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1.
Some studies show that the Twitter's growth is leveling off and that its marketing has become ineffective. The purpose of this paper is to analyse what is needed for microblogs’ perpetuation. Factors such as message quality, source credibility, perceived usefulness, perceived interactivity, perceived playfulness, confirmation, and satisfaction were tested for their impact on continuance intention. A post-acceptance model of microblog continuance was proposed based on information system continuance model. We found that continuance intention to use microblogs is greatly affected by satisfaction, which in turn is affected by perceived interactivity and perceived usefulness, but satisfaction is not affected by confirmation or perceived playfulness. Although confirmation has no direct effect on satisfaction, it affects perceived interactivity and perceived usefulness, which in turn affect satisfaction.  相似文献   

2.
With the advent of Web 2.0, the business world is fast changing its way of communicating and collaborating. In this study, we regarded the use of instant messaging in team collaboration as a social behavior and examined the changing roles of social influence processes in the formation of usage we-intention (i.e. social intention). Building on the belief-desire-intention model and the social influence theory, an integrated model was developed and empirically tested using survey data collected from 482 students. The results demonstrated that desire partially mediates the effects of group norm and social identity on we-intention to use. In addition, the effect of group norm is more significant for users with lower usage experience, whereas the effect of social identity is more significant for users with higher usage experience. We believe this study provides several important implications for both research and practice.  相似文献   

3.
Mobile instant messaging is experiencing immense growth, and using emoticons has become a prevalent and highly popular means of communication. The small digital images are ubiquitous, from smartphone applications to social media, and people delight in sending them. Drawing from construal level theory, the aim of this research is to examine the underlying mechanism that drives the usage of emoticons and its usage enjoyment. People with experience using mobile instant messaging were recruited to participate in an online survey, resulting in 202 usable questionnaires. The research model was tested empirically. Covariance-based structural equation modelling was used to analyze the data. The findings highlight that the determinants of individual’s emoticon usage are driven by a dual-route path. One is the self-concept route, where self-image congruity between emoticons and individuals drives psychological ownership, which in turn influences word of mouth (WOM) intention and perceived enjoyment of emoticon use. The other is the utility route, driven by emoticons’ familiarity and perceived synchronicity. The findings reveal the importance of emoticon usage through a contextual lens that shows that a dual-route path has a prominent impact upon these digital-based communication behaviours, which provides important managerial implications.  相似文献   

4.
ABSTRACT

Spatial training has been shown to help student’s university retention rates and performance. The goal of this study is: (1) to explore users’ acceptance of a virtual-reality-supported technology for mental-rotation learning and (2) to examine the effects of interactivity and gender on acceptance. Little is known about whether college students nowadays perceive motion-control and virtual-reality technology as novel and interesting and how gender affects their acceptance of technology. Two learning programs were developed using motion-control and virtual-reality technologies. Learners could actively manipulate the learning object or they could only passively learn. User’s acceptance of the training program (rather than mental-rotation performance) was compared. Results showed higher levels of perceived playfulness, ease of use, usefulness, and use-intention scores were found in motion-control training, suggesting interactivity is still attractive. However, gender difference was also found. While perceived ease of use was a major contributor to training use-intention for both genders, influence of perceived playfulness on use-intention was found only in women.  相似文献   

5.
《Information & Management》2005,42(5):683-693
This paper investigated the value of including “playfulness” in expectation-confirmation theory (ECT) when studying continued use of a web site. Original models examined cognitive beliefs and effects that influence a person’s intention to continue to use an information system. Here, an extended ECT model (with an additional relationship between perceived playfulness and satisfaction) was shown to provide a better fit than a simple path from perceived usefulness to satisfaction. The results indicated that perceived playfulness, confirmation to satisfaction, and perceived usefulness all contributed significantly to the users’ intent to reuse a web site. Thus, we believe that the extended ECT model is an appropriate tool for the study of web site effects.  相似文献   

6.
The importance of technology for education is increasing year-by-year at all educational levels and particularly for Universities. This paper reexamines one important determinant of technology acceptance and use, such as perceived playfulness in the context of a blended learning setting and reveals existing gender differences. After a literature review on the mentioned topics, some statistical analysis, such as difference between means and structural equation modeling, were run with a sample of 484 students. The main contribution of this study is to provide evidence that there exist gender differences in the effect of playfulness in the student attitude toward a technology and the intention to use it. In females, playfulness has a direct influence on attitude toward using the system. In males, this influence is mediated by perceived usefulness. Some implications and conclusions are included.  相似文献   

7.
The purposes of this study are to examine whether perceived playfulness and perceived flow would mediate the relationships among website quality, customer satisfaction, and purchase intention, as well as to assess the degree of reciprocity between perceived playfulness and perceived flow in an online travel agency context. This study suggested a research framework for testing the relationships among the constructs based on the stimulus-organism-response framework. In addition, this study developed a non-recursive model. After validating the measurement scales, empirical analyses were conducted using structural equation modelling. The findings confirm that website quality affects customers’ perceived playfulness and perceived flow, and in turn, would influence their satisfaction and purchase intention. Notably, this study finds that the service quality is more important than information and system quality in influencing customer satisfaction and purchase intention. Furthermore, the study reveals that the relationship between perceived playfulness and perceived flow is reciprocal. Based on the findings, the implications are discussed in the paper and directions for future research are also highlighted.  相似文献   

8.
Research on utilising social networks for teaching and learning is relatively scarce in the context of information systems. There is far more emphasis on studying the usage of social networks towards fulfilling individuals’ basic social needs. This study uses the unified theory of acceptance and use of technology (UTAUT2) to analyse students’ intention to use and use of e-learning via Facebook. It incorporates playfulness into the UTAUT2 model and categorises the determinants of intention to use e-learning via Facebook into three categories, namely, hedonic values, utilitarian values, and communication values. The data were collected in a two-stage survey from 170 undergraduate students, and the model was tested using structural equation modelling. We found that hedonic motivation, perceived playfulness, and performance expectancy were strong determinants of students’ intention to use e-learning, while habit and facilitating conditions all positively affected students’ use of e-learning via Facebook. The results of this study report new knowledge that academic institutions can utilise to create appropriate e-learning environments for teaching and learning. A number of theoretical and managerial implications for universities’ implementation technologies were also identified.  相似文献   

9.
While instant messaging (IM) has been very popular among teenagers and college students for social and recreation communication, its use in corporate settings has been limited. We examined the factors that influence the intention to use and actual use of IM. A research model was developed based on diffusion of innovation and Socio-psychological theories. The model examined the influence of seven variables in three belief structures (the attitudinal, normative, and control). The model was empirically validated using a field survey of 349 respondents. The results indicated that five of the seven variables explained about 41% of the variance in the intention to use IM. The five significant variables were: utilitarian beliefs, hedonic beliefs, subjective norms, critical mass, and ease of use. Affiliation motivation was not significant and social belief had a negative impact on intention. As expected, intention to use had a significant influence on actual usage.  相似文献   

10.
College students use information and communication technologies at much higher levels and in different ways than prior generations. They are also more likely to multitask while using information and communication technologies. However, few studies have examined the impacts of multitasking on educational outcomes among students. This study fills a gap in this area by utilizing a large-sample web-based survey of college student technology usage to examine how instant messaging and multitasking affect perceived educational outcomes. Since multitasking can impede the learning process through a form of information overload, we explore possible predictors of academic impairment due to multitasking. Results of this study suggest that college students use instant messaging at high levels, they multitask while using instant messaging, and over half report that instant messaging has had a detrimental effect on their schoolwork. Higher levels of instant messaging and specific types of multitasking activities are associated with students reporting not getting schoolwork done due to instant messaging. We discuss implications of these findings for researchers studying the social impacts of technology and those in higher education administration.  相似文献   

11.
《Information & Management》2014,51(8):1017-1030
Social commerce, as a relatively new phenomenon, has attracted little research attention. This study aims to provide initial insights into the dynamics of customer participation in social commerce. Based on the stimulus–organism–response paradigm, this study develops a model to investigate the effects of technological features (perceived interactivity, perceived personalization and perceived sociability) of social commerce on customers’ virtual experiences (social support, social presence and flow) and subsequently their participation intention. The results indicate that social commerce intention is determined by social support, social presence and flow experiences. These experiences, in turn, are influenced by perceived interactivity, personalization and sociability features.  相似文献   

12.
Based on self-determination theory (SDT), this study proposed an extended Technology Acceptance Model (TAM) in the context of e-learning service. In the proposed model perceived usefulness, perceived playfulness and perceived ease of use are predicted to be influenced by perceived autonomy support, perceived competence and perceived relatedness. Although TAM has received fairly extensive attention in prior research, this study is one of the first to examine the effects of motivational factors affecting TAM constructs. The results show that applying SDT to e-learning in a work setting can be useful for predicting continuance intention.  相似文献   

13.
Previous research suggests that an eventual information technology (IT) success depends on both its initial adoption (acceptance) and subsequent continued usage (continuance). Theory of planned behaviour (TPB) has been successfully used to predict users' acceptance of IT. Yet, this theory has not been applied to the context of continuance of IT. This paper examines post-adoption cognitive beliefs and factors influencing one's intention to continue using (continuance) electronic services (e-services). Decomposed theory of planned behaviour (DTPB) is adapted from social psychology and integrated with theoretical and empirical findings from prior information systems (IS) usage research to theorize a model of e-service continuance. Specifically, the research model decomposes the perceived behavioural control components of TPB into Internet self-efficacy and perceived controllability, the subjective norm component into social influences and interpersonal influence, and the attitude component into perceived usefulness, perceived playfulness, and perceived risk. Nine research hypotheses derived from this model are empirically validated using a field survey of Web-based tax filing service users. The results suggest that users' continuance intention is determined by Internet self-efficacy and satisfaction. Satisfaction, in turn, is jointly determined by interpersonal influence, perceived usefulness, and perceived playfulness.  相似文献   

14.
With the recent proliferation of physical game systems in entertainment contexts, gaining a better understanding of why users are willing to utilize physical game systems has become an important topic for practitioners and academics. The current study attempts to explore the determinants of behavioral intention pertaining to the use of physical tennis games from the perspective of both hedonic and utilitarian motivations. A research model is proposed based on the existing literature. Data collected from 124 experienced players of physical tennis games are tested against the research model using the partial least squares approach. The results indicate that both perceived exercise utility and perceived enjoyment have a significant influence on behavioral intention. In addition, perceived motion-sensing, challenge, interactivity, ease of use, and design aesthetics are found to have a significant effect on perceived enjoyment. More specifically, perceived motion-sensing is observed to be the antecedent of perceived exercise utility. The findings of this study provide several important implications pertaining to both the research and practice of physical game system development and diffusion.  相似文献   

15.
Instant messaging (IM) is a popular Internet application around the world. In China, the competition in the IM market is very intense and there are over 10 IM products available. We examine the intrinsic and extrinsic motivations that affect Chinese users’ acceptance of IM based on the theory of planned behavior (TPB), the technology acceptance model (TAM), and the flow theory. Results demonstrate that users’ perceived usefulness and perceived enjoyment significantly influence their attitude towards using IM, which in turn impacts their behavioral intention. Furthermore, perceived usefulness, users’ concentration, and two components of the theory of planned behavior (TPB): subjective norm and perceived behavioral control, also have significant impact on the behavioral intention. Users’ intention determines their actual usage behavior.  相似文献   

16.
The current article examines user satisfaction with instant messaging in building and maintaining social relationships with friends, family members, and others. The research model integrates motivation theory with media capacity theories to explain how the attributes of media capacity (e.g., social presence and media richness) and users' intrinsic and extrinsic motivations toward using instant messaging influence user satisfaction. Data were collected from a sample of 247 Chinese university students via an online survey. The results suggest that perceived enjoyment, perceived social presence, and perceived usefulness are key to user satisfaction. Perceived social presence and perceived media richness are positively associated with perceived enjoyment. It was also found that perceived enjoyment, perceived social presence, and perceived media richness have significant effects on perceived usefulness. Of interest, perceived enjoyment and perceived social presence have stronger effects on user satisfaction than perceived usefulness.  相似文献   

17.
Up to now UCC services have been dominating the majority of the internet traffic, yet the answers to what motivates people to participate in the UCC services still remain vague and unclear. It is the motivation to find these answers that lead to this study. We adopted technology acceptance model (TAM) to our model and examined the effects of external variables—social identity, telepresence, altruism, perceived playfulness and social trust. Data was collected from undergraduate students in Jeonju University, South Korea, who had experience in UCC. The findings showed that social trust and perceived playfulness play a pivotal role in explaining the individual’s behavioral intention to participate in UCC services. Also, perceived encouragement was found to have significant influence on social trust instead of its direct effect on the intention to participate in UCC services. Additionally, social identity and telepresence were the most important factors of perceived encouragement. This implication can help both researchers and Web practitioners to better understand user behavior in UCC context.  相似文献   

18.
Computer Mediated Environments (CMEs) allow people to communicate and interact electronically, either synchronously or asynchronously, their key characteristic being online interactivity. This study attempts to provide a better understanding of communication behavior in CMEs, the study objective being to investigate the effects of the level of interactivity on web users’ attitudes and intentions towards the use of online communication tools. It tests constructs based on system characteristics (interactivity), extrinsic motivation (the Technology acceptance model), and intrinsic motivation (Flow theory) in an integrated theoretical framework for online communication behavior. This study demonstrates the development of a reliable and valid measure to capture several critical constructs in order to understand online communication behavior. Questionnaires were placed on the website for voluntary participants who use online communication tools to complete. The statistical results revealed that attitude and behavioral intention are directly affected by users’ internal and external motivation, and are indirectly affected by interactivity through the perceived ease of use, perceived usefulness, and flow experience. This shows that interactivity is an important element of web-based information technology for absorbing users, and is not only mediated by task-oriented (external) motivation but also entertainment-oriented (internal) motivation.  相似文献   

19.
Smart TV (STV), a new digital television service, has been rapidly developing, particularly in Korea. With the conceptual model of interactivity, this study empirically investigates the effects of perceived interactivity on the motivations and attitudes towards STV in Korea. The model is created to validate the relationship of perceived interactivity to performance, attitude and intention. Further, the model examines the mediating roles of perceived interactivity in the effect of performance on attitude towards STV. Empirical evidence supports the mediating role of perceived interactivity. Implications of the findings are discussed in terms of building a theory of interactivity and providing practical insights into developing a user-centred STV interface.  相似文献   

20.
Mobile phone-based user-generated-content (UGC) online community applications have gained increasing popularity among young generations. However, factors that may affect usage behaviour regarding the applications are not fully investigated. In this study, we employed the Technology Acceptance Model as the basis to explore factors that are able to predict user reposting behaviour with the applications. University students (N?=?322) completed a self-reported questionnaire for measuring the studied constructs after they experienced a high-fidelity prototype of a mobile UGC online community application. Results from path analysis demonstrated that perceived usefulness and attitude towards usage were significant determinants of user reposting intention, with 23% of its variance explained. Perceived usefulness, perceived ease of use and information credibility directly predicted attitude towards usage and accounted for 45% of its variance. Perceived ease of use exerted influence on both perceived usefulness and information credibility. The findings can enhance our understanding of factors that contribute to user reposting behaviour and provide insight into design and implementation strategies to increase the likelihood of user intention to repost information using mobile UGC online community applications.  相似文献   

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