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    Investigating the adoption and use of smartphones in the UK : a silver-surfers perspective

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    Copyright and all rights therein are retained by the authors. All persons copying this information are expected to adhere to the terms and conditions invoked by each author's copyright. These works may not be re-posted without the explicit permission of the copyright holdersSmart phones are innovations that currently provide immense benefits and convenience to users in society. However, not all members of society are accepting and using smart phones; more specifically, for this research study silver-surfers or older adults (50+) are a demographic group displaying such an attitude. Currently, there is minimal knowledge of the reasons for older adults adopting and using smartphones. Bearing this in mind, this research study aims to investigate the adoption and usage behaviours of silver-surfers. For this purpose, the conceptual framework applied to this research draws factors from the following theories: Unified Theory of Acceptance and Use of Technology (UTAUT), the Diffusion of Innovations theory (DoI), and TAM3 (Technology Acceptance Model). From the online survey of 204 completed replies it was found that observability, compatibility, social influence, facilitating conditions, effort expectancy and enjoyment are important to the adoption and use of smartphones within silver-surfers. The contributions of this research are an identification and understanding of the factors that encourage or inhibit smartphone use within the older adult population. Second, this research can inform the design of computing devices and applications used for silver-surfers. Finally, this research can enlighten policy makers when forming decisions that encourage adoption and use of smartphones among silver surfersFinal Published versio

    Does Contributing Sequentially Increase the Level of Cooperation in Public Goods Games ? An Experimental Investigation

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    We run a series of experiments in which subjects have to choose their level of contribution to a pure public good. Our design differs from the standard public good game with respect to the decision procedure. Instead of deciding simultaneously in each round, subjects are randomly ordered in a sequence which differs from round to round. We compare sessions in which subjects can observe the exact contributions from earlier decisions ("Sequential treatment with Information") to sessions in which subjects decide sequentially but cannot observe earlier contributions ("Sequential treatment without information"). Furthermore, we investigate the effect of group size on aggregate contributions. Our result indicate that contributing sequentially increases the level of contribution to the public good when subjects are informed about the contribution levels of lower ranked subjects. Moreover, we observe that earlier players in the sequence try to influence positively the contributions of subsequent decision makers in the sequence, by making a large contribution. Such behaviour is motivated by the belief that subsequent players will reciprocate by also making a large contribution.
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