22 research outputs found

    A Cross-cultural Comparative Study of Continued Usage of Social Networking Services

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    Abandon Online Social Networking Services? A Trade-off Analysis

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    Understanding Users’ Recommendation Intention of Taxi-hailing Apps: An Internal Perception Perspective

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    Users’ recommendation intention has drawn greater intention by both scholars and managers under the context of electronic commerce. Based on TAM (Technology Acceptance Model), this study aims to examine factors affecting users’ recommendation intention of Taxi-hailing apps in Chinese context. Structural equation model is used in this study. Data collected from 261 Taxi-hailing apps users. The results show the following key interesting findings: (1) both perceived usefulness and perceived ease of use have positive effect on users’ perceived benefits; (2) perceived benefits has positive effect on users’ trust, while perceived privacy risk has negative effect on users’ trust; (3) users’ trust has positive effect on users’ recommendation intention; (4) perceived benefits acts as a partial mediator between perceived usefulness/users’ trust and perceived ease of use/users’ trust, and users’ trust acts as a partial mediator between perceived benefits and users’ recommendation intention. Implications for researchers and practice are discussed

    Functional, Hedonic or Social? Exploring Antecedents and Consequences of Virtual Reality Rollercoaster Usage

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    During the last years, various media technologies such as Augmented Reality (AR) and Virtual Reality (VR) have gained increased attention in consumer markets and tourism. For theme parks, especially those with rollercoasters, wearable VR devices are expected to be associated with various benefits for tourists’ experience. Therefore, adventure park managers with VR rollercoasters have a keen interest in understanding the drivers and psychological mechanisms of their visitors, especially those associated with economic benefits. Against this background, this study provides a conceptual model grounded in the VR and AR literature. The model is then tested in a Finnish amusement park with a VR switchback, and analysed using structural equation modelling. Result show that entertainment value and service quality drive satisfaction and subsequently word of mouth, but results do not confirm the importance on visitors’ willingness to pay an extra fee for a VR experience. However, this economically crucial variable is determined by social presence of other people, indicating that visitors are willing to pay for experiencing an immersive experience with other people. Theoretical and managerial implications are derived, and avenues for further research discussed

    Determinants of consumers’ intentions to share knowledge and intentions to purchase on s-commerce sites: incorporating attitudes toward persuasion attempts into a social exchange model

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    This research explores s-commerce users’ intentions to purchase and to share knowledge by incorporating ‘attitudes toward persuasion attempts,’ ‘ease of use,’ and ‘perceived usefulness’ into a social exchange theory model. A survey using an on-site purposive sampling technique was used to recruit the respondents, and an interception technique was used to approach the consumers. A total of 471 Korean consumers participated in this research. Based on 471 Korean social-commerce users, our results reveal that social exchange belief factors and a site’s usability affect user satisfaction, which subsequently affects users’ intentions to purchase and to share knowledge. In addition, attitudes toward persuasion attempts moderate the effect of satisfaction on users’ purchase intentions. Keywords: social exchange theory, attitudes toward persuasion attempts, intention to share knowledge, social exchange belief

    The Role of Strong and Weak Ties in the Usage Behaviour of Social Media Apps

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    Social media apps like TikTok have influenced the daily lives of billions of users. Such apps are forms of network goods and subject to so-called network externalities. They offer a social utility that increases with the number of app users. Regarding its origin, the social utility can be divided into a strong-tie utility (STU) and weak-tie utility (WTU) as it may emerge from strong ties (e.g. close friends) and weak ties (e.g. friends of friends) respectively. To investigate their influence on the usage behaviour more closely, we develop a research model and conduct an online experiment (N=291) for collecting data for seven popular social media apps. The results prove that strong and weak ties can influence users in two ways: providing utility and exerting social pressure. While the level of these effects varies for the tested apps, the utility has a generally greater influence on the intention to use

    The Effect Of Marketing Mix And Technology Acceptance Model On Purchase Intention Via Vending Machine Mediated By Attitude

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    Indonesia's population in the year 2020 is 270.2 million, 26.5% is Generation Z and 25.8% is Millennial. Millennials and Generation Z are easier to accept new technology. Convenience of online significantly increased online shopping and E-money transactions. Several retail shops closed due to high operational costs and lack of visitors. Overseas retailers use vending machines for effectiveness saved labor costs and convenience for customers. Hence, vending machine can be an alternative for offline retailers in Indonesia. Scholars argue vending machine business is promising in Indonesia but not familiar due to lack of marketing and people's ignorance to use it. Not many vending machine research investigates the effect of marketing mix. This research is different with previous research by investigate the effect of marketing mix. Research objective is to investigate the effect of 4Ps Marketing Mix and TAM (independent variable) on purchase intention (dependent variable) mediated by attitude with theory of Behavioral Reasoning. This is Quantitative, Fundamental research, Non-Probability Convenience sampling with 100 samples, and used PLS-SEM analysis method. Primary data from questionnaires distributed during September 2021– October 2021 answered by vending machine users from age 21 years old or above and domicile in JABODETABEK. Research result found there was significant positive effect of TAM on attitude, attitude affect intention to purchase, and attitude mediates the effect of TAM on purchase intention. This research would be useful to researchers who will research to increase purchase intention and for retailers as one of strategies for increasing revenue via vending machines. Key words: Retail, Customer Behavior, Technology, Marketing Strategy, Revenu

    Hotel Guests’ Social Media Acceptance in Luxury Hotels

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    Purpose This paper aims to propose and test a modified TAM model for the social media networks (SMNs) in the luxury hotel context, integrating satisfaction and continued usage intention, using a mixed method approach. SMNs have revolutionized the way people communicate, search for information, and share experiences. The technology acceptance model is the predominant theory for researching technology acceptance; however, there is a gap in identifying and testing context-specific constructs. Design/methodology/approach This paper uses a mixed-method approach. The researchers conducted 16 interviews and 258 questionnaires with luxury hotel guests. Following the collection of data, interviews and questionnaires were analyzed using thematic and partial least square analysis. Findings Findings show that accessibility, trust, social influence and perceived benefits influence perceived ease of use and perceived usefulness, which affect attitude and satisfaction and ultimately continued usage intentions. Findings also reveal that enjoyment, although qualitatively proposed, does not influence luxury hotel guests’ SMNs continued usage intention. Practical implications This study suggests that hotel managers have to concentrate their marketing efforts in enhancing SMN’s interaction and increasing the number of positive reviews to retain current customers and acquire new ones. Hotels should also develop effective mobile strategies by adopting mobile social network webs and applications as accessibility becomes more important in today’s marketplace. Originality/value Former scholars adopted the approach of proposing external dimensions based on previous research; and thus, did not integrate up-to-date and context-specific variables. Therefore, the present paper uses a new approach by exploring SMN-specific dimensions and testing them in the luxury hotel context

    An Adoption Framework for Mobile Augmented Reality Games: The Case of Pokémon Go

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    Pokémon Go was the first mobile augmented reality (AR) game to reach the top of the download charts of mobile applications. However, little is known about this new generation of mobile online AR games. Existing theories provide limited applicability for user understanding. Against this background, this research provides a comprehensive framework based on uses and gratification theory, technology risk research, and flow theory. The proposed framework aims to explain the drivers of attitudinal and intentional reactions, such as continuance in gaming or willingness to invest money in in-app purchases. A survey among 642 Pokémon Go players provides insights into the psychological drivers of mobile AR games. The results show that hedonic, emotional, and social benefits and social norms drive consumer reactions while physical risks (but not data privacy risks) hinder consumer reactions. However, the importance of these drivers differs depending on the form of user behavior
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