42 research outputs found

    Cybermobbing Behaviors on Social Networking Sites: A Social Impact and Dual Social Influences Perspective

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    Social networking sites (SNSs) have become not only a popular source for online social interactions, but also a central focus for cybermobbing activity. While researchers in the Information Systems (IS) field have initiated investigations into cyberbullying occurrences and the associative negative impacts, a theoretical understanding of what drives individuals to participate in cybermobbing, as a form of collective bullying behaviors on SNSs, remains scarce. Specifically, SNSs provide the capability to quickly receive and distribute social information; exposure to such information has substantial impacts on individuals’ attitudes and behaviors, potentially swaying them into joining others to attack a target. Drawing on social impact theory and dual social influence processes, we propose a research model to explain how social forces (as manifested through various social information cues) trigger two social influence processes (namely normative and informational), which in turn, lead individuals to participate in cybermobbing activity on SNSs. The research model will be tested with an online survey study using the structural equation modeling approach. The study is expected to contribute to the growing body of knowledge of cybermobbing on SNSs and provide recommendations for possible interventions

    Firestorms on Social Media: Effects of Social Information Characteristics on Customer Responses

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    Firestorms on social media have become one of the biggest challenges for organizations engaging with such online platforms. Handling a firestorm on social media has not been easy because customers\u27 responses towards the incident is influenced by not only the original content, but also others’ responses towards the firestorm on the platform. Drawing on social impact theory and the dual-process model of social influences, this study develops a conceptual framework and explores the effects of social information characteristics (i.e., strength, number, and immediacy) on the customers\u27 perceptions of social influences (i.e., social proof and social pressure), and then their immediate and distal responses towards the organization. The conceptual framework will be tested with social media users using a focus group study and an experiment. This study is expected to contribute to the growing body of knowledge of firestorms on social media and provide organizations with insights into tackling such firestorm

    Understanding the Development of Problematic Use of Massively Multiplayer Online Game

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    Online gaming has become one of the most popular forms of online leisure activity today. Massively multiplayer online game (MMOG), being highly persistent and immersive, is however often presented as being potentially dangerous of leading to problematic use. Despite a rising concern over this emerging societal challenge, the theoretical understanding of problematic use of MMOG is lacking in the information systems literature. Therefore, the objective of this study is to propose and empirically test a theory-guided model that explains the development of problematic use of MMOG. We built our research model on the hedonic management model of addictions, and explained the role of mood modification and deficient self-regulation in the development of problematic use of MMOG. We will validate the research model using longitudinal survey design and structural equation modeling approach. We believe that the current work presents significant implications to both research and practice

    The Excessive Use of Massively Multiplayer Online Games: A Theoretical Investigation

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    Online gaming has become one of the most popular forms of Internet applications and online entertainments today, and has reshaped the ways people communicate and interact. Massively multiplayer online games (MMOGs), being highly challenging, interactive, immersive and persistent, are however often presented as being potentially dangerous of leading gamers to play excessively. Despite a rising concern over this emerging global issue, the theoretical understanding of the excessive use of MMOGs is lacking in the IS literature. Therefore, the main objective of this study is to propose a research model to theoretically explain the development of excessive use of MMOGs. We tested our research model in longitudinal design using an online survey with 602 active MMOGs users. Our results suggested that mood regulation derived from using MMOGs predicts the excessive use. Motivations for playing MMOGs, achievement and immersion, are found important in determining mood regulation. This study provides a theoretical explanation of excessive use of MMOGs, and the results help researchers and practitioners understand the main drivers and mechanisms of the development of excessive use of MMOGs

    Online Disinhibition: Conceptualization, Measurement, and Relation to Aggressive Behaviors

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    The Internet has changed the way we communicate and interact with other people. Individuals become loosen up and feel less restrained to say or do things in the online space that they would not ordinarily say and do in the offline environment. This online disinhibition effect has been found to be associated with online aggressive and deviant behaviors. Though the concept of online disinhibition has been introduced to the literature for almost two decades, there is still a lack of consensus regarding its conceptualization and operationalization. In this research-in-progress paper, we first revisit the concept of online disinhibition. We then propose a rigorous approach in scale development and validation. We believe that this research will contribute to the development of literature related to the societal impacts of technology use. The newly developed and validated measures of online disinhibition will be added to the repository of rigorous research instruments

    Technology-Mediated Self-Regulation: An Implication for Preventing Online Gaming Addiction

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    Self-regulation has assumed an important role in online gaming addiction. Although the role of self-regulation has received increasing scholarly attention in the past decade, research on self-regulation remains new in the information systems literature. There is also a lack of understanding of how technological design features can enhance one’s self-regulation and thus prevent online gaming addiction. Therefore, we attempt to bridge these research gaps by identifying technological design features that can enhance one’s self-regulation in online gaming, as well as by developing a research model to explain how technological design features influence one’s online gaming addiction through the self-regulatory mechanisms. In this research-in-progress paper, we present our research model and hypotheses and describe our research design. We expect that this study contributes to our understanding of the intervention and prevention in the domain of technology addiction

    THE URGE TO CHECK SOCIAL NETWORKING SITES: ANTECEDENTS AND CONSEQUENCES

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    Social networking sites (SNSs), combined with the rapid growth trajectory of mobile devices, and widespread deployment of mobile data services, have evolved as a primary platform for daily social interaction. While the majority of users enjoy frequent interactions with their friends and family members, some users suffer from incessant urges to check up on the lives of others on their social networks. In the last decade, the use of SNSs has received much attention in the IS literature. Not until recently, researchers have begun to examine the dark side of using SNSs. In this study, we attempt to advance existing literature by exploring the role of urges in the context of SNSs. Particularly, we propose a research model that examines the antecedents and consequences of the urge to check SNSs. We will test the model with SNS users using structural equation modeling. We believe that current work will enrich the existing literature on the dark side of SNS use, and raise the awareness in the community regarding this emerging phenomenon

    Why People Participate in the Sharing Economy: An Empirical Investigation of Uber

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    Purpose - This study aimed at examining the effects of inhibiting, motivating, and technological factors on users’ intention to participate in the sharing economy. Design/methodology/approach - A self-reported online survey was conducted among Uber users in Hong Kong. A total of 295 valid responses were collected. The research model was empirically tested using the structural equation modeling (SEM) technique. Findings - The results suggested that perceived risks, perceived benefits, trust in the platform, and perceived platform qualities were significant predictors of users’ intention to participate in Uber. Research implications - This study bridged the research gaps in the sharing economy literature by examining the effects of perceived risks, perceived benefits, and trust in the platform on users’ intention to participate in the sharing economy. Moreover, this study enriched the extended valence framework by incorporating perceived platform qualities into the research model, responding to the calls for the inclusion of technological variables in information systems research. Practical implications - The findings provided practitioners with insights into enhancing users’ intention to participate in the sharing economy. Originality/value - This study presented one of the first attempts to systematically examine the effects of inhibiting, motivating and technological factors on users’ intention to participate in the sharing economy

    An Empirical Investigation into the Antecedents and Consequences of Customer Engagement in Omnichannel Retailing

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    Engaging customers across channels has become one of the biggest challenges for retailers adopting an omnichannel strategy. In this study, we examine how channel integration quality influences customer engagement in the context of omnichannel retailing. Drawing on the conceptual model of customer engagement, we proposed a research model to explain the effects of breadth of channel choice, transparency of channel-service configuration, content consistency, and process consistency on customer engagement, as well as the positive outcomes associated with the engagement. The research model will be tested with a sample of 500 omnichannel customers using a structural equation modeling approach. This study is expected to contribute to the research on, and practice of, the omnichannel customer engagement by validating the antecedents and consequences of such engagement as well as providing practitioners with insights into devising a successful omnichannel retailing strategy

    Design of the Dutch Obesity Intervention in Teenagers (NRG-DOiT): systematic development, implementation and evaluation of a school-based intervention aimed at the prevention of excessive weight gain in adolescents

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    BACKGROUND: Only limited data are available on the development, implementation, and evaluation processes of weight gain prevention programs in adolescents. To be able to learn from successes and failures of such interventions, integral written and published reports are needed. METHODS: Applying the Intervention Mapping (IM) protocol, this paper describes the development, implementation, and evaluation of the Dutch Obesity Intervention in Teenagers (DOiT), a school-based intervention program aimed at the prevention of excessive weight gain. The intervention focussed on the following health behaviours: (1) reduction of the consumption of sugar-sweetened beverages, (2) reduction of energy intake derived from snacks, (3) decrease of levels of sedentary behaviour, and (4) increase of levels of physical activity (i.e. active transport behaviour and sports participation). The intervention program consisted of an individual classroom-based component (i.e. an educational program, covering 11 lessons of both biology and physical education classes), and an environmental component (i.e. encouraging and supporting changes at the school canteens, as well as offering additional physical education classes). We evaluated the effectiveness of the intervention program using a randomised controlled trial design. We assessed the effects of the intervention on body composition (primary outcome measure), as well as on behaviour, behavioural determinants, and aerobic fitness (secondary outcome measures). Furthermore, we conducted a process evaluation. DISCUSSION: The development of the DOiT-intervention resulted in a comprehensive school-based weight gain prevention program, tailored to the needs of Dutch adolescents from low socio-economic background
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