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1.
Consumer voluntary sharing of e-service knowledge in an online community is of great value to both business and consumers. This study develops and tests a research model integrating two personal attributes (consumer innovativeness and subjective knowledge) and two e-service factors (perceived ease of use and usefulness) in predicting consumer voluntary knowledge sharing in an online community. Data were collected using a web-based survey of 364 airline travelers recruited through an online travel community in China. Partial Least Squares Structural Equation Modeling (PLS-SEM) technique was used to analyze the data. The results reveal that personal factors are stronger drivers of knowledge sharing than e-service factors. This study advances consumer knowledge sharing in online communities, and has implications for enhancing a firm’s e-service strategies.  相似文献   

2.
The purpose of this study was to contribute to a better understanding of learning in computer-supported collaborative learning (CSCL) environments by investigating the co-occurrence of uncertainty expressions and expressions of learning in a graduate course in which students collaborated in classroom computer-mediated discussions. Results showed that uncertainty expressions appeared related to the kinds of intellectual work engaged by students in online discussion, co-occurring with learning in systematic ways. For example, direct expressions of uncertainty were likely to co-occur with learning categories associated with presenting a new idea and with applications of an idea whereas indirect expressions were more strongly associated with elaborating on a new idea. These findings suggest that the ability to deal with and express uncertainty appropriately may be related to learning as it takes place in online environments. We contend that the role of uncertainty in learning is currently undervalued, and that educators and researchers may benefit from considering how uncertainty can be productive for learning in CSCL environments.  相似文献   

3.
The needs of volunteer community service providers (VCSPs), who are the main responders to community crises, have received significantly less attention for the contributions they have been making during the COVID-19 crisis. A mixed-method research framework was used in this study, which involved semi-structured interviews with 13 NGOs and questionnaire responses from 430 VCSPs in Hubei, China to assess the VCSPs' personal needs based on Maslow's hierarchy of needs. It was found that the VCSPs had safety, love, belonging, self-esteem, and self-actualization personal needs, all of which were closely related to family, partners, organizations, society and the government. The discussions revealed that the more experienced VCSPs needed special attention and family support was extremely significant for VCSPs in crisis. Several recommendations to meet VCSPs' personal needs are proposed that could have valuable reference value for emergency managers when organizing and supporting VCSPs in contingencies.  相似文献   

4.
BackgroundPrior studies observed involvement with video games to vary between different sociodemographic strata with considerable higher gaming time in males compared to females. However, empirical evidence explaining the gender gap in gaming time is still scarce. The present study aims to evaluate if the higher gaming time can be attributed to gender specific game genre preferences.MethodsA nationwide representative survey comprising 3073 participants aged 16–93 years (M = 49.1; SD = 18.2) was conducted. Video game use and genre preferences were assessed via a written questionnaire. OLS regression and subsequent mediation analyses were used to determine significant predictors of gaming time and to evaluate the contribution of genre preferences.ResultsHigher age, high education and employment predicted lower gaming time whereas male gender and the preference of certain game genres predicted higher gaming time. Mediation analyses revealed that the higher gaming time of males is fully mediated by the higher preference of role-playing and shooter games among this gender group.ConclusionThe higher gaming time of men is fully accounted for by the male specific preference for certain game genres. Future research should address the functional connection between genre preferences and gaming behavior in further detail.  相似文献   

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