10 research outputs found

    Factors that Affect the Use of the Online Payment System on E-Commerce (Case Study on Users of Shopee.CO.ID)

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    This study aims to examine the effect of Usefulness, Easy of Use, and E-Commerce Trust on Buying Decisions. The population and samples in this study were 100 respondents who had used shopee.co.id. Data analysis method uses multiple linear regression analysis. The results of this study indicate that there is an influence of Usefulness, Ease of Use, and Trust on User Behavior on shopee.co.id consumers Keywords: Usefulness, Ease of Use, Trust, User behavior DOI: 10.7176/IKM/9-5-03 Publication date:May 31st 201

    The Impact Of Technology Trust On The Acceptance Of Mobile Banking Technology Within Nigeria

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    With advancement in the use of information technology seen as a key factor in economic development, developed countries are increasingly reviewing traditional systems, in various sectors such as education, health, transport and finance, and identifying how they may be improved or replaced with automated systems. In this study, the authors examine the role of technology trust in the acceptance of mobile banking in Nigeria as the country attempts to transition into a cashless economy. For Nigeria, like many other countries, its economic growth is linked, at least in part, to its improvement in information technology infrastructure, as well as establishing secure, convenient and reliable payments systems. Utilising the Technology Acceptance Model, this study investigates causal relationships between technology trust and other factors influencing user’s intention to adopt technology; focusing on the impact of seven factors contributing to technology trust. Data from 1725 respondents was analysed using confirmatory factor analysis and the results showed that confidentiality, integrity, authentication, access control, best business practices and non-repudiation significantly influenced technology trust. Technology trust showed a direct significant influence on perceived ease of use and usefulness, a direct influence on intention to use as well as an indirect influence on intention to use through its impact on perceived usefulness and perceived ease of use. Furthermore, perceived ease of use and perceived usefulness showed significant influence on consumer’s intention to adopt the technology. With mobile banking being a key driver of Nigeria’s cashless economy goals, this study provides quantitative knowledge regarding technology trust and adoption behaviour in Nigeria as well as significant insight on areas where policy makers and mobile banking vendors can focus strategies engineered to improve trust in mobile banking and increase user adoption of their technology

    The impact of e-service quality on atitude toward online shopping

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    The research was designed to fill the gap in the existing body of knowledge regarding attitudes toward online shopping and differences in electronic service quality perception between two different geographical and cultural countries. In addition, this research extended previous effort done in an online shopping context by providing evidence that high service quality increase consumers’ trust perception, which in turn results in favorable attitude toward online shopping, with risk perception moderating the impact on consumer’s trust. Cluster random sampling was used to select respondents with previous online shopping experience. Correlation and hierarchical regression was used to analyze the direct and indirect relationship between service quality, risk, trust and attitude, while t-test was used to compare the two cultures in e-service quality perception. The present study demonstrates that e-service quality is affected by consumer’s culture. This research also provides evidence that trust in Internet shopping is built on high service quality. Notably, risk moderates the effect of e-service quality on trust toward online retailer. Finally, the research highlights the significant effect of trust on the attitude towards online shopping

    PENGARUH KEMUDAHAN, KEPERCAYAAN, KEGUNAAN, DAN KEPUASAN TERHADAP PENGGUNAAN FINANCIAL TECHNOLOGY DI MASA PANDEMI COVID-19 DI KOTA TEGAL (STUDI KASUS PADA GENERASI Z).

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    Nur Afiyah, 2021, Pengaruh Kemudahan, Kepercayaan, Kegunaan, dan Kepuasan Terhadap Penggunaan Financial Technology Di Masa Pandemi Covid-19 Di Kota Tegal (Studi Kasus Pada Generasi Z). Tujuan penelitian ini adalah untuk mengetahui faktor penyebab penggunaan financial technology di masa pandemi Covid-19 pada generasi z di kota Tegal. Dewasa ini, marak sekali penggunaan financial technology karena sangat memudahkan pengguna dalam melakukan berbagai macam transaksi baik online maupun offline. Terlebih lagi disaat pandemi Covid-19 seperti sekarang, kita dirasa perlu mengurangi kontak fisik antar sesama karena mengingat penyebaran virus ini melalui udara atau media lain. Menurut juru bicara WHO, uang tunai sering berpindah tangan dan disana (uang kertas) dapat menjadi sarang berbagai bakteri dan virus. Sehingga masyarakat beralih menggunakan pembayaran berbasis teknologi. Penelitian ini menggunakan metode penelitian deskriptif kuantitatif, dengan cara menyebarkan kuesioner melalui google form kepada 100 responden yang sesuai dengan kriteria penelitian. Penelitian ini menggunakan 4 variabel yaitu persepsi kemudahan, kepercayaan, kegunaan dan kepuasan. Alat bantu yang digunakan guna menguji penelitian ini menggunakan SPSS 22. Hasil penelitian ini diperoleh bahwa persepsi kemudahan, kepercayaan, kegunaan dan kepuasan secara uji kelayakan model berpengaruh secara signifikan terhadap penggunaan financial technology pada generasi z di kota Tegal, dengan Goodness Of Fit sebesar 9,184 dan tingkat signifikan 0,000. Sehingga dapat diartikan bahwa model regresi yang digunakan dalam penelitian ini layak untuk digunakan dalam analisis. Pengaruh variabel yang dominan adalah kemudahan, disusul oleh variabel kegunaan, kepercayaan dan kepuasan. Kata Kunci: Financial Technology, Kemudahan, Kepercayaan, Kegunaan dan Kepuasa

    Investigating the impact of technology trust on the acceptance of mobile banking technonlgy within Nigeria

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    This empirical study investigates the factors influencing Nigerians’ trust and adoption of mobile banking technology; using an integrative model. Research was conducted using a questionnaire developed and distributed in Nigeria. Out of 2256 returned questionnaires, 1725 were deemed to have been completed and hence usable. The data was analysed using confirmatory factor analysis and the results showed that confidentiality, integrity, authentication, access control, best business practices and non-repudiation significantly influenced technology trust with availability showing unsatisfactory values for consideration. In addition, technology trust showed a direct significant influence on perceived ease of use and usefulness. Technology trust also showed an indirect influence on intention to use through its impact on perceived usefulness and perceived ease of use. Also, perceived ease of use and perceived usefulness showed significant influence on consumer’s intention to adopt the technology. As a result of increased understanding of customer trust and adoption trends in Nigeria, these findings have important theoretical implications for researchers with interests in technology acceptance trends and the role of external factors, such as trust, in user adoption of technology. Such implications include the provision of empirical data, which highlights the role technology trust, demographic segmentations, perceived ease of use and perceived usefulness play in mobile banking adoption in Nigeria. In addition, the successful completion of this study provides justification for the use of this research’s model as a suitable framework for investigating user adoption of technology

    Evaluación de la confianza en e-commerce en consumidores con niveles de educación profesional en la ciudad de Valledupar

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    El comercio electrónico es considerado como un sector vertical de la sociedad de la información, que ha tomado mucha fuerza en los últimos años, debido a su importancia para el desarrollo económico, gracias a las ventajas competitivas que teóricamente posee como un nuevo canal de negocios y distribución frente al modelo de comercio tradicional, tanto para las empresas como para los consumidores. Sin embargo, hay evidencias que demuestran la existencia de factores y/o barreras que impiden el crecimiento de esta nueva actividad dentro de los países, dentro de los cuales toma mucha relevancia para la comunidad científica la confianza de los consumidores. Dentro de la literatura revisada se ha evidenciado la ausencia de una metodología que permita la evaluación de la confianza de los consumidores en el e-commerce, a través de la medición de diversos factores generadores de confianza relacionados con el consumidor, el sitio web, el vendedor y el contexto. Del mismo modo, a pesar de que son diversos los estudios que proponen e identifican muchos factores generadores de confianza en el e-commerce en los consumidores, pocos proponen y definen claramente sistemas de variables e indicadores mediante los cuales pueda realizarse sus respectivas mediciones. Es por esto que el presente trabajo tiene como principal objetivo proponer una metodología para la evaluación de la confianza de los consumidores con niveles de formación profesional en el e-commerce, con el interés de proporcionar una herramienta que permita observar el comportamiento de los factores de generación de confianza en los consumidores a partir de su perfil profesional, y poder analizar cómo se comporta la confianza de los usuarios, y sus factores, a partir de sus habilidades y conocimientos profesionales. Para alcanzar los objetivos propuestos en el presente trabajo investigativo, se implemento un diseño metodológico consistente de cuatro fases. Inicialmente se desarrolla la fase de análisis y en ella se realiza principalmente la revisión sistemática de la literatura relacionada con la sociedad de la información, el e-commerce y los factores generadores de confianza en e-commerce en los consumidores; la segunda fase es la de diseño, en esta fase el investigador propone el diseño preliminar de la metodología, y la construcción de un sistema de indicadores base para la evaluación. En la tercera fase se realiza la implementación de la metodología en la ciudad de Valledupar, y la fase final consiste fundamentalmente en la publicación de los resultados obtenidos de la investigación, la realimentación de la metodología y la presentación de las principales conclusiones del trabajo realizado. Como resultados del trabajo realizado, se obtiene principalmente una metodología orientada a la evaluación de la confianza de los consumidores con niveles de formación profesional en el e-commerce, así mismo un sistema de indicadores para la evaluación de la confianza de los consumidores, en el cual se proporcionan mediciones para evaluar factores generadores de confianza con base en aspectos de los consumidores, aspectos de los sitios web de ventas en línea, de los vendedores web y del contexto de aplicación de la metodología. Por su parte, con la implementación de la metodología en la ciudad de Valledupar, reveló que las dos terceras partes de los encuestados utilizan medios de e-commerce, es decir, realizan comprar por medio de internet. Así mismo, se pudo observar que dentro de los aspectos del consumidor que podrían estar afectando negativamente la confianza de los consumidores en el e-commerce se encuentra la disposición de confianza, puesto que, prestan poca disposición para entregar su información personal a empresas en línea, mientras que dentro de los aspectos del website que afectan de forma negativa la confianza de los consumidores en el e-commerce, se encuentra el riesgo percibido en los website de ventas en línea y la interactividad ofrecida por los mismos.Abstract. Electronic commerce “e-commerce” is regarded as a vertical field of Information Society, it has taken a lot of strength in recent years due to its importance for economic development, thanks to the competitive advantages that theoretically possesses as a new business channel and distribution pattern versus traditional commerce, for both companies and consumers. However, there is evidence demonstrating the existence of factors and / or barriers to the growth of this new activity within countries, within which takes a lot of relevance to the scientific community the confidence of consumers. Within the literature review has highlighted the lack of a methodology for the assessment of consumer confidence in e-commerce, through the measurement of various drivers of consumer confidence related to the website, seller and context. Similarly, although many studies are proposed and identified many drivers of trust in e-commerce consumers, few proposed and clearly defined system variables and indicators by which their measurements can be performed. That is why this paper's main objective is to propose a methodology for evaluating the trust of consumers with levels of professional training in e-commerce, in the interest of providing a tool to observe the behavior of the factors generation of consumer confidence from their professional profile and to analyze how trust behaves users, and its factors, from their professional skills and knowledge. To achieve the objectives proposed in this research work, a consistent design methodology was implemented in four phases. Initially the analysis phase is developed and it is mostly done a systematic review of the literature related to the information society, e-commerce and the factors of trust in e-commerce on consumers; the second phase is the design at this stage the researchers proposes a preliminary design methodology, and build a database system for the assessment indicators. In the third phase the implementation of the methodology is performed in the city of Valledupar, and the final phase consists essentially of publishing the results of research, feedback methodology and presentation of the main conclusions of the work done. As results of the work, given mainly oriented assessment of consumer confidence levels of vocational training in the e-commerce methodology, also a system of indicators for the assessment of consumer confidence in the measurements to assess which factors generating confidence based aspects of consumer aspects of sales websites online, web marketers and the context of application of the methodology are provided. Meanwhile, with the implementation of the methodology in the city of Valledupar, revealed that two thirds of respondents used media e-commerce, is dec, performed purchased through internet. Also, it was observed that within the aspects of consumer that might be adversely affecting consumer confidence in e-commerce arrangement of confidence is, since, pay little willingness to give your personal information to online companies while inside aspect of the website that negatively affect consumer confidence in e-commerce, is the perceived risk in the online sales website and interactivity offered by them.Maestrí

    A adoção de aplicações informáticas com características de jogos online: uma perspetiva no setor do e-banking em Portugal

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    O sucesso comercial dos jogos online e a sua influência sobre o comportamento nos utilizadores levou-nos a considerar o desenvolvimento de aplicações com características de jogos, de modo a investigar e identificar as variáveis e características influenciadoras na adesão ao e-banking. Esta temática, centrada nos jogos e nos negócios eletrónicos, conduz- -nos a uma grande questão de partida: "Qual o impacto de aplicações informáticas com características de jogos no e-banking?”; bem como outras duas questões secundárias: "Quais os elementos, características ou variáveis que podem influenciar o nível de utilização do e- -banking com características de jogos?", e "Qual a metodologia e processos de controlo a implementar num projeto de gamificação?". Para responder a estas perguntas realizámos uma investigação que engloba cinco estudos: (Estudo 1) centra-se na adesão dos clientes a aplicações gamificadas, através do teste a um modelo explicativo da adoção de aplicações de negócio com características de jogo, no e-banking – verificámos que a gamificação influencia, fortemente, a socialização e esta induz a intenção de utilização; (Estudo 2) averigua em que medida o recurso à gamificação, no website do banco, potencia a utilização do e-banking entre os clientes, com base num novo modelo explicativo da influência da gamificação no design e adoção do e-banking – observámos que a gamificação influencia todas as dimensões envolvidas, em particular, a intenção de utilização; (Estudo 3) testa um novo modelo concetual resultante da agregação dos modelos testados nos estudos 1 e 2 – concluímos que a utilidade, o prazer na utilização e as características das páginas (que podem ser mais ou menos atrativas), influem positivamente na intenção de utilização e, por conseguinte, no negócio; (Estudo 4) determina quais os elementos e as características do website que os utilizadores consideram como mais importantes no sentido de adotarem o e-banking – partindo de grupos de discussão com utilizadores definimos um modelo de relações dos fatores mais revelantes do jogo e averiguou-se quais os elementos e características mais relevantes nas aplicações gamificadas; (Estudo 5) o desenvolvimento de projetos de negócios na área da gamificação levou-nos a organizar e sintetizar os processos e metodologias envolvidas, propondo uma nova framework, designada por 5PMG, com cinco passos fundamentais. Em síntese, desenvolvemos um novo modelo concetual para explicar o que conduz os utilizadores à adoção do negócio eletrónico e em que medida é que a gamificação constitui uma (nova) dimensão que influencia, consideravelmente, este processo de adesão. Neste sentido, determinámos os fatores essenciais nas aplicações gamificadas e no website, na ótica dos utilizadores, e propomos uma framework otimizada para gestão de projetos. Esperamos assim contribuir para uma melhor compreensão da gamificação no e-commerce, em particular, no e-banking.The online game's commercial success and the influence on user behavior, led us to consider developing applications with games features in order to investigate which variables and features that could influence in e-banking adopting. The topic of games and business, lead us to a main research question, "What is the impact of computer applications with game features in e-banking?", and two other questions, "Which elements, characteristics or variables of games on e-banking with gaming features?" and "What is the methodology and control processes to implement a project of gamification?". To answer these three questions, we conduct a research spanning five studies: (1) investigates the adoption of customers to a business application gamifies, by testing an explanatory model of adoption of a business application of the investment fund management. We conclude that the gamification has strong influence on socialization, which in turn has a strong influence on intention to use and this in business impact; (2) investigates the adoption of customers in the e-banking gamified, by testing a new explanatory model of influence of gamification, design and characteristics on adoption of e-banking. We conclude that the gamification positively influence all dimensions, in particular has a strong influence on intention to use; (3) tests a new conceptual model resulting from the aggregation of 1 and 2 studies, concluding that the utility, pleasure and the web pages characteristics positively influence the intention to use and accordingly positively influence the business. The gamification and socialization, don't directly influence positively the intention of use, however the gamification have a strong positive influence on socialization and this has positive, strong influence on utility and pleasure; (4) investigates which elements and characteristics that influence the use of e-banking. Using discussion groups, was developed a model with the most relevant factors in an application gamified, and were identified the elements and characteristics considered important in development; (5) investigates the development processes and methodologies. It was developed a framework called 5PMG, which defines five basic steps to follow in the management of business projects in gamification. In summary, we have developed a new explanatory conceptual model for the adoption of gamification in electronic business, identified the gamification as new dimension that influences the adoption of the e-banking, the elements/features perceived as essential in applications, and propose a new project management framework that contributes to the increased success of gamification in e-business. In this way, we hope to contribute to a better understanding of the gamification in e-banking
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