247 research outputs found

    Exploring Consumers’ Intention to Urge to Buy in Mobile Commerce: The Perspective of Pleasure-Arousal-Dominance

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    Mobile services have gradually transformed and broadened, and are still being developed, bringing users more convenience, ubiquity, universality, and diversification. The mobility and ubiquity of smartphones increase users’ perception of convenience, which can induce online purchases. Consumers can browse webpages on a smartphone find interesting products anywhere and anytime. They may impulsively decide to buy these products or conduct instant chats with friends to obtain product information or recommendations. It is important that we examine users’ emotions when shopping via mobile devices, now that m-commerce is gradually being accepted and used, by investigating factors such as customers’ perceptions of value, immersion, commitment, and pleasure. So, this study investigates consumers’ urge to buy and browsing activities in m-commerce from the emotional perceptive. Findings derived from data analysis of 578 records collected from the online survey. First, the relationship of pleasure, dominance and arousal on urge to buy is demonstrated in m-commerce. Second, results show that pleasure and browsing activities are critical to inducing consumers’ impulsive purchase intention in m-commerce. The total effect of pleasure on the urge to buy is close to 50%. The influence of pleasure on browsing activities is almost twice that of the urge to buy. Third, effects of web atmospherics and mobile characteristics are distinct. Web atmospherics tend to influence consumers’ perceived dominance of mobile websites, thus increasing their perceived control over the interaction process. Mobile characteristics are less important to arousal and dominance. The most popular characteristics of smartphones for consumers and vendors, ubiquity and localization, do not increase consumers’ perceived dominance and arousal towards mobile websites. Academic and practical implications are discussed further

    Factor Analysis of Perceived Mobile Applications Use

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    Individual evaluation toward technology may influence adoption or usage of a new technology particularly instant messaging applications on smartphones. Davis (1989) introduced two main concepts that explain people’s usage and rejection of a technology; perceived ease of use and perceived usefulness. Perceived is an important factor to develop intention to use, to motivate, to affect, to predict, to explain, and to increase technology acceptance. As a concept, perceived also grows based on various contexts such as perceived usability, perceived enjoyment, perceived quality, perceived aesthetic, and perceived expressiveness. Those concepts were used to analyze information and communication technology acceptance particularly electronic mail (e-mail), mobile social games, social networking sites, and mobile apps. This article discusses elaboration of perceived mobile apps use as a main concept to explain instant messaging applications use. By applying a quasi-experiment, this article analyzes the confirmation factors of perceived instant messaging application use. This article reveals that perceived could be elaborate into main concepts of mobile applications use from psychological motives.     Keywords: perceived, instant messaging, applications, factor analysis, quasi experimen

    Fostering employee creativity through creativity-contingent extrinsic and intrinsic rewards that emphasise creativity: A systematic review of creativity academic papers

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    Creativity is widely believed to be necessary to increase quality performance. Thus, in today’s more challenging and competitive environment, the contemporary organization frequently utilizes rewards practices to stimulate creative activities among employees. Existing research on reward practices shows evidence that creativity contingent rewards play a vital role in improving employee creative performance. This study presents a systematic review of extrinsic and intrinsic rewards that contribute to creativity and their effect on employee creativity. The findings show that regardless of the degree of importance of the rewards perceived by the employee, both the extrinsic and intrinsic rewards were positively correlated with the behaviour of creativity behavior. Interestingly, the results showed that creativity-contingent intrinsic rewards have relatively stronger effects on employee creativity when compared to creativity-contingent extrinsic rewards

    Creating a treadmill running video game with smartwatch interaction

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    In recent years, indoor or at-home sports have experienced signifcant growth. However, monotony is a common challenge in these static physical activities. Exergames, a genre of video games that combines physical activity and entertainment, have emerged as an attractive solution. Nevertheless, running on a treadmill and engaging in other activities simultaneously presents additional challenges. The balance and concentration required during running while interacting with a video game demand a special focus on the design of the Exergame. This paper presents a mobile Exergame designed specifcally for treadmill running, utilizing interaction with a smartwatch. The game ofers natural environments where, through smartwatch technology, it interprets the player’s movements, transforming them into running speed and interactive actions by detecting gestures within the game. The main objective is to provide users with a satisfying gaming experience tailored to the characteristics of treadmill running. Particular emphasis has been placed on prioritizing the playful component of this Exergame, recognizing its relevance in the context of treadmill running. To evaluate the achievement of objectives and the proposed hypothesis, a comparative study was conducted between the proposed Exergame and a treadmill running simulator. Participants experienced both experiences and subsequently completed the Game Experience Questionnaire (GEQ), specifcally the In-game GEQ version. The results obtained indicate that participants had a better gaming experience in the Exergame than in the simulator. These fndings highlight the importance of prioritizing the playful component in Exergames and provide guidelines for future improvements and developments in the feld.Funding for open access charge: CRUE-Universitat Jaume

    The integration of mobile learning app-based quiz-games in higher education teaching of anatomical sciences

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    Background: Mobile learning (mLearning) and gamification are two potential pedagogical tools that are continuously evolving in Higher Education. Their efficiency as learning tools is not fully understood and their use by staff is sporadic and sometimes viewed poorly compared to traditional methods. Aim: To determine a framework of best practice for the integration of mLearning app based quiz-games into the Higher Education (HE) teaching of anatomical sciences. This thesis presents three studies, which aim to 1) evaluate mLearning quiz-games as a revision tool for an anatomy online examination 2) and 3) investigate the effect of pre-seminar mLearning quiz gameplay on knowledge acquisition, retention and engagement in anatomy. Method: The data collection was performed over a two year period in a level 4 anatomy module for Sport and Exercise Science students. All three studies employed an experimental mixed methods approach within an action research framework to allow the development of the project in a naturalistic way. Study One was completed over two cohorts, 2014-15 (n=125) and 2015-16 (n=121). The module has four assessment points, A1, A2, A3, A4 where A1-3 are online assessments with a mixture of Multiple Choice Questions, labelling and matching questions and A4 is a viva voce. Students did A1, A2 and A4 as normal but at A3 they were offered a choice to revise as normal, the control group (n= 164) or to play mLearning games (n=87) for 15 minutes prior to the assessment on a tablet or smartphone device. All students completed a modified Study Process Questionnaire (SPQ) post-assessment and then for triangulation of data online focus groups were completed (n=84) as well as extended semi-structured interviews (n=9). Study Two was completed in 2015-16 using the same module as Study One. Over two consecutive weeks students were videoed in a two hour seminar session where in week one they did 15 minutes of no formal class preparation (n=87) and in week two they did 15 minutes of mLearning games (n=87). Students did a plenary and recap class Socrative quiz every week where the plenary scores indicate knowledge acquisition and the difference between the plenary and recap scores of subsequent weeks indicates knowledge retention. Observational behavioural engagement analysis was completed using an adapted coding system and students completed the National Survey of Student Engagement following each seminar. Study Three was completed on the same cohort in semester two using a randomised repeated measures design for the knowledge acquisition and knowledge retention scores over three weeks with three 15 minute interventions; Games, Control and Games plus question generation before class. Results: Study One found that the Games group performed better at A3 with no difference at A2 or A1 (p<0.0.01) but no differences were found in the SPQ surface and deep learning motives and strategies. Students revealed reasons for using mLearning quiz-games were primarily the fun, visual stimulation, instant feedback and accessibility. Study Two found that playing quiz-games prior to class increased on-task behaviours and peer interaction and improved knowledge acquisition and retention scores (p<0.01). Study Three agreed but found no difference in the Games-plus questions group compared to the control or games groups. Conclusions: The studies reveal the positive effect that mLearning quiz-games can have on achievement and engagement both in class and as a revision tool prior to assessment. The results of all three studies have been used to inform the proposed Mobigames framework for the integration of mLearning quiz-games in HE teaching. The framework has four key aspects: Information, Facilitation, Learning and Timing

    Being Anal About the Rules

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    Developing technologies, digital media and mobile internet access have allowed members of the MSM community the opportunity to integrate their lives more fully into a world once dominated by exclusively straight places and communities - the change fostered by hook-up apps and services has taken the socio-sexual interaction of men who have sex with men (MSM) from the old physical community spaces into digital sexual oases. This paper will discuss from a theoretical standpoint the changing sexual behaviours and new opportunities to create a sense of space for MSM individuals made possible by geolocation-based apps and the emergent playstyles that are born from the app developers’, and players’, gamification of sexual expression

    A Systematic Review and Weight Analysis of Mobile Financial Services Adoption Literature from 2011 to 2021

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    The global extent and use of the internet and mobile have increased the importance of mobile financial services (MFS) and payments. However, only limited numbers of review studies are accessible on the topic. Therefore, this paper aims to offer a systematic literature review (SLR) methodology and perform a weight analysis of articles published between 2011 and 2021. By reviewing 61 studies, the results indicate that the unified theory of acceptance and usage of technology (UTAUT) followed by the technology of acceptance model (TAM) are the main conceptual frameworks and models adopted. It reveals that attitude, perceived ease of use, performance expectancy, habit, social norms, and perceived usefulness are the best behavioral intention predictors. The critical technological factors of using MFS were provided, followed by future research opportunities

    Experience Prototyping for Automotive Applications

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    In recent years, we started to define our life through experiences we make instead of objectswe buy. To attend a concert of our favorite musician may be more important for us thanowning an expensive stereo system. Similarly, we define interactive systems not only by thequality of the display or its usability, but rather by the experiences we can make when usingthe device. A cell phone is primarily built for making calls and receiving text messages,but on an emotional level it might provide a way to be close to our loved ones, even thoughthey are far away sometimes. When designing interactive technology, we do not only haveto answer the question how people use our systems, but also why they use them. Thus,we need to concentrate on experiences, feelings and emotions arising during interaction.Experience Design is an approach focusing on the story that a product communicates beforeimplementing the system. In an interdisciplinary team of psychologists, industrial designers, product developers andspecialists in human-computer interaction, we applied an Experience Design process to theautomotive domain. A major challenge for car manufacturers is the preservation of theseexperiences throughout the development process. When implementing interactive systemsengineers rely on technical requirements and a set of constraints (e.g., safety) oftentimescontradicting aspects of the designed experience. To resolve this conflict, Experience Prototypingis an important tool translating experience stories to an actual interactive product. With this thesis I investigate the Experience Design process focusing on Experience Prototyping.Within the automotive context, I report on three case studies implementing threekinds of interactive systems, forming and following our approach. I implemented (1) anelectric vehicle information system called Heartbeat, communicating the state of the electricdrive and the batteries to the driver in an unobtrusive and ensuring way. I integrated Heartbeatinto the dashboard of a car mock-up with respect to safety and space requirements butat the same time holding on to the story in order to achieve a consistent experience. With (2)the Periscope I implemented a mobile navigation device enhancing the social and relatednessexperiences of the passengers in the car. I built and evaluated several experience prototypesin different stages of the design process and showed that they transported the designed experiencethroughout the implementation of the system. Focusing on (3) the experience offreehand gestures, GestShare explored this interaction style for in-car and car-to-car socialexperiences. We designed and implemented a gestural prototypes for small but effectivesocial interactions between drivers and evaluated the system in the lab and and in-situ study. The contributions of this thesis are (1) a definition of Experience Prototyping in the automotivedomain resulting from a literature review and my own work, showing the importanceand feasibility of Experience Prototyping for Experience Design. I (2) contribute three casestudies and describe the details of several prototypes as milestones on the way from a anexperience story to an interactive system. I (3) derive best practices for Experience Prototypingconcerning their characteristics such as fidelity, resolution and interactivity as well asthe evaluation in the lab an in situ in different stages of the process.Wir definieren unser Leben zunehmend durch Dinge, die wir erleben und weniger durchProdukte, die wir kaufen. Ein Konzert unseres Lieblingsmusikers zu besuchen kann dabeiwichtiger sein, als eine teure Stereoanlage zu besitzen. Auch interaktive Systeme bewertenwir nicht mehr nur nach der Qualität des Displays oder der Benutzerfreundlichkeit, sondernauch nach Erlebnissen, die durch die Benutzung möglich werden. Das Smartphone wurdehauptsächlich zum Telefonieren und Schreiben von Nachrichten entwickelt. Auf einer emotionalenEbene bietet es uns aber auch eine Möglichkeit, wichtigen Personen sehr nah zusein, auch wenn sie manchmal weit weg sind. Bei der Entwicklung interaktiver Systememüssen wir uns daher nicht nur fragen wie, sondern auch warum diese benutzt werden. Erlebnisse,Gefühle und Emotionen, die während der Interaktion entstehen, spielen dabei einewichtige Rolle. Experience Design ist eine Disziplin, die sich auf Geschichten konzentriert,die ein Produkt erzählt, bevor es tatsächlich implementiert wird. In einem interdisziplinären Team aus Psychologen, Industrie-Designern, Produktentwicklernund Spezialisten der Mensch-Maschine-Interaktion wurde ein Prozess zur Erlebnis-Gestaltung im automobilen Kontext angewandt. Die Beibehaltung von Erlebnissen über dengesamten Entwicklungsprozess hinweg ist eine große Herausforderung für Automobilhersteller.Ingenieure hängen bei der Implementierung interaktiver Systeme von technischen,sicherheitsrelevanten und ergonomischen Anforderungen ab, die oftmals dem gestaltetenErlebnis widersprechen. Die Bereitstellung von Erlebnis-Prototypen ermöglicht die Übersetzungvon Geschichten in interaktive Produkte und wirkt daher diesem Konflikt entgegen. Im Rahmen dieser Dissertation untersuche ich den Prozess zur Erlebnis-Gestaltung hinsichtlichder Bedeutung von Erlebnis-Prototypen. Ich berichte von drei Fallbeispielen im automobilenBereich, die die Gestaltung und Implementierung verschiedener interaktiver Systemenumfassen. (1) Ein Informationssystem für Elektrofahrzeuge, der Heartbeat, macht den Zustanddes elektrischen Antriebs und den Ladestand der Batterien für den Fahrer visuell undhaptisch erlebbar. Nach der Implementierung mehrerer Prototypen wurde Heartbeat unterBerücksichtigung verschiedener technischer und sicherheitsrelevanter Anforderungen in dieArmaturen eines Fahrzeugmodells integriert, ohne dass dabei das gestaltete Erlebnis verlorengegangen ist. (2) Das Periscope ist ein mobiles Navigationsgerät, das den Insassensoziale Erlebnisse ermöglicht und das Verbundenheitsgefühl stärkt. Durch die Implementierungmehrere Erlebnis-Prototypen und deren Evaluation in verschiedenen Phasen des Entwicklungsprozesseskonnten die gestalteten Erlebnisse konsistent erhalten werden. (3) ImProjekt GestShare wurde das Potential der Interaktion durch Freiraumgesten im Fahrzeuguntersucht. Dabei standen ein Verbundenheitserlebnis des Fahrers und soziale Interaktionenmit Fahrern anderer Fahrzeuge im Fokus. Es wurden mehrere Prototypen implementiert undauch in einer Verkehrssituation evaluiert. Die wichtigsten Beiträge dieser Dissertation sind (1) eine intensive Betrachtung und Anwendungvon Erlebnis-Prototypen im Auto und deren Relevanz bei der Erlebnis-Gestaltung,beruhend auf einer Literaturauswertung und der eigenen Erfahrung innerhalb des Projekts; (2) drei Fallstudien und eine detaillierte Beschreibung mehrere Prototypen in verschiedenenPhasen des Prozesses und (3) Empfehlungen zu Vorgehensweisen bei der Erstellung vonErlebnis-Prototypen hinsichtlich der Eigenschaften wie Nähe zum finalen Produkt, Anzahlder implementierten Details und Interaktivität sowie zur Evaluation im Labor und in tatsächlichenVerkehrssituationen in verschiedenen Phasen des Entwicklungsprozesses

    Cultural heritage gamification and its effects on the tourist satisfaction

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    Tourism is nowadays one of the world’s main social and economic activities, who’s origin dates to more than two millennia ago. Gamification, on the other hand, is a recent topic only initially referenced in 2008, and which became a subject of wide study in the present decade and has been applied to several sectors due to its capacity of improving experience, shaping user behaviour, motivating desired behaviours, increasing brand awareness among other advantages. Tourism has been no exception in the implementation of gamification, although appliance and research are still scarce on this subject compared to others. Existing technology provides tourists with an easy access to pricing information, therefor no longer can businesses in this sector effectively differentiate themselves through price, but rather being forced to adopt a differentiated service offer. Existing research concludes that gamification can be used to enhance tourist experiences and improve loyalty. This paper aims to contribute to this growing subject by testing the effect of using gamification in the context of visits to historical sites. We conducted a qualitative survey which first analysed the requirements that tourists have on the context of a visit to historical sites and based on that information designed a mobile application with game elements which aims to aid their visit and improve their satisfaction. The analysis of the developed prototype suggests that gamification does represent a well-designed way to present sites, shape user behaviour, aid visit and increase satisfaction through the creation of an interactive and informational environment.O turismo é uma das principais atividades sociais e económicas do mundo originada há mais de dois milênios atrás. Por outro lado, a gamificação é um tópico recente, referenciado inicialmente em 2008, que se tornou objeto de amplo estudo na década atual, tendo vindo a ser aplicado a vários sectores devido à sua capacidade de melhorar a experiência, moldar comportamento, aumentar reconhecimento de marca, entre outras vantagens. O turismo não foi uma exceção na implementação da gamificação, embora a sua aplicação e pesquisa sejam ainda escassas nesta área em comparação com outras. Atualmente, devido ao fácil acesso que os turistas possuem a informação relativa a preços, é cada vez mais necessário que as diversas ofertas turísticas existentes se distingam através da criação de serviços diferenciados, podendo-se recorrer à gamificação neste contexto para aprimorar as experiências turísticas e aumentar a lealdade dos clientes. Este artigo tem como objetivo contribuir para a pesquisa existente, testando o efeito do uso da gamificação no contexto de visitas a locais históricos. Realizamos uma pesquisa qualitativa que analisou primeiro os requisitos que os turistas têm no contexto de visita a estes locais, e com base nos resultados obtidos, projetamos uma aplicação móvel com elementos de jogo que visa auxiliar a visita e melhorar a satisfação. A análise do protótipo desenvolvido sugere que a gamificação representa uma maneira bem projetada de apresentar locais de interesse cultural, moldar o comportamento do utilizador, auxiliar a visita e aumentar a satisfação através da criação de um ambiente interativo e informativo
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