36 research outputs found

    The Intellectual Core Of Electronic Commerce Research From 2006 To 2010

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    The purpose of this paper is to explore the intellectual core of electronic commerce (e-commerce) research. Data was collected from the top six e-commerce journals (Lowry, Romans, & Curtis, 2004), the International Journal of Electronic Commerce, MIS Quarterly, Electronic Market, Journal of MIS, Information Systems Research, Management Sciences from 2006-2010. A total of 1056 electronic commerce related articles and 33036 references were identified. There were 47 high value research articles identified using a citation and co-citation analysis. Using factor analysis we identified five research areas: trust, technology acceptance and technology application, e-commerce task-related application, e-markets, and information systems success. The findings of this study provide core knowledge and directions for researchers and practitioners interested in the electronic commerce field

    UNDERSTANDING THE EFFECTS OF CONSUMERS’ VALUETECHNOLOGY FIT ON A MOBILE SHOPPING WEBSITE:THE CASE OF RAKUTEN ICHIBA

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    Mobile shopping is very popular nowadays. Many mobile shopping websites were founded in recent years, such as Yahoo! and Rakuten Ichiba. Most previous articles focused on theory of planned behavior, trust, flow, perceived usefulness, consumer usability preference, consumer shopping experience and decision-making, integrating technology acceptance model and perceived value. There are few studies to discuss benefits of matching discounts/bargains with a mobile shopping website, as well as how much affective reaction and flow affect continuance intention of using a mobile shopping website. The aim of this study investigates the factors (value-technology fit, affective reaction, flow) influencing continuance intention of the mobile shopping website, and mediation effects of affective reaction and flow. The results of this study show that users’ value-technology fit significantly affects their affective reaction, flow, and continuance intention to use the mobile shopping website. Affective reaction and flow significantly affect users’ continuance intention to use the mobile shopping website. Moreover, affective reaction and flow partially mediate relationship between value-technology fit and users’ continuance intention to use the mobile shopping website, Rakuten Ichiba. The research findings have suggestions for the mobile shopping managers and future research studies

    AN EXPLORATORY STUDY OF IT FIT MOTIVATION IN A CLOUD-COMPUTING CLASSROOM

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    In recent years, digital learning has received more attention from the field of education, and many schools in Taiwan have begun to introduce the cloud-computing classroom platform as another learning environment for students. However, as there remains a lack of research on fit and performance in the cloud-computing classroom, this study attempts to explore students’ views and effects when using the cloud-computing classroom. The research methods include case study and survey. Case study involved interviews with 18 students regarding their motivations and usage of the Ming Chuan University cloud-computing classroom. Based on the interview results, this study proposed three propositions, which were converted to three hypotheses. We collected data from a field survey and our results showed that (1) the user’s needs positively and affect the perceived fit; (2) the user’s usage of the cloud-computing classroom positively and affects the perceived fit; (3) the perceived fit in the usage of the cloud-computing classroom positively and affect user performance. Implications for academic researchers and practitioners are discussed

    A Grounded Theory Approach to Information Technology Adoption

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    This study explores the nature of information technology adoption based on phenomena found in the real world. We selected the grounded theory method (GTM) for this study, which involved two sites located in the USA. and eight sites located in Taiwan. The results exemplify a multi-year, multi-site grounded theory approach to generating theory that helps explain information technology (IT) adoption in an organizational context. The core categories of the model are developed from, grounded on, and extracted from the data, and are casually linked into four adoption processes: motivation, solutions fit, values, and decision stage. The nature of the information technology adoption model could help researchers and practitioners understand that managers have one or more motivations, seek IT solutions to fulfill their motivations, evaluate IT solutions, and make decision after judging IT value. We also present an assessment of the theory, and discuss its relevance and directions for future research

    THE INTELLECTUAL CORE KNOWLEDGE OF THE MOBILE INFORMATION SYSTEM

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    O2O, an acronym of online-to-offline or vice versa, is a new business model blending online retailing with offline retailing. This new model improves an existing method of shopping by either integrating the online components for traditional shoppers or the traditional shopping for Internet or mobile shoppers. Few studies have examined consumers’ acceptance of new O2O business model. Therefore, this study attempts to investigate consumer acceptance of O2O business model from the status quo bias and habit perspectives that have been used to examine new system acceptance by past research. Using a sample data collected from 230 respondents, this study applies a structural equation model (SEM) to examine the relationships of the proposed research model. The results reveal that behavioural-based inertia positively impacts perceived ease of use and cognitive-based inertia positively impacts relative advantage, and consequently impacts consumers’ intention to use O2O shopping. In addition, subjective norm positively impacts perceived ease of use and relative advantage, and self-efficacy positively impacts perceived ease of use. Because O2O shopping is a consumer’s adoption of a new business model which involves information technologies and retailing services, this study thus provides in depth insights into enhancing the acceptance of both new information technologies and new business model. Particularly, inertia can facilitate consumers O2O shopping acceptance as opposed to inhibit new system acceptance found in past research. Perceived ease of use and relative advantage fully mediate the relationships between external variables (such as inertia, subjective norm, and self-efficacy) and O2O shopping intention. Implications are drawn for electronic commerce, mobile commerce, and retailing

    TO USE A TREE OR A FOREST IN BEHAVIORAL INTENTION

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    Cloud computing is a new technology that has been applied to education and has e nabled the development of cloud computing classrooms; however, student behavioral intentions toward cloud computing remain unclear. Most researchers have evaluated, integrated, or compared few (1 to 3) theories to examine user behavioral intentions and few have addressed additional theories or models. In this study, we test, compare, and unify six well -known theories, namely, service quality (SQ), self - efficacy (SE), the motivational model (MM), technology acceptance model (TAM), theory of reason action (TRA)/theory of planned behavior (TPB), and innovation diffusion theory (IDT) in the context of cloud computing classrooms. This empirical study was conducted using an online survey. The data collected from the samples (n=478) were analyzed using structural equation modeling. We independently analyzed each of the six theories, formulating a united model. The analysis yielded three valuable findings. First, comparing the explained variance and degree of freedom (df) difference, yielded the following ranking in explained variance: MM=TAM\u3eIDT\u3eTPB\u3eSE=SQ (equal =; superior to\u3e). Second, comparing the explained variance yielded the following ranking in explained variance: MM\u3eTAM\u3eIDT\u3eTPB\u3eSE=SQ. Third, based on the united model of six theories, some factors significantly affect behavioral intention and others do not. The implications of this study are critical for both researchers and practitioners

    Understanding the Bloggers’ Continuance Usage: Integrating Flow into the Expectation-Confirmation Theory Information System Model

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    Blogs are very popular nowadays. Many big website portals, such as Yahoo Blog, PC home Blog, try to offer different functions and personal services to attract the potential users to be their Blog member, because this will bring more advertising income. For the portals, how to obtain users to continue use is very important to survival. Most previous articles focused on investigating system function and information quality issues on Blogs, but these technologies are very steady already. There are fewer studies to discuss the users’ flow experience on using Blogs. The aim of this study investigated whether the users’ flow experience affected the Bloggers’ satisfaction and intention to continue using. 303 Bloggers were surveyed online. The research findings indicated that confirmation, perceived usefulness, flow, challenge, and arousal were positively affected to the Bloggers’ satisfaction in using that Blog; perceived usefulness, satisfaction, flow were also positively influenced to the Bloggers’ intention to continue using. In addition, the findings point out that the flow factors which we extend into ECTIS model weak positively influence satisfaction. The higher satisfaction users have, the more are continuance intention users get. Recommendations are given on how to make the Bloggers continue using Blogs for the service providers

    Pokemon Go: A Study on Fit in Virtual-Reality Integration

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    Augmented reality has become a trend today. The effects of Pokémon Go, the most popular smart phone game recently, on medicine and tourism have been explored in many studies. However, few studies on the cognition and the consistence between emotions and the integration of virtuality (the Pokémon projected in the game) and reality (information quality) have been done. With the Stimulus-Organism-Response (S-O-R) model as the framework, this study aims to explore the fit (cognitive/emotional) and reactions (user satisfaction) of the user in the virtuality-reality integration. According to the findings of this study, information quality and virtual features have significant influence on cognitive and emotional fit and emotional fit has significant influence on user satisfaction; however, cognitive fit doesn’t have significant influence on user satisfaction. It has been found that the user pays much attention to his/her feelings when playing games. Therefore, we should get acquainted with the types and emotions of game players in addition to maintaining the quality of games

    What Factors Satisfy E-Book Platform Customers? Development of A Model to Evaluate E-Book User Behavior and Satisfaction

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    The use of e-book readers has become increasingly widespread; however, there are few studies to evaluate e-book user behavior and satisfaction on e-book platforms, and even fewer approaches the subject from the perspective of task-technology fit. In order to fill this gap, this study adopts task-technology fit theory to explore the factors that affect the behavior satisfaction of users on commercial e-book platforms. Our research model excludes utility and performance from task-technology fit theory to focus on individual user satisfaction measurement because general e-book platform users are not concerned about work performance issues in leisure activities. The results show that functional service, convenience, and searching task are important factors that influence users\u27 task-technology fit behavior. Moreover, task-technology fit may improve users\u27 satisfaction, flow and scanpath. Finally, satisfaction is affected by task-technology fit and flow factors. An analysis of the research explained 61 percent of the variance in users’ task-technology fit, and 59 percent of the variance in satisfaction to use e-book platform. These results provide a new perspective to e-book researchers and can help e-book platform managers and designers in making policies and designing platforms

    Exploring the core knowledge of business intelligence

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    With the rapid development of data analysis, there is few research on the core knowledge of business intelligence system (BIS). In order to fill this research gap, this paper collected the 1003 articles and 31345 references from the Web of Science database, and then applied co-citation analysis and factor analysis, to analyze their core knowledge. We identified 52 highly cited articles and obtained 9 core knowledge categories in the field of BI: BI success, IT acceptance and measurement, big data analysis,dataanalysis anddecision making,business strategy, BIS,consumer behavior, knowledge management, business adoption. Research shows that BISs are still in the growing trend and core knowledge helps researchers and managers better understand the core concepts and relevance of BI, so as to quickly discover possible research directionsinthisresearchfieldandusefulapplicationsintheenterprise
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