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1.
Affordable and accessible Internet has changed the way video games are played, allowing individuals to connect worldwide in shared gaming spaces. On the surface participation within these environments may seem socially beneficial, as these highly social, playful spaces allow players to connect, interact with, and learn from others. However, there is a growing concern that increased participation within online gaming environments comes with a wide variety of social consequences, contributing to numerous losses in ‘offline’ sociability. While considerable research has examined these claims, consistent relationships between social competence and online video game involvement have yet to be established. The current work (N = 515) aimed to examine the extent to which online video game involvement may support, or undermine, the development and maintenance of traditional social skills. The results indicate that there are unique relationships between social skills and video game involvement within online gaming populations. However, among online video game players, these links were not as negative or broad as hypothesized. The results of this assessment dispute the anecdotal attribution of a global level of social ineptitude amongst online video game players and provide insight into the potential effects of online video game play on skill development and maintenance.  相似文献   

2.
Online gaming has gained millions of users around the globe, which have been shown to virtually connect, to befriend, and to accumulate online social capital. Today, as online gaming has become a major leisure time activity, it seems worthwhile asking for the underlying factors of online social capital acquisition and whether online social capital increases offline social support. In the present study, we proposed that the online game players’ physical and social proximity as well as their mutual familiarity influence bridging and bonding social capital. Physical proximity was predicted to positively influence bonding social capital online. Social proximity and familiarity were hypothesized to foster both online bridging and bonding social capital. Additionally, we hypothesized that both social capital dimensions are positively related to offline social support. The hypotheses were tested with regard to members of e-sports clans. In an online survey, participants (N = 811) were recruited via the online portal of the Electronic Sports League (ESL) in several countries. The data confirmed all hypotheses, with the path model exhibiting an excellent fit. The results complement existing research by showing that online gaming may result in strong social ties, if gamers engage in online activities that continue beyond the game and extend these with offline activities.  相似文献   

3.
Advanced online product presentation technologies such as virtual mirrors enable consumers to experience products like they are actually present with them in the real world. This study is one of the first to address the mechanism underlying this phenomenon. Inspired by literature on media technology the concept of local presence is put forward and applied to the online consumer behavior domain. A key objective of this paper is to examine whether local presence adds to our understanding of how emerging product presentation formats influence online product experiences. To this end, a laboratory experiment (N = 366) was conducted with product presentation format as a three level (pictures, 360-spin rotation, and virtual mirror) independent variable, allowing for a comparison of the effectiveness of different presentation formats in creating perceptions of local presence. As a second objective, the influence of local presence on perceptions of product tangibility and product likability, two key facets of the online product experience, were assessed. The results, obtained with the use of analysis of variance and partial least squares modeling, show the superiority of the virtual mirror in creating local presence, and demonstrate that local presence is highly predictive of product tangibility and product likability. Theoretical and managerial implications are discussed.  相似文献   

4.
The use of the Internet in the daily activities of individuals and firms has become entrenched, and online shopping has become commonplace. However, debates about how online shopping recommendation mechanisms (OREMs) should be designed have not been completely resolved. The challenge with traditional online shopping recommendation mechanisms (TR-OREMs) is that they focus too much on quantitative factors. Thus, they ignore causal interrelationships with qualitative factors that are believed to significantly impact quantitative factors. Considering only quantitative factors and ignoring qualitative ones likely distorts the final recommendation results. Another problem with TR-OREMs is that they ignore the perceived psychological reactance of consumers against the recommended products. Such consumer reactance may be reduced when the causal interrelationships among all the quantitative and qualitative factors are analyzed and incorporated properly into the OREM. To overcome these problems, we propose a causal map – online shopping recommendation mechanisms (CM-OREMs) based on a causal map. We analyzed possible causal relationships among quantitative and qualitative factors and incorporated them in the recommendation process to reduce consumer reactance against the recommendation results. Furthermore, an elaboration likelihood model (ELM) was used to build hypotheses about how the online shopping behavior of consumers is affected by OREMs based on the proposed causal map. Specifically, the performance of the proposed OREM was empirically analyzed by gathering experiment data from qualified respondents who were asked to refer to the proposed OREM before making purchasing decisions via mobile phones. Statistical results showed that the proposed OREMs could enhance consumer decision satisfaction, decision confidence, and attitude toward the recommended products. It could also positively affect consumer purchasing intentions. The OREM had a greater effect on the high-reactance group of participants than on the low-reactance group as well as on a high-involvement product versus a low-involvement product.  相似文献   

5.
Knowledge contribution is one of the essential factors behind the success of blogging communities (BCs). This research studies knowledge contribution behavior in a BC from the perspective of knowledge contributors and their characteristics using the lens of social identity theory. Social identity theory asserts that individuals are fundamentally motivated to present or communicate their identities in everyday social life through behavior. A similar line of reasoning can be used to argue that members of a BC would also be motivated to communicate their online identities through their behavior, that is, through knowledge contribution in the BC. Specifically, this study conceptualized the online identity and examined the effects of its personal (online kindness, online social skills, and online creativity) and social aspects (BC involvement) on knowledge contribution. The data was collected using an online survey from the members of Cyworld, a popular BC in South Korea and a few other countries (members from South Korea were included in this study). The results indicate that both the personal and social aspects of online identity and their interactions significantly influenced knowledge contribution. Based on the findings, this study offers suggestions to organizers of BCs to enhance the knowledge contribution from their members.  相似文献   

6.
Extant research on the control of anonymous human behavior is inconclusive because of its focus on partial aspects of the self-concept. Multiple self-concepts are usually effective in any given situation. Hence, a holistic approach is preferred over a fragmented picture of the self. We investigate anonymous online communities to determine whether multiple self-concepts concurrently control human behavior.Data were collected from 1453 users through a web-based survey. The results showed that multiple self-concepts concurrently influenced argument quality through group norm conformity, whereas private-self directly influenced argument quality. Furthermore, online anonymity decreased the influence of group identity, contrary to existing assertions.  相似文献   

7.
Our study investigated the effect of team knowledge on new product development (NPD). By investigating 207 NPD projects, we found that the declarative and procedural knowledge of the team and their use of IT had a positive influence on the team's knowledge base; and that the higher the functional diversity of the project team, the greater their overall knowledge. We also found that team knowledge positively impacted new product creativity and success in the market place.  相似文献   

8.
How does customer perceived value influence purchase intention in online flash sales on social e-commerce platforms? This study investigates the role of time pressure and product involvement in the relationship between perceived value and purchase intention. Drawing on survey data from wjx.com in China, we found that perceived value is positively related to purchase intention, whereas time pressure negatively moderates the effect of emotional/social value on purchase intention. The three-way interaction among time pressure, perceived functional/emotional/social value, and product involvement was also statistically significant. We discuss the theoretical and practical implications of these results.  相似文献   

9.
《Information & Management》2016,53(4):467-480
Online product presentations, which help consumers obtain product information, have an important role in shopping websites. Two major information types, visual and textual information, govern the modalities of consumers in acquiring product-related information from most online product presentations. Previous studies have debated on which of these two information types can enhance the shopping performance of consumers. However, these debates have resulted in dichotomous outcomes. In this regard, the factor(s) that contribute to such divided results must be examined. In this study, we use the level of processing theory and information load to examine the effect of online product presentations on the online shopping performance of consumers. A laboratory experiment has also been conducted. The results of data analysis show that information load has a significant moderating role on the effects of online product presentations. The experimental results show that visual-based online product presentation has a greater effect on the shopping performance of consumers in high information load condition, whereas textual-based online product presentation provides greater performance advantages in low information load condition. Finally, the implications of these findings to both academics and practitioners are discussed.  相似文献   

10.
This study uses eye-tracking method to investigate consumers' online review search behavior by suggesting that it needs to consider the type of product reviewed. A review-product congruity proposition was testified through a self-report survey and an eye-tracking experiment. The proposition states that consumers of search products expect to seek attribute based reviews, while consumers shopping for experience products tend to seek experience based reviews. Two experiments were conducted in the human factors & ergonomics laboratory of Beihang University, China and all subjects are college students. The results of our first empirical experiment support our hypotheses by showing consumers' more active and positive responses to attribute based reviews when shopping for search products and to experience based reviews when purchasing experience products. The second experiment was conducted with eye tracking method to gain further insights. We found that consumers of search products are attracted and engaged more deeply by attribute based reviews. However, when they browse experience products, the difference of their fixations on experience based reviews and attribute based reviews is not significant, and thus the proposition is partially supported. This study extends our current understanding of consumers' online review search behavior by subsuming product type, which is necessary and helpful, and provides references on the classification and presentation of reviews to facilitate consumers' product judgement and decision making. Moreover, comparison of traditional empirical method and eye-tracking method can help deepen our understanding of complex consumer online shopping behavior.  相似文献   

11.
Previous electronic commerce (EC) studies have found that consumer characteristics are important when considering issues related to the acceptance of online shopping. However, most studies have focused on a single product or similar products. The effects of different product types have been relatively neglected. Previous studies have limited the generalizability of their results to a few products at best. To overcome this limitation, the purpose of this study was to explore the effects of different product types. The Internet product and service classification grid proposed by Peterson, Balasubramanian and Bronnenberg (Peterson, R. A., Balasubramanian, S., & Bronnenberg, B. J. (1997). Exploring the implications of the Internet for consumer marketing. Journal of Academy of Marketing Science, 25(4), 329–346) was employed to examine the effects of consumer characteristic differences on online shopping acceptance in the context of different products and services. A survey-based approach was employed to investigate the research questions. Regression analysis demonstrated that the determinants of online shopping acceptance differ among product or service types. Additionally, personal innovativeness of information technology (PIIT), perceived Web security, personal privacy concerns, and product involvement can influence consumer acceptance of online shopping, but their influence varies according to product types.  相似文献   

12.
Although administrators of online communities (OCs) may focus on improving their OCs through upgrading technology and enhancing the usability of their OCs to attract additional users, the level of OC participation may be associated with social motives. The purpose of this study is to understand how social motivations (that is, network externalities and social norms) affect members committed to OCs. This study tests the hypotheses on data collected from 396 undergraduate students. Data analyses show that network externalities and social norms directly influence social interaction ties, which subsequently results in commitment toward a community. Social norms also directly influence relationship commitments to a community. The results provide insights into how social motivations lead to commitment to an OC, reminding OC administrators to encourage member commitment to the OC from the perspective of social motivations.  相似文献   

13.
Social presence is a concept found to facilitate effective learning experiences in online education. However, there is limited understanding of the theoretical notion in the literature. In an attempt to broaden the understanding of social presence, the current investigation examined two issues: a) distinction between social presence and interactivity, and b) multidimensional nature of social presence and its predictive validity for online learning experiences. Data were collected from 210 undergraduate students using an online survey. Findings indicate that social presence and interactivity are related but distinct constructs. Both psychological involvement and co-presence appear to be under the concept of social presence. The data indicate strong predictive validity of social presence for online learning experiences when it is measured with both dimensions of psychological involvement and co-presence.  相似文献   

14.
Sex role stereotyping by players in first-person shooter games and other online gaming environments may encourage a social environment that marginalizes and alienates female players. Consistent with the social identity model of deindividuation effects (SIDE), the anonymity of online games may engender endorsement of group-consistent attitudes and amplification of social stereotyping, such as the adherence to gender norms predicted by expectations states theory. A 2 × 3 × 2 virtual field experiment (N = 520) in an online first-person shooter video game examined effects of a confederate players’ sex, communication style, and skill on players’ compliance with subsequent online friend requests. We found support for the hypothesis that, in general, women would gain more compliance with friend requests than men. We also found support for the hypothesis that women making positive utterances would gain more compliance with friend requests than women making negative utterances, whereas men making negative utterances would gain more compliance with friend requests than men making positive utterances. The hypothesis that player skill (i.e., game scores) would predict compliance with friend requests was not supported. Implications for male and female game players and computer-mediated communication in online gaming environments are discussed.  相似文献   

15.
Online intermediaries have become important information sources for consumers’ purchase decision making. However, the economic values of consumer visits to two online intermediaries, namely, online community and product channel, have not been well studied. By collecting a dataset on consumer visits from a large real estate website to match with local offline housing sales data, we empirically explore the respective, relative, and interaction effects of consumer visits to online communities and product channels on sales of large consumer goods. We control for relevant factors, account for potential endogeneity issues, and perform various robustness checks to validate the consistency of our findings. Our results show that consumer visits to online communities have a more significant effect than those to product channels in driving sales. However, the interaction effect of consumer visits to these two online intermediaries on sales is negative. We also find that consumer website-related experience has a significant moderating effect on the relationship between consumer visits to product channels and sales. Our findings provide important theoretical contributions and managerial implications.  相似文献   

16.
Facing with thousands of online product reviews, consumers usually pay close attention to those valuable ones which provide more specific and credible evaluations on products. Whether a close association exists between product review quality and sales is thus examined in this paper. By employing text mining techniques on multiple review features, a review is measured as one of the following two levels: high-quality or low-quality. In doing so, aggregate quality level of product’s whole reviews is also identified. Then, a two-level econometrical analysis is conducted on the real datasets from Amazon.cn. The results reveal that aggregate quality level of positive reviews and negative reviews interactively influence sales. In the situation the aggregate quality level of positive reviews is high meanwhile that of negative reviews’ is low, product sale is the highest, while in the opposite situation product sale is the lowest. The results also reveal that consumers understand product’s value from weighting positive and negative reviews of high-quality level, which then positively relates to product sales and exerts a dynamic effect on sales by the moderating role of product selling stage and popularity. The paper innovatively integrates the quantitative and qualitative characteristics of reviews to estimate their economic effect.  相似文献   

17.
Collaborative product commerce (CPC) solutions span software and services which permit individuals to share product data to improve the design, development, and management of products throughout the product development lifecycle. Drawing upon prior developments in adaptive structuration theory (AST) and media richness theory, I develop a theoretical framework to better understand the role of CPC in enabling collaboration in a product development environment. I study the impact of CPC on product design and development processes using a cross-sectional survey of 36 firms. The study reveals that CPC usage varies across different phases of the product development lifecycle. Preliminary results indicate that CPC has enabled firms to collaborate effectively with external stakeholders, which has resulted in tangible business benefits. I conclude by developing several research propositions which provide a roadmap for conducting future empirical research to measure the impact of CPC on product development, and highlight potential research topics that can be explored.
Indranil R. BardhanEmail:
  相似文献   

18.
While research in mobile advertising is abundant, limited attention has been paid to date to how consumers respond to mobile advertisements for different product categories and in which way impulsivity affects intentions to purchase. In this paper, we study the dimensionality of the product involvement construct and its effects on consumers’ purchase intentions via a simulated field experiment (N = 736). We show that the cognitive dimension of product involvement and impulsiveness significantly affect purchase intentions. We also present that the relationship between product involvement and purchase intention is moderated by the consumers’ impulse buying personality traits. These findings progress the current state-of-the-art in mobile advertising research, while also having significant practical consequences for the design of effective mobile SMS advertising campaigns.  相似文献   

19.
The warranting principle, signaling theory, and theories of informational social influence suggest conditions when either user-generated information, or information originating from traditional experts, might be privileged online. A random sample of 1207 U.S.-based adults with Internet access completed an experiment that manipulated the source, volume, and valence of online movie ratings in order to test predictions derived from these perspectives. Results indicated that ratings volume is positively associated with trust of, reliance on, and confidence in user-generated content, as well as the congruence between one’s own and others’ opinions; that ratings source and volume interact to impact credibility perceptions, reliance on user-generated information, and opinion congruence, such that people tend to favor experts when there is low information volume, but favor user-generated information under conditions of high information volume; and that people’s opinions and behavioral intentions converge with the online ratings information to which they are exposed. In addition, these effects apply more strongly to people more conversant with user-generated content. Results indicate important theoretical extensions by demonstrating that social information online may be filtered through signals indicating its veracity, which may not apply equally to all social media users.  相似文献   

20.
An increasing number of individuals work in jobs with little standardization and repetition, that is, with high levels of job non‐routinization. At the same time, demands for creativity are high, which raises the question of how employees can use job non‐routinization to develop creativity. Acknowledging the importance of social processes for creativity, we propose that transformational leaders raise feelings of organizational identification in followers and that this form of identification then helps individuals to develop creativity in jobs with little routinization. This is because organizational members evaluate and promote those ideas as more creative, which are in line with a shared understanding of creativity within the organization. To investigate these relationships, we calculated a mediated moderation model with 173 leader–follower dyads from China. Results confirm our hypotheses that transformational leadership moderates the relationship between job non‐routinization on employee creativity through organizational identification. We conclude that raising feelings of social identity is a key task for leaders today, especially when working in uncertain and fast developing environments with little repetition and the constant need to develop creative ideas.  相似文献   

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