17 research outputs found

    An Exploratory Study on the Impact of Trust on Different E-Payment Gateways: Octopus Card Vs. Credit Card

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    The study of trust of consumer on Business-to-Consumer (B2C) E-commerce is one of the key research interests of Information Systems (IS) researchers. In this research, we investigate the impact of trust on two different E-payment gateways, viz. online credit card payment system and the hypothetical online Octopus card (a stored-value smart card) payment system. Based on the model developed by Gefen et al. (2003) and McKnight et al. (2002a), we synthesize our own research model by incorporating disposition to trust, and trust and its antecedents with the Technology Acceptance Model (TAM). An online survey was conducted on the Government-to-Citizen (G2C) E-commerce portal of the Hong Kong Government and 2,481 usable responses were collected. The empirical result shows that consumers in Hong Kong are using different trust building processes to consider their adoption for E-payment gateways

    Longitudinal Analysis of Economic Clusters: A Novel Methodology and Application of UK Regions

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    Standard Industrial Classification (SIC) classify organizations based on their business activities. However, choosing appropriate SIC code that represents an organization’s business activities in a challenging task. In the UK, there are almost 100 categories each having several subcategories of predefined business activities designed by experts. However, such scheme cannot cater for emerging business needs while some organizations cannot be easily defined by a single SIC code, due to the complexity of their business nature. Similarly, if a company expands or changes its operation during the year, a new SIC code needs to be assigned. This results in organizations having difficulties picking representative SIC code to use in defining their business activities. In this paper, we propose a dynamic framework that can automatically group organizations based on their business activities. Our framework leverages techniques from topic modelling. Result shows that our proposed framework can automatically adapt to changing business needs and cluster organizations effectively

    User experience on mobile video appreciation : how to engross users and to enhance their enjoyment in watching mobile video clips

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    In the past few years consumers have enjoyed consuming video content on a growing number of devices including the traditional television, personal computers, mobile phone and tablets. Each device has its own technical attributes and associated consumption characteristics. This research examines the differential effects of user experience on engagement during video consumption in the mobile and desktop environments. We have experimented with different situations related to the genre, the sequence of playing, the extent of interruption, the timing of the interruption, and length of the video clips. Our model was quantitatively tested, with 270 users taking part in a between subject experiment. In the mobile environment, our results provide evidence that sensory experience is a significant factor for enjoyment and engagement with the video, while emotional response is not. The reverse is true for the desktop environment. Learning curve factors work differently in the two environments. User enjoyment and engagement are significantly moderated by learning curve factors in the mobile environment only. The result is robust as it is true for both previous learning (usage experience with the device), and on-the-go experience (sequencing of video clips). Attention span only affects engagement and enjoyment in the desktop environment. Outside interruption only affects engagement and enjoyment in the mobile environment. Our findings can inform commercial practices on the video design and user interface, and also enhance our understanding of the contextual dependency of the theoretical concept of engagement in mobile entertainment. © 2012 Elsevier Inc

    Virtual test-driving : the impact of simulated products on purchase intention

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    This paper studies a number of key determinants of users[U+05F3] experience and engagement when driving a simulated car model, the outcome of this engagement in relation to enjoyment and satisfaction and the role of user satisfaction in purchasing the actual product. We test a holistic model using an experimental quantitative approach. Our analysis suggests that hedonic experience may create higher levels of engagement among users of the simulated car. Enjoyment and engagement were found to positively influence user satisfaction while driving the simulated car. In turn, user satisfaction with the simulated car was found to positively influence purchasing intention for the actual car. Our work has shown how a simulation based on widely available technologies can provide a foundation for the development of a relationship between a user and the simulated product. Consequently, our research findings have significant theoretical and practical implications beyond the auto-manufacturing industry, as experiencing simulated products can play an important role in the context of electronic commerce. This is especially true given the increasingly important role \u27experience\u27 plays in electronic marketing. © 2014 Elsevier Ltd
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