178 research outputs found
My Employerâs Prestige, My Prestige
Employer branding is an essential component that attracts potential candidates to companies. Social media, particularly employer rating platforms, provide many opportunities to present a companyâs employer brand. Individuals use these platforms to collect information and evaluations about potential employers and companies could utilise these platforms to present themselves favourably. Based on social capital theory, this study examined the variables of support and benefit as reasons why
individuals share information about their employers on employer rating platforms. The influence of demographic factors on the use of these platforms was also investigated. Data was collected from 309 respondents via an online survey, and analysed using
the t-test, Spearmanâs correlation, and analysis of variance (ANOVA) with the least significant difference (LSD) method. Only descriptive statistics, distribution of responses, and statistically significant results are presented
The Impact of Personality Traits Towards the Intention to Adopt Mobile Learning
Mobile devices have become increasingly more common in the digitally connected world. Mobile learning as a model of e-learning refers to the acquisition of knowledge & skills utilizing mobile technologies. The aim of this study is to identify the extrinsic influential factors for the adoption of mobile learning. This study proposes the use of an extended technology acceptance model (TAM) theory that includes variables of personality traits such as perceived enjoyment and computer self-efficiency. The participants of this study were 351 students at University Technology Malaysia who had experiences in e-learning. The study found that perceived usefulness as an extrinsic factor has the highest influence on studentsâ intention to adopt mobile learning through an investigation of technology acceptance toward mobile learning. Personality traits such as perceived enjoyment and self-efficacy have impact on behavior intention to adopt mobile learning
Functional, Hedonic or Social? Exploring Antecedents and Consequences of Virtual Reality Rollercoaster Usage
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 touristsâ 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 visitorsâ 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
Exploring consumers perceived risk and trust for mobile shopping: A theoretical framework and empirical study
Despite mobile device usage being at an all-time high, their utilisation for mobile shopping activities is inherently low. The study, first, identifies prominent areas of academic concern and examines areas requiring further insight. A theoretical model is developed to examine multi-faceted risk and trust effects on consumer adoption intention. Empirical results demonstrate several trust and risk perceptions as having varying effects on consumersâ m-shopping intention. Inclusion of age and gender reveals discrepancies among positive and negative influencers of intention. Results contribute to theoretical and practical understandings surrounding deterrents of intention and potential risk-reduction mechanisms for future considerations
Value Co-creation of Xiaomi in China
Purpose: Since service-dominant logic is a theory with co-creation as its central concept, this study uses service-dominant logic as a basis to analyse the business model and factors of Xiaomi Technology so as to understand the reason that Xiaomi Technology was able to develop diverse products within a short time span. Design/methodology/approach: The present study adopted the case study approach. In that direction, the focus group methodology was used. Finally, the proposed conceptual framework was checked with specialists in Taiwan and China to get the Managerial Implication. Findings: The results of this study can help subsequent businesses understand how to use value co-creation to strengthen business models. Research limitations/implications: A limitation stemming from using case study analysis, this study conducted interviews that enabled Xiaomi-related personnel to answer research questions. Although the respondents came from diverse backgrounds, there are still limitations. Originality/value: Very few studies exist on co-creation in the context of case study research. This study utilizes the concept of co-creation to explore Xiaomi's operation in China. Furthermore, this paper also poses management implications of the findings
Individual Differences in Digital Game-Based Supply Chains Management Learning: Evidence from Higher Vocational Education in Taiwan
This study aims to investigate the differences in the learning path and value between students of different genders and educational backgrounds in digital game-based learning in Taiwanâs higher vocational education. A game-based digital Supply Chains Learning System was used to explore the value network based on âsystem attributesâlearning consequencesâtarget valueâ from the perspective of the student. To investigate the research question, this study conducted a cross-analysis of differences in gender and education background. Findings from the study revealed that irrespective of gender and educational background in higher vocational education in Taiwan, students developed distinctively different learning paths, values, and emphasis from specific system attributes. These findings will not only enable trainers and educators to learn more about the differences in learning by individuals but will also serve as useful guidelines for the improvement of the teaching strategy used by digital games developers
Individual Differences in Digital Game-Based Supply Chains Management Learning: Evidence from Higher Vocational Education in Taiwan
This study aims to investigate the differences in the learning path and value between students of different genders and educational backgrounds in digital game-based learning in Taiwan’s higher vocational education. A game-based digital Supply Chains Learning System was used to explore the value network based on “system attributes—learning consequences—target value” from the perspective of the student. To investigate the research question, this study conducted a cross-analysis of differences in gender and education background. Findings from the study revealed that irrespective of gender and educational background in higher vocational education in Taiwan, students developed distinctively different learning paths, values, and emphasis from specific system attributes. These findings will not only enable trainers and educators to learn more about the differences in learning by individuals but will also serve as useful guidelines for the improvement of the teaching strategy used by digital games developers
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