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1.
Legitimacy or 'fairness' seems a key requirement for trust in computer-mediated social environments. Trust in turn seems necessary for productive community interactions like e-commerce. But unless legitimacy is built into social software, achieving trust may not be possible. This means expressing apparently vague social 'rights' as specific information system (IS) requirements, i.e. carrying out a legitimacy analysis. We suggest a framework for the systematic analysis of who 'owns' what in IS design, assuming basic object types and actions. This analysis not only allows social legitimacy concepts to be expressed in IS design terms, but could also reveal socio-technical system design choices for public review. The technique is illustrated by case examples. Legitimacy analysis can apply to wide variety of social software, from chat rooms to virtual realities. It could lead to future global standards for virtual social environment design, perhaps necessary for the emergence of a global online community.  相似文献   

2.
Although there is growing interest in virtual communities, few studies have examined them from an integrated viewpoint including technical and social perspectives. By expanding on DeLone and McLean’s IS success model, the author constructed a model of the impact of system characteristics (e.g., information and system quality) and social factors (e.g., trust and social usefulness) in implementing successful virtual communities. Data collected from 198 community members provided support for the model. Results showed that both member satisfaction and a sense of belonging were determinants of member loyalty in the community. Additionally, information and system quality were found to affect member satisfaction, while trust influenced the members’ sense of belonging to the community. Finally, the findings provided understanding of the factors that measured virtual community success. Implications of my study are discussed.  相似文献   

3.
e-Government systems differ from commercial information systems (IS) in that they frequently encompass strategic goals that go beyond efficiency, effectiveness and economy, and include political and social objectives such as trust in government, social inclusion, community regeneration, community well-being and sustainability. Designing e-Government systems that help to meet these objectives is a significant challenge for the future. This paper develops an evaluative design framework for e-Government projects that complements traditional approaches to IS evaluation. The framework is based upon Moor's concept of public value. It focuses upon citizens' and clients' experiences of service provision and service outcomes as contributors to the formation of public trust. Trust is shown to be related to the extent to which people feel that an e-Government service enhances their sense of being well-informed, gives them greater personal control, and provides them with a sense of influence or contingency. The framework's development and validation are founded upon analyses of a two live case studies in south-east England and London, U.K.  相似文献   

4.
The growing use of social online services raises the question of what encourages members to participate actively and maintain accumulated social capital. Our research has particularly become aware of the relevance of familiarity, trust and reciprocity in understanding the members' sense of a virtual community (VC). Familiarity and trust are efficient criteria to assess and determine the extent to which one should engage in a virtual relationship. Furthermore, the effort of sharing experiences and knowledge must be based on the expectation of receiving certain returns. A structural equation modelling, specifically partial least squares, is proposed to assess the relationships between the constructs. Overall, the empirical results provided strong support for the hypotheses. Familiarity and trust lead the member to develop a growing perceived community support (PCS) and significantly influence the sense of a VC. Norms of reciprocity directly influence affective trust and PCS. Higher familiarity does not moderate the impact of affective trust on PCS, however. The results of this study could thus help social online service providers to create a successful business model and to determine the main drivers of the members' sense of a VC.  相似文献   

5.
Social influence process in the acceptance of a virtual community service   总被引:1,自引:0,他引:1  
This study investigates the effect of subjective norms, tendency to social comparison, and social identity on behavioral intention to use an Avatar service. Use of a virtual community service can be regarded as social behavior or a behavior affected by social factors. This study relies on the link between subjective norms and behavioral intention in the theory of reasoned action, social identity theory, and social comparison literature. The proposed model was tested using survey data with the results lending support for the proposed model. The implications from this study are expected to contribute to the literature by shedding light on the social influence process in two ways. First, this study unveils how social factors including subjective norms, social identity, and tendency to social comparison affect behavioral intention to use a specific service from virtual communities. Second, this study will aid managers and academics to further understand the social nature of customer behavior with regard to using virtual community services and thus provide insight for the development of technology driven e-commerce. Jaeki Song is Assistant Professor of Information Systems and Quantitative Sciences at the Rawls College of Business Administration at Texas Tech University. His research interests include electronic commerce, web design, information systems strategy, and technology adoption. His work has appeared in Management Science, IEEE Transactions on Professional Communication, Information & Management, and International Journal of Information Management. He also has published book chapters on Global Information Technologies and Electronic Commerce. Yong Jin Kim is Assistant Professor of Management Information Systems at the School of Management at the State University of New York at Binghamton. He holds a Ph.D. in MIS from the State University of New York at Buffalo. He has 10 year industry experience. His research interests are in knowledge management, technological innovation, IS success, e-business, and information technology valuation. He has published papers in outlets such as MIS Quarterly, Communications of the ACM, Decision Support Systems, International Journal of Information Management, JITTA, and Knowledge and Process Management. He also has published book chapters on IS Success and e-learning.  相似文献   

6.
A virtual community is a type of online structure that enables Internet users to communicate and collaborate. Users' knowledge contributions are critical to the viability and sustainability of virtual communities. This article studies virtual community members' knowledge sharing from the perspective of citizenship behavior defined as members' spontaneous contribution to the community without expectation of return or reciprocation. The social-relational antecedents of citizenship behavior are explored through an examination of how members' general attitude and desire for relationship building and maintaining, including attachment motivation, social support orientation, and disposition to trust influence their trusting beliefs and citizenship knowledge-sharing behavior. Hypotheses are developed and tested with survey data from Chinese and American users of virtual communities. In general, the results of data analyses support our research model. This article contributes empirically to virtual community research and has practical implications for virtual community development.  相似文献   

7.
In IS research, social presence is generally defined as the perceived capacity of a communication medium to convey contextual cues normally available in face‐to‐face settings. However, theorizing social presence as a property of the technology has been challenged for decades. The objective of this paper is to develop a more contemporary, interactional view of social presence. To this end, this paper develops a new conceptualization of how participants form the sense that each other is present. We characterize the development of this sense as a skilful accomplishment that entails interactants' joint construction of each other as “real.” Viewing social presence as contingent on social practice, we seek to answer the following research question: “How is social presence accomplished in virtual environments?” To explicate how virtual others are perceived as becoming socially present, that is, emotionally and psychologically “real” to someone interacting with them, we draw from Goffman's work, particularly his concepts of involvement and involvement obligation. Detailing two examples of social interaction in the virtual world Second Life, our analysis highlights the key role that this moral obligation, intrinsic to everyday social interaction, plays in virtual others becoming perceived as psychoemotionally “there.” By outlining a model of how the sense of a virtual other as “real” is produced in and through social interaction, our work contributes a sociological perspective to the construct of social presence and underscores some of the material and social conditions necessary for users to perceive virtual others as present.  相似文献   

8.
Abstract. Many organization theorists have predicted the emergence of the networked or virtual firm as a model for the design of future organizations. Researchers have also emphasized the importance of trust as a necessary condition for ensuring the success of virtual organizations. This paper examines the open source software (OSS) 'movement' as an example of a virtual organization and proposes a model that runs contrary to the belief that trust is critical for virtual organizations. Instead, I argue that various control mechanisms can ensure the effective performance of autonomous agents who participate in virtual organizations. Borrowing from the theory of the 'McDonaldization' of society, I argue that, given a set of practices to ensure the control, efficiency, predictability and calculability of processes and outcomes in virtual organizations, effective performance may occur in the absence of trust. As support for my argument, I employ content analysis to examine a set of published case studies of OSS projects. My results show that, although that trust is rarely mentioned, ensuring control is an important criterion for effective performance within OSS projects. The case studies feature few references to other dimensions of McDonaldization (efficiency, predictability and calculability), however, and I conclude that the OSS movement relies on many other forms of social control and self-control, which are often unacknowledged in OSS projects. Through these implicit forms of control, OSS projects are able to secure the cooperation of the autonomous agents that participate in project teams. I conclude by extrapolating from these case studies to other virtual organizations.  相似文献   

9.
目的 建立行为可信的虚拟角色能够使严肃游戏更加有趣,提升用户使用的体验感。尽管严肃游戏的图形渲染技术已经日趋成熟,但现有的虚拟角色行为表现方式多采用确定性模型,很难反映虚拟角色行为表现的多样性。方法 本文构建了符合辅助社交训练的严肃游戏剧情,采用智能体来描述虚拟角色,赋予虚拟角色视觉、听觉双通道感知。基于马斯洛动机理论,采用食物、休息、交流和安全等动机来描述情绪的产生,利用大五(OCEAN)个性模型来描述虚拟角色的不同个性差别。用外部刺激和内部动机需求来计算情绪强度,利用行为树描述虚拟角色的行为。运用正态云模型处理虚拟角色行为表现的不确定性,并以行走方向、社交距离、交流时身体朝向3个典型的行为表现给出了具体处理方法。结果 在所实现的游戏原型系统中,对于虚拟角色的自主行为和行为表现的不确定性进行了用户体验测试。结果表明,在场景探索任务中,虚拟角色的自主行为模型能减少用户探索场景所耗费的时间,并且可以促进用户与虚拟角色交流;在行为表现测试中,本文模型的自然性评价要高于确定性模型。结论 本文虚拟角色行为模型在一定程度上可提升用户的体验感,有望为建立行为可信的虚拟角色提供一种新的途径。  相似文献   

10.
ABSTRACT

Global sourcing will continue to have a major impact on IS organizations. Fourteen “new” and traditional skills that IS organizations will need in tomorrow's global sourcing environment are highlighted.  相似文献   

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