8 research outputs found

    The hustle is real : an examination of the self-related consequences of consuming idealized self-promotional content on LinkedIn

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    Purpose: Everyday users of professional networks such as LinkedIn are flooded by posts presenting the achievements of their connections (e.g. I got a new job/award). The present research takes a self-discrepancy perspective to examine the mixed-emotional and behavioral consequences of viewing such idealized self-promotional content on professional networks.  Design/methodology/approach: The emotional and behavioral consequences following viewership of idealized self-promotional content on LinkedIn are explored through one pilot study (N = 109) and one online experiment (N = 714), which is evaluated using structural equation modeling.  Findings: Viewership of idealized self-promotional content on professional social networking sites acts as an emotional double-edged sword for LinkedIn users. Users feel both dejection and symhedonia (i.e. happiness for others), dependent on their reported career-based self-discrepancy. We find the experience of symhedonia to be bound by the relational closeness of the poster (acquaintance vs close friend). Furthermore, we show how resultant emotions drive self-regulatory compensatory IT-use behaviors (i.e. direct resolution, fluid compensation, dissociation, and escapism).  Originality/value: We offer four distinct contributions. Firstly, we disentangle inconsistent findings of mixed emotions by introducing symhedonia to IT literature. Secondly, we investigate the boundary condition of relational closeness. Thirdly, we extend our findings by investigating compensatory-consumption behaviors that stem from mixed-affective outcomes. Finally, we do so in the context of professional networks, which are greatly understudied and are distinctive from personal networks. Practical implications are discussed

    Gamification of mobile wallet as an unconventional innovation for promoting Fintech:An fsQCA approach

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    Although digitalisation brings important possibilities to banking &amp; finance service, implementing digital technologies in practices can be challenging. Indeed, the adoption of new innovative technology in the banking &amp; finance sector lags behind other business sectors. Many of the valuable banking &amp; finance-related technologies have not been adopted in relation to the strategic implications of decisions in domains such as the development of service innovation and personalization, value co-creation, and marketing strategies. In particular, there is a paucity of research in using gamification to explore ways of customising banking &amp; finance fintech offerings, improving customers’ experience, and developing efficient banking &amp; finance marketing tactics. Drawing on the UTAUT2 and Otcalysis gamification framework, this study develops a research model investigating what configurations of motivations, expectations and conditions can shape consumers’ behavioral intention to adopt a gamified mobile wallet system. Findings suggest that combining effort expectancy, facilitating conditions and perceived value leads to higher intention to use gamified mobile wallet. Accordingly, firms need to consider the three core conditions when design relevant gamifications.</p

    Analisis Pengaruh Perceived Usefulness, Perceived Ease of Use, Perceived Social Influence dan Perceived Enjoyment terhadap Intention of Engagement serta Implikasinya terhadap Brand Attitude: Telaah pada Shopee Games

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    Persaingan antar e-commerce semakin ketat setiap tahunnya. Agar dapat bersaing brand-brand tersebut menggunakan berbagai strategi promosi, salah satu strategi yang digunakan yaitu gamification. Shopee merupakan salah satu brand e-commerce yang menerapkan sistem gamification tersebut dengan meluncurkan Shopee Games. Shopee Games sendiri menyediakan berbagai jenis games yang bisa dimainkan untuk mendapatkan poin yang nantinya bisa ditukarkan menjadi voucher promosi. Peneliti ingin mengetahui faktor-faktor yang mempengaruhi intention of engagement serta brand attitude pengguna Shopee Games berdasarkan faktor perceived usefulness, perceived ease of use, perceived social influence & perceived enjoyment. Penelitian ini melibatkan 152 responden yang telah lolos proses screening, dimana screening yang digunakan adalah orang-orang yang pernah menggunakan aplikasi Shopee, pernah menggunakan aplikasi Shopee dalam 6 bulan terakhir, mengetahui tentang Shopee Games, dan pernah memainkan salah satu Shopee Games dalam 6 bulan terakhir. Penelitian ini dilakukan dengan menggunakan pendekatan kuantitatif, desain penelitian yang digunakan dalam penelitian ini adalah descriptive research yang termasuk kedalam conclusive research design, data penelitian diperoleh melalui kuisioner yang disebarkan secara online. Hasil Penelitian ini menjunjukan bahwa terdapat hubungan positif antara perceived usefulness dan perceived enjoyment terhadap intention of engagement, serta terdapat hubungan positif antara perceived usefulness dan perceived ease of use terhadap brand attitude, serta pengaruh positif antara intention of engagement terhadap brand attitude. Sedangkan perceived ease of use dan perceived social influence tidak memiliki pengaruh yang signifikan terhadap intention of engagement, serta perceived social influence dan perceived enjoyment tidak memiliki pengaruh yang signifikan terhadap brand attitude

    Learning technology acceptance and continuance intention among business students: The mediating effects of confirmation, flow, and engagement

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    The emergence of mobile applications has opened the door to a new kind of information and communication technology tool and educational support which is vital for students’ positive learning behaviours. The aims of this study were to examine the effects of three mediators (confirmation, flow, and student engagement) on students’ learning technology acceptance and information systems continuance intention, and to explore the functions of these variables in the mediating process between learning technology acceptance and continuance intention. Using PROCESS macro program where the bootstrap confidence interval was adopted, a parallel multiple mediation model and a serial multiple mediation model were tested. Two of the three proposed hypotheses were supported. Business students’ confirmation and flow, elicited by the m-learning app, were two mediating factors with high ratios (0.6655, 95% CI = 0.2635 to 0.6085) of the overall indirect effect to the total effect, which related to students’ decisions in continuous usages of the technology. We concluded that the continuous use of the m-learning app was driven not only by students’ flexible thinking skills in accepting new learning technology, but also by a set of cognitive attributes reflecting users’ positive experiences with the system

    The hustle is real:An examination of the self-related consequences of consuming idealized self-promotional content on LinkedIn

    Get PDF
    Purpose: Everyday users of professional networks such as LinkedIn are flooded by posts presenting the achievements of their connections (e.g. I got a new job/award). The present research takes a self-discrepancy perspective to examine the mixed-emotional and behavioral consequences of viewing such idealized self-promotional content on professional networks. Design/methodology/approach: The emotional and behavioral consequences following viewership of idealized self-promotional content on LinkedIn are explored through one pilot study (N = 109) and one online experiment (N = 714), which is evaluated using structural equation modeling. Findings: Viewership of idealized self-promotional content on professional social networking sites acts as an emotional double-edged sword for LinkedIn users. Users feel both dejection and symhedonia (i.e. happiness for others), dependent on their reported career-based self-discrepancy. We find the experience of symhedonia to be bound by the relational closeness of the poster (acquaintance vs close friend). Furthermore, we show how resultant emotions drive self-regulatory compensatory IT-use behaviors (i.e. direct resolution, fluid compensation, dissociation, and escapism). Originality/value: We offer four distinct contributions. Firstly, we disentangle inconsistent findings of mixed emotions by introducing symhedonia to IT literature. Secondly, we investigate the boundary condition of relational closeness. Thirdly, we extend our findings by investigating compensatory-consumption behaviors that stem from mixed-affective outcomes. Finally, we do so in the context of professional networks, which are greatly understudied and are distinctive from personal networks. Practical implications are discussed.</p

    Gamified money: Exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China

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    Purpose. This study investigates the use of gamification in promoting the silver generation’s adoption of mobile payment technology through the gamified cultural practice of gifting red packets. It considers the effectiveness of using gamification in a cultural context to promote technology acceptance among older adults. This crossover between digital technology and cultural traditions brings unique gaming elements to the adoption of technology. Design/methodology/approach. Drawing upon Technology Acceptance Model (TAM) and prospect theory, a research model is evaluated using structural equation modeling. Data were collected via survey from elderly consumers who are current users of WeChat but are yet to use its mobile payment functions. Findings. The results reveal the perceived effectiveness of gamification is determined by the perceived enjoyment of the game and contributes to users’ attitude development, directly and through its perceived usefulness. Perceived risks were identified as a barrier to converting positive attitude into adoption intention. Research implications. The findings contribute to the conceptualization and understanding of the effectiveness of gamification in technology adoption, specifically among the silver generation. Originality/value. In contrast with previous gamification studies on gamified experience, this study introduces a new conceptualization of the perceived effectiveness of gamification and its measurement. This study validates game engagement as being effective in encouraging seniors to adopt a technology. In an era of an aging population where digitization is a norm, improving the digital literacy and digital inclusion of elders by encouraging them to adopt technology is essential to developing a more accessible and inclusive social environment

    An empirical evaluation of m-health service users’ behaviours: A case of Bangladesh

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    A thesis submitted in partial fulfilment of the requirements of the University of Wolverhampton for the degree of Doctor of Philosophy.Mobile health (m-health) services are revolutionising healthcare in the developing world by improving accessibility, affordability, and availability. Although these services are revolutionising healthcare in various ways, there are growing concerns regarding users' service quality perceptions and overall influence on satisfaction and usage behaviours. In developing countries, access to healthcare and low healthcare costs are insufficient if users lack confidence in healthcare service quality. Bangladesh's Directorate General of Health Services (DGHS) provides the only government-sponsored m-health service available to the entire population. DGHS's m-health service, available since 2009, is yet to be evaluated in terms of users' perceptions of the quality of service and its impact on satisfaction and usage. Hence, this study developed a conceptual model for evaluating the associations between overall DGHS m-health service quality, satisfaction, and usage behaviours. This study operationalised overall m-health service quality as a higher-order construct with three dimensions- platform quality, information quality, and outcome quality, and nine corresponding subdimensions-privacy, systems availability, systems reliability, systems efficiency, responsiveness, empathy, assurance, emotional benefit, and functional benefit. Moreover, researchers in various service domains, including- healthcare, marketing, environmental protection, and information systems, evaluated and confirmed the influence of social and personal norms on satisfaction and behavioural outcomes like- intention to use. Despite this, no research has been conducted to determine whether these normative components affect m-health users' service satisfaction and usage behaviours. As a result, this study included social and personal norms along with overall service quality into the conceptual model to assess the influence of these variables on users' satisfaction and m-health service usage behaviours. Data was collected from two districts in Bangladesh- Dhaka and Rajshahi, utilising the online survey approach. A total of 417 usable questionnaires were analysed using partial least squares structural equation modelling to investigate the relationships between the constructs in Warp PLS. The study confirms that all three dimensions of service quality and their corresponding subdimensions influence users' overall perceptions of DGHS m-health service quality. Moreover, overall DGHS m-health service quality has a significant direct association with satisfaction and an indirect association with usage behaviours through satisfaction. While social norms do not influence satisfaction and usage behaviours within the DGHS m-health context, personal norms directly influence users' satisfaction and indirectly influence usage behaviours through satisfaction. Theoretically, the study contributes by framing the influence of users' overall m-health service quality perceptions, social and personal norms on their actual usage behaviours rather than the intention to use. It also extends the existing knowledge by assessing and comparing m-health users' continuous and discontinuous behaviours. Methodologically this study confirms the usefulness of partial least squares structural equational modelling to analyse a complex model including a higher order construct (i.e., overall perceived service quality). Practically, the study demonstrates the importance of users' satisfaction in addition to service quality, as service quality only affects usage behaviours through satisfaction in the current study context. Additionally, knowing that personal norms significantly influence service satisfaction motivates providers of m-health services to strive to enhance users' personal norms toward m-health service to enhance service satisfaction and usage. Overall, the study will help enhance patient outcomes and m-health service usage
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