavia, verifica-se que apenas a recompensa estimula as três dimensões do EC. A idade e a frequência moderam os efeitos da realização e autoexpressão, e do altruísmo, respetivamente. A nível académico, a presente dissertação contribui para preencher uma lacuna existente na relação entre a gamificação e o EC. A nível prático, faculta insights para desenhar a estratégia de gamificação eficaz para incentivar o EC nas compras online.Given the intensifying competition in e-commerce, consumer engagement (CE) has become a marketing focus. Combined with the growth of the gaming industry, gamification has been used as a strategy to increase CE in various contexts. However, knowledge on how gamification affects CE with a multidimensional view is still restricted. In this sense, this study seeks to confirm the effect of gamification on CE in online shopping by analyzing the relationships between the dimensions of gamification identified in the Octalysis Framework and the cognitive, affective, and behavioral dimensions of CE. It is also intended to determine how age and frequency of use moderate these relationships. This confirmatory research was based on a single-method quantitative study using an online questionnaire, with a cross-sectional time frame. China was chosen for analysis in using a non-probability convenience sample. A total of 306 valid responses were obtained and statistically analyzed using IBM SPSS Statistics and Smart PLS. Given the results, all gamification dynamics are relevant to CE with the exception of altruism and recognition. However, it turns out that only reward stimulates all three dimensions of CE. Age and frequency moderate the effects of achievement and self-expression, and altruism, respectively. On an academic level, this dissertation contributes to filling an existing gap in the relationship between gamification and CE. On a practical level, it provides insights for designing the effective gamification strategy to encourage CE in online shopping.info:eu-repo/semantics/publishedVersio

    Corporate Social Responsibility and Consumer Purchase Behavior: The Moderating Role of Self-Presentation

    Full text link
    In recent years, companies have experienced increasing pressure to integrate corporate social responsibility (CSR) into their organizational structure. The relationship between a company\u27s investment in CSR and overall revenue, however, is still under debate in the current literature as research has focused on correlations and consumer purchase intentions (e.g., Auger, Burke, Devinney, & Louviere, 2003; Dutta & Singh, 2013; Klein & Dawar, 2004; Maignan, 2001; Mohr & Webb 2005; Mohr, Webb, & Harris, 2001; Nanda, 2015; Wigley, 2008). Findings from previous studies have not yet assessed actual purchase behavior or potential moderating variables impacting this relationship. Therefore, this dissertation examined the moderating role of self-presentation on the relationship between corporate social responsibility (CSR) and consumer purchase decisions. To test the moderating role of self-presentation, two studies were conducted. Study one examined the effects of an experimental manipulation designed to either increase or decrease the salience of self-presentation concerns on overall purchase intentions. Results showed the manipulation of the salience of self-presentation concerns (e.g., high, low) did not produce differences in participants’ perceived price fairness, value, benefit, or purchase intention. Study two examined the relationship between participants\u27 actual self-presentation strategies and actual purchase behavior. The results from study two revealed a strong association between the two variables. While the hypothesis was only partially supported, these findings provide valuable insight into a potential variable moderating the relationship between CSR and consumer purchase decisions
    corecore