13 research outputs found

    The mediating role of Emotional State toward Pervasive IS adoption

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    Research in the field of adoption theories has been predominantly concerned with the work environment and cognitive factors affecting Behavioural Intention. However, the emerging class of Pervasive Information Systems develops within a much different context. The present study proposes a new approach for the examination of the individual user’s acceptance of technology, specifically for the class of Pervasive Information Systems. In particular, it examines the mediating role of Emotional State toward the individual acceptance of Pervasive Information Systems. The proposed research model was tested with data collected through an exploratory experiment (n=33) using a mobile Augmented Reality application. The results confirm the appropriateness of the developed instrument, the research model and that Performance Expectancy is the strongest predictor of user adoption, mediated through the user’s Emotional State as formed while interacting with the system

    Adoption Behavior Differences for Mobile Data Services: M-Internet vs. M-Portals

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    This study attempts to investigate the potential differences among individual adoption patterns between mobile portal and mobile internet services usage. A theoretical model that reflects six unique predominant factors of IS usage is developed and is empirically tested using data collected from mobile data services (MDSs) users (116 mobile internet users and 178 mobile portal users). The results indicate that there are differences among the adoption behaviour of mobile portal users and mobile internet users. Specifically, mobile internet use is likely to be driven by utilitarian expectations and the perceived usefulness of accessing the web through this alternative medium. Conversely, mobile portals use is likely to be dependent on the users’ personal innovativeness and is not significantly affected by the utility of the mobile service itself. Moreover, we find indirect effects of performance expectancy, facilitating conditions and social influence to the behavioural intention to use mobile internet

    Consumer perceptions of privacy, security and trust in ubiquitous commerce

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    Commerce is a rapidly emerging application area of ubiquitous computing. In this paper, we discuss the market forces that make the deployment of ubiquitous commerce infrastructures a priority for grocery retailing. We then proceed to report on a study on consumer perceptions of MyGrocer, a recently developed ubiquitous commerce system. The emphasis of the discussion is on aspects of security, privacy protection and the development of trust; we report on the findings of this study. We adopt the enacted view of technology adoption to interpret some of our findings based on three principles for the development of trust. We expect that this interpretation can help to guide the development of appropriate strategies for the successful deployment of ubiquitous commerce systems

    A cross-country comparison of the adoption of ubiquitous supply chain management

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    The objective of this paper is to explore the adoption of ubiquitous supply chain management system (USCM) in different national contexts: the UK and South Korea. In order to achieve this objective, this paper proposes a research model that consists of factors related to organizational, information technology and environmental aspects. Data were collected in the UK and South Korea to conduct a cross-country comparison analysis. The findings indicate that the major differences between the two countries were found in industry type, USCM adoption type and USCM benefits. Many of the organizational, information technology and environment factors are similar across the two nations. Because there has been little empirical research on this subject, the findings provide valuable insights for both academics and practitioners. Further research is required to examine the application of USCM in the various industrial contexts

    Pokémon GO is serious leisure that increases the touristic engagement, physical activity and sense of happiness of players

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    © 2019, Springer-Verlag GmbH Germany, part of Springer Nature. This study investigates Pokémon Go as a form of serious leisure including its impact on the touristic engagement, physical activity and sense of happiness of players. This location-aware augmented reality mobile game continues to be played by millions of people every day. Based on an online survey identifying 438 Pokémon GO players from 34 countries the present study examines if playing Pokémon GO sends people to locations, cities and countries beyond their normal sphere of activity and makes them feel happier and more successful. Descriptive statistics, factor analysis and regression were used to analyze data. Results show that playing the networked game on a mobile device increases visitation to local tourism attractions, and motivates people to spend more time outdoors and walking. It also sends them to cities and countries they might not otherwise visit and acts as an alternative to spending time indoors playing computer games. Surveyed players feel happier and more successful after playing the game. Pokémon GO might have value as the center of a tourism product for those players. The opportunity to acquire Pokémon and encounter others involved in the game across a destination, or in a single attraction, could pull players to that place. These are the attributes of people in pursuit of serious leisure
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