31 research outputs found

    The influence of Decision Support Systems, Context Effects, and Cognitive Style on Decision Strategy Selection

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    Tan, Y.H. [Promotor]Heijden, H. van der [Copromotor

    Negative online word-of-mouth: Behavioral indicator or emotional release?

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    The influence of negative online word-of-mouth on the behavior of those receiving it has been addressed extensively in the academic literature. Remarkably, the question whether negative online word-of-mouth should also be seen as a behavioral indicator of its sender remains unaddressed. Answering this question is relevant as it provides companies with insight into the need to engage in interaction with those who negatively express themselves online or whether these expressions should be seen as temporary emotional releases without any intended conduct. To fill the existing research gap, this research paper proposes and empirically tests a sender-oriented model, investigating the influence of emotions, negative online word-of-mouth on repatronage and switching intentions. As disclosing negative feedback online may also reflect the sender's motivation to inform the consumer community or to provide constructive feedback to the company responsible for the dissatisfying consumption, community usefulness and company usefulness are included as behavioral moderators. The results of an empirical survey conducted amongst real senders of negative information confirm that negative online word-of-mouth is directly driven by positive and negative emotions and is strongly predictive for the sender's intended conduct. The motivation to help other consumers was demonstrated to function as behavioral moderator. The paper concludes with theoretical and managerial implications, and suggests avenues for further research. © 2013 Elsevier Ltd. All rights reserved

    Modelling the Metaverse: A Theoretical Model of Effective Team Collaboration in 3D Virtual Environments

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    In this paper, a theoretical model of effective team collaboration in 3D virtual environments is presented. The aim of this model is to enhance our understanding of the capabilities exerting influence on effective 3D virtual team collaboration. The model identifies a number of specific capabilities of 3D virtual worlds that can contribute to this team effectiveness. Compared to "traditional" computer-mediated collaboration technologies, 3D virtual environments support team collaboration primarily through (a) the shared virtual environment, and (b) avatar-based interaction. Through the shared virtual environment, users experience higher levels of presence (a feeling of actually "being there"), realism and interactivity. These capabilities increase the users' level of information processing.  Avatar-based interaction induces greater feelings of social presence (being with others) and control over  self-presentation (how one wants to be perceived by others), thus increasing the level of communication support in the 3D environment. Through greater levels of information and communication support, a higher level of shared understanding is reached, which in turn positively influences team performance. Our paper concludes by presenting several propositions which allow further empirical testing, implications for research and practice, and suggestions for future research. The insights obtained from this paper can help developers of these virtual worlds to design standards for the capabilities that influence effective team collaboration in 3D virtual environments.

    Having belief(s) in social virtual worlds: A decomposed approach

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    The interest in social virtual worlds with multiple functions has mushroomed during the past few years. The key challenge social virtual worlds face while attempting to anchor and serve the masses is to reflect the core beliefs of their users. As existing research lacks insight into these core beliefs, this study aims to contribute to the existing knowledge base by proposing and testing a model grounded on the decomposed theory of planned behavior. Predicated on the multipurpose nature of social virtual worlds, the model proposes medium-specific attitudinal, normative and control beliefs as determinants of continual use intention. The model is tested with a sample of 2175 users who inhabit Habbo Hotel - one of the largest social virtual worlds in the industry. The results indicate significant though different influences of attitudinal and control beliefs. The most fundamental finding is the irrelevance of normative beliefs, which puts the social character of social virtual worlds into perspective. © The Author(s) 2012

    Benefitting from virtual customer environments: An empirical study of customer engagement

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    Customer engagement has been labeled as a prerequisite for the success of virtual customer environments. A key challenge for organizations serving their customers via these environments is how to stimulate customer engagement. This study is among the first to shed light on this issue by examining customer engagement and its drivers. Using the theory of uses and gratification as theoretical lens, we develop a model that relates characteristics of virtual customer environments, perceived benefits of using these environments and customer engagement intentions. The model is validated using partially least squares structural equation modeling on three samples of real users of different virtual customer environments in the Dutch telecom industry. The results provide clear support for the validity of the hypothesized relationships and show high robustness of the findings across the three datasets. An important finding of this study is that cognitive, social integrative and hedonic benefits appear to be significant in their influence on customer engagement intentions. Overall, the findings add to the underexplored field of customer engagement study and hold implications for research into and the management of virtual customer environments
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