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1.
We propose and empirically test a model of user acceptance of digital media convergence. Integrating information system research, particularly the paradigm of task–technology fit and the platform–application dichotomy, and theories from media psychology and human–computer interaction, we theorize the fit between the content applications and the media platform as the key determinant of user evaluation and acceptance of digital media convergence. We empirically tested our theory in the context of mobile video entertainment services. Specifically, we hypothesize that both the duration of the video content (i.e., the characteristic of the content) and the attentional constraint of the mobile media platform (i.e., the characteristic of the media platform) jointly determine users’ attentional involvement (i.e., reflecting the fit) in the video content. Such involvement in turn influences users’ emotional enjoyment and satisfaction with the mobile video entertainment service. The empirical results support most of our hypotheses. Two key findings are: (1) in the case of media convergence, the attentional constraint of the target media platform significantly influences user experience during content delivery that may lead to the rejection of media convergence; and (2) the duration of the content interacts with both the attentional constraint of the media platform and the type of interruptions from the environment in determining attentional involvement and emotional enjoyment. We discuss the theoretical contributions and practical implications from our empirical findings.  相似文献   

2.
We examined sources of Internet anxiety; specifically modeling the ties from broad dispositional traits (computer anxiety, computer self-efficacy, and personal innovativeness with IT), beliefs about the work environment (about the adequacy of resources and trust in technology), and two forms of social support for IT (leader and peer support) to individuals’ anxiety about using Internet applications. We tested our model using respondents who participated in virtual teams during a 16-week period. Our findings suggested that Internet anxiety was affected both by the users’ personality and by beliefs that can be influenced by providing adequate resources to support the technology, encourage trust in technology, and working to assure users that leaders and peers are supportive of their using the technology. Our findings suggest that by providing appropriate resources and fostering a supportive environment, leaders could reduce Internet anxiety and thus influence the use of technology in the workplace in ways that benefit organizations.  相似文献   

3.
This study aimed to explore both the direct and indirect relationships between depression, loneliness, low self-control, and Internet addiction in a sample of Turkish youth, based on a cognitive-behavioral model of generalized problematic Internet use. Data for the present study were collected from 648 undergraduate students with a mean age of 22.46 years (SD = 2.45). Participants completed scales for depression, loneliness, self-control and Internet addiction. Structural equation modeling was used to test the model in which depression and loneliness predicted Internet addiction through low self-control. The findings revealed that of the two factors, only loneliness was related to Internet addiction through low self-control. The results are discussed in terms of the cognitive-behavioral model of generalized problematic Internet use, and implications for practice are considered.  相似文献   

4.
One of the challenges facing us when we try to bring commercial materials such as video games into the classroom to be used as educational tools is to identify appropriate strategies of collaboration with teachers, families, and even industries. This paper explores how multimedia contexts can be created in which children become active participants in a digital universe where multiple technologies are present (so that video games are just one of several digital tools). We present several examples derived from specific projects carried out in formal and informal educational contexts, in action research and from ethnographical perspectives. As participant observers in and outside the classroom, we designed workshops as innovative educational contexts; all the sessions were video and audio recorded. Our analysis adopted a socio-cultural perspective. Several preliminary results clearly appeared: (a) Children playing commercial games inside and outside classrooms produce different writing texts depending of the context in which they are generated; (b) using video games combined with other digital technologies seems to be an effective way of introducing children to the content and structure of games considered as dynamic systems; (c) using and reflecting on video games in and outside the school, via discussions in digital media such as blogs or pictures, can contribute to the development of digital literacies as a way of using multimodal discourses. Our main goal at this moment is to design digital materials capable of supporting teachers’ and families’ use of games and in particular, to reveal the rules that organize their structure, codes and symbolic universe.  相似文献   

5.
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   

6.
The current study examined the potential moderating effects of motion capture technology and participants’ own level of psychoticism on their hostility and aggressive thoughts after playing violent video games. A total of 118 participants (68 females, 50 males) first completed a measure of psychoticism and then played either a violent video game or a non-violent video game using either a traditional controller or motion capture controls. Immediately after the video game play period, participants’ current level of hostility and aggressive cognitions were assessed using self-report questionnaires. Results indicated that the use of motion capture controls did not increase the negative effects of violent video games. However, participants with elevated levels of psychoticism were much more affected by violent video games than other participants. Such findings suggest that only some individuals are adversely affected by violent video games and that those who are affected have preexisting dispositions which make them susceptible to such violent media.  相似文献   

7.
Cyber criminals use the Internet as a major platform to launch malware and social engineering attacks. Employees’ violation of Internet use policy (IUP) elevates a firm’s security risks from cyber-attacks. In the literature, such deviant behavior is generally considered to be the result of a cost-benefit calculus. However, this study shows that dispositional factors such as self-control and procedural justice moderate the cost-benefit calculus. We conclude that self-control and procedural justice need to be integrated with the Rational Choice Theory to better explain Internet abuses at work.  相似文献   

8.
Mobile phones are widely used all over the world, and with their increasing number of value-added features, they are becoming far more than a mere mobile voice communication device. Rather, they provide a powerful platform for accessing information universally. This paper reports a study which scrutinized users’ preference levels with five new mobile phone design features facilitating universal information access through mobile phones: camera, colour screen, voice-activated dialling, Internet browsing, and wireless connectivity (e.g. Bluetooth, infrared, etc.). The survey study involved college students and investigated the degree to which each of the above features impacts the users’ overall satisfaction and enhances the potential of mobile phones to contribute to different aspects of universal access. Our results show that colour screen, voice-activated dialling, and Internet browsing feature can strongly predict users’ satisfaction level, and their preference levels together account for 22.7% of the variance of the users’ overall satisfaction. Users’ satisfaction levels are significantly different between models with colour screen feature and those without, and models with Internet browsing features and those without. Since mobile phone design needs to accommodate the needs and preferences of diversified user groups, the performed study also investigated the difference in users’ preference levels of the five new features for different ethnic groups, and difference in mobile phone owned by different genders. The result indicates that Asian female users in the U.S. market have higher preference level on colour screen feature than Caucasian female users. Significantly higher percentage of male users own phones with camera, Internet browsing, and wireless connectivity features than female users. The empirical study reported in this paper provides a comprehensive picture of how new design features can enhance the mobile phone as a universal access device, and what impact they have brought about. It can also help manufacturers adopt a universal design perspective in view of the differences in preference levels of users with different ethnicity and genders.  相似文献   

9.
Although a few studies have focused on mobile value from the distinctive feature of a mobile technology perspective, limited attempts have been made from a mobile user’s value tendency perspective. In this study, building upon prior research on productivity-oriented and pleasure-oriented nature of systems, we categorize mobile values as having utilitarian and hedonic use. Based on these two values, we conceptualize types of tendency of mobile users’ application use namely utilitarian tendency and hedonic tendency. The goal of this study is to examine the relationships between mobile consumers’ value tendency and their perceptions of mobile Internet service quality in terms of three different mobile quality dimensions (i.e., connection quality, design quality, and information quality). In addition, drawing upon the “digital divide” literature, the relationships between mobile users’ personal dispositions (i.e., maturity and socio-economic status) and their mobile value tendency are also tested. The empirical results of the study, the interpretation of the results, research contributions, and limitations are discussed.  相似文献   

10.
Advances in e-learning technologies parallels a general increase in sophistication by computer users. The use of just one theory or model, such as the technology acceptance model, is no longer sufficient to study the intended use of e-learning systems. Rather, a combination of theories must be integrated in order to fully capture the complexity of e-learners, who are both system users and learners. The current research presents an integrated theoretical framework to study users’ acceptance of streaming media for e-learning. Three streams of research provide the basis for this integrated framework: the technology acceptance model, flow theory and media richness theory. Students enrolled in an online section of an information systems course used one of three different combinations of text, streamed audio and streamed video. Regression analysis was used to test the hypotheses in this field experiment. Perceived ease of use was a predictor of perceived usefulness; both the perceived usefulness and the attitude of the user were predictors of intention to use. Richer content-presentation types were positively correlated with higher concentration levels but showed mixed results when correlated with perceived usefulness. Results from this study have practical implications for those interested in integrating streaming media into e-learning.  相似文献   

11.
Based on a sample of 944 respondents who were recruited from 20 elementary schools in South Korea, this research surveyed the factors that lead to smartphone addiction. This research examined the user characteristics and media content types that can lead to addiction. With regard to user characteristics, results showed that those who have lower self-control and those who have greater stress were more likely to be addicted to smartphones. For media content types, those who use smartphones for SNS, games, and entertainment were more likely to be addicted to smartphones, whereas those who use smartphones for study-related purposes were not. Although both SNS use and game use were positive predictors of smartphone addiction, SNS use was a stronger predictor of smartphone addiction than game use.  相似文献   

12.
Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study first defines learning characteristics of problem-solving digital games and their corresponding cognitive levels, then designs and develops a problem-solving game in accordance to the criteria. Tasks in the game context are inter-related to each other so that players need to critically and creatively think about problem solutions. Learners’ task analyses are performed to observe four elementary learners’ gaming paths, behaviors and cognitive activities, individually and collaboratively. System documentation, video recording, researcher observation, and interviews are conducted to analyze learners’ learning strategies and their cognitive performance during the gaming process.  相似文献   

13.
While many researches have analyzed the psychological antecedents of mobile phone addiction and mobile phone usage behavior, their relationship with psychological characteristics remains mixed. We investigated the relationship between psychological characteristics, mobile phone addiction and use of mobile phones for 269 Taiwanese female university students who were administered Rosenberg’s self-esteem scale, Lai’s personality inventory, and a mobile phone usage questionnaire and mobile phone addiction scale. The result showing that: (1) social extraversion and anxiety have positive effects on mobile phone addiction, and self-esteem has negative effects on mobile phone addiction. (2) Mobile phone addiction has a positive predictive effect on mobile phone usage behavior. The results of this study identify personal psychological characteristics of Taiwanese female university students which can significantly predict mobile phone addiction; female university students with mobile phone addiction will make more phone calls and send more text messages. These results are discussed and suggestions for future research for school and university students are provided.  相似文献   

14.
This paper reported the results of a survey study and provided evidences of empirically testing a model that integrates both technology acceptance model (TAM) and task-technology fit (TTF) model in understanding the determinants of users’ intention to use wireless technology in organizations. Questionnaires were distributed to organizations that bring mobile commerce into practice through the wireless handheld devices. The results indicated that both technology acceptance model and task-technology fit model are robust models by themselves. First, both perceived usefulness and ease of use significantly influence users’ behavior intention to utilize wireless technology. Perceived ease of use has significant effect on perceived usefulness. Second, characteristics of technology and task significantly predict the fit between these two constructs. Significant effect of characteristics of technology on perceived ease of use and usefulness were observed. Finally, significant relationships between TAM and TTF model were also observed. Task-technology fit is a significant direct predictor of technology adoption intention. Overall, users’ intention to adopt wireless technology in organizations was determined directly by fit between characteristics of task and technology as well as users’ perceived ease of use and usefulness.  相似文献   

15.
This article examined the interplay between cognition and affect in Internet uses for privacy control. A survey of a national sample was conducted to empirically test the relationship between affective concern for and cognitive knowledge of information privacy online. We also tested for the interactive role of reward-seeking as a moderator among these relationships. Findings revealed that concern did not directly play a meaningful role in guiding users’ protective behavior, whereas knowledge was found significant in moderating the role of concern. The interactive role of reward-seeking seems particularly salient in shaping the structure of the relationships. These findings suggest that the intersections between knowledge, reward, and concern can play out differently, depending on the levels of each. Policy implications in relation to users’ cognitive, affective, and reward-seeking rationalities are offered, and future research considerations are discussed.  相似文献   

16.
社交网络给每个社会中的人提供了自由表达个人情感、观点、兴趣、建议等言论的平台。用户在这些平台上发表的言论、所做的行为以及用户在平台上建立的社交圈子也给数据挖掘带来了新的数据和机会。提出了一种利用用户在微博上的公开数据信息实现对该用户的MBTI个性维度进行分类分析的方法。在该方法中,基于对用户微博数据的分析,提出了能够表征用户心理和行为的文本和非文本特征,然后采用三种机器学习的分类方法—提升决策树、支持向量机和贝叶斯逻辑递归来对微博用户的个性进行分类分析。实验结果表明,通过对微博数据的挖掘可以在不同MBTI个性维度上达到75%~90%的准确率。  相似文献   

17.
Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between competitiveness (as a dispositional trait) and induced positive affect. In this media comparison study with between-subject design, participants (N?=?325; high school and college students) learned about the EU’s policy agenda by means of a debate-based method delivered through one of three educational media: a) through a social role-playing game with competitive elements played on computers, b) through a very similar game played without computers and c) through a non-game workshop. Unlike many previous DGBL studies, this study used participant randomization and strived to address the teacher effect and the length of exposure effect, while also using the same learning materials and a very similar educational method for all three treatments. Both games induced comparatively higher generalized positive affect and flow. Participants also learned more with the games. Positive affect, but not flow, mediated the influence of educational media on learning gains. Participants’ competitiveness was partly related to positive affect and experiencing flow but unrelated to learning gains. These outcomes held both when the game was played using computers, as well as without them. The study indicates that the ability of an educational intervention to instigate positive affect is an important feature that should be considered by educational designers.  相似文献   

18.
The characteristics of annotations, such as highlighting, context-based notes, and organization are difficult to translate from the traditional paper-based medium to the digital format. An added challenge is how to facilitate annotations on a digital video in a collaborative distance learning environment. To explore issues in video annotation, we developed a tool called Interactive Shared Education Environment (ISEE). ISEE automatically generates hyperlinked timestamps, which we called Smartlinks, to associate the notes with their video contents. A usability study with 59 participants, following up by a small-scale eye-tracking study, was conducted to explore users’ video note-taking behaviors and to examine the effect of the new Smartlink design. Our results showed that participants with Smartlink took fewer notes, focused less on video controls and more on video content than those without Smartlink. We believe the main benefit of Smartlink is that it may offload non-learning related cognitive loads and allow users to take better notes. Findings from this study on users’ video annotation behaviors shed light on the future design of video annotation systems in both individual and collaborative environments.  相似文献   

19.
Excessive use of the Internet and social media has been associated with behavioural addiction, which sparked the researchers’ interest in gaining a better understanding of this global phenomenon. The aim of this study was to fill a gap in knowledge by using just one sample to identify similarities and differences in relationships between technology addictions and personality characteristics, especially traits, self-esteem, and self-construal. The sample consisted of 512 undergraduate students. The results showed that Internet addiction and social media addiction shared many more similarities than differences. Agreeableness, conscientiousness, openness to experiences, emotional stability, self-esteem, the frequency of checking account, and Internet usage were predictors of both Internet addiction and social media addiction. Age, satisfaction with life, and interdependent self-construal did not predict Internet addiction or social media addiction, whereas real self and extraversion predicted Internet addiction only, and gender, posting updates, a number of friends, and independent self-construal predicted social media addiction only. These results provide some basis for an understanding of Internet and social media addiction profiles.  相似文献   

20.
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