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1.
It is difficult even for experts in organizational behavior to cognitively predict the causal effect of one factor on the others. A cognitive map is used to describe the inference process for the investigation of online community voluntary behavior. The investigation of online community voluntary behavior demands consideration of the complex causal effect from support for member communication, perceived community value, recognition for contribution, freedom of expression, and interactive communication, to community commitment, loyalty, and social participation. A standardized causal coefficient estimated in structural equation models (SEMs) is used to create a cognitive map illustrating the effect of the status of one component on the status of another component. The cognitive map provides preliminary insights into the direction of online community voluntary behavior toward maximizing community commitment, loyalty, and social participation.  相似文献   

2.
Extant studies generally recognise that virtual community building is an effective marketing programme for forging deep and enduring affective bonds with consumers. This study extends previous research by proposing and testing a model that investigates key mediating processes (via trust, satisfaction and identification) that underlie the relationship between virtual community participation and consumer loyalty intentions. The authors test the hypotheses using data obtained from three large online retailing stores. Virtual community participation significantly enhances loyalty intentions, through both social mechanisms (via community identification) and psychological mechanisms (via trust and satisfaction). Moreover, the findings provide insights into the complex relationship between the two mechanisms in online shopping settings. Community identification is a pivotal factor for enhancing customer loyalty intentions. The results advance understanding of the process by which virtual community building facilitates the development of business-to-consumer relationships in the computer-mediated environment. The authors discuss the managerial implications of the findings, as well as avenues for further research.  相似文献   

3.
As the increasing internationalization of higher education creates competition among the universities, many institutions are making use of social media communities to attract and retain students. We surveyed 206 users of a university Facebook page to investigate how it may be related to their identification with the university community and the university brand. We further investigate how this identification is associated with the trust and loyalty to the institution and is likely to be linked to positive behaviors such as promoting the university to their peers as an active member of the university community. Our results show that the perceived strength of the Facebook community is related to the identification with the university community and the university brand which in turn are related to trust and loyalty. Higher loyalty is linked to citizenship behaviors such as increased contribution to the educational process labeled in-role behaviors and providing positive word of mouth about the university labeled extra-role behaviors. With the challenges of a diverse and global student body which is expected to continue increasing, universities can benefit from use of social media in developing identity, loyalty and trust.  相似文献   

4.
Nonpublic participation within an online community, often called lurking, occurs when an individual joins a community, but does not post. This study examines the nature of lurking, why people lurk and the differences in attitudes between lurkers and posters. The results indicate significant differences between people who lurk and those who post in an online community. We conclude that when people lurk they are observing, which in no way is a negative behavior. This introverted or passive behavior affects lurkers' attitudes about the benefits of the community, their expectations, and opinions of themselves and others who lurk. In general lurkers are less optimistic and less positive than those who post. Blair Nonnecke is a usability professional and academic with a particular interest in user-centred design and online communities. Blair is an Associate Professor at the University of Guelph where he studies participation in online communities and the usability of in-vehicle navigation devices. His recent research focuses on three areas: survey methods for hard to reach participants, the role participation plays in online learning environments, and factors leading to participation in communities of practice. Dorine Andrews D.C.D. As a specialist in communications design, Dr. Andrews' research and publications focus on both online communities and the implementation of major technology change in organizations. She has taught at Georgetown University's Communications, Culture and Technology program and at the University of Baltimore's School for Interaction Design and Information Architecture. She is now a principal change consultant for RWD Technologies, Inc. headquartered in Baltimore, MD. She can be reached via e-mail at dandrews@rwd.com Jennifer Preece is Professor and Dean of the College of Information Studies at the University of Maryland, USA. Her research and teaching interests focus on human-computer interaction, online communities and social computing. She has authored many papers and books on these topics. Her two most recent books are: Online Communites: “Designing usability, supporting sociability”, and a coauthroed book with Helen Sharp and Yvonne Rogers entiled “Interaction Design: Beyond Human-Computer Interaction”. Both books are published by John Wiley & Sons.  相似文献   

5.
Relationship quality – based on Commitment–Trust theory – can explain and predict the success of a relationship between an ISP and its customers, measured in terms of loyalty. We proposed a model to express the relationship and included gender as a moderator in the relationship. We then developed a questionnaire to test the model empirically and used a sample in Spain to check its validity and reliability. Analysis provided strong support for our hypotheses that gender exerted a significant moderating role on our model relationships. The influence of trust on commitment and of commitment on loyalty was significantly stronger for females than males, while the effects of satisfaction on commitment and of trust on loyalty were significantly stronger for males. Implications were drawn for practitioners.  相似文献   

6.
7.
This study utilizes Walther and Parks' (2002) warranting theory to explore the relationship between online system- and co-generated relational cues and the strength of offline romantic relational characteristics. Differences in respondents' (N = 170) relational characteristics were predicted based on their relationship statuses articulated on Facebook. Results indicate individuals who display their relationship status on Facebook are more dependent in their relationship (i.e., more satisfied, committed, invested, and with lower perceived relational alternatives) and used Facebook more. In other words, individuals in relationships that are ‘Facebook official’ report being in more committed, stronger relationships than non-Facebook official counterparts. Findings are discussed with respect to the relationships among social media, relational attributes, and warranting theory.  相似文献   

8.

This paper re-analyses data gathered in a 1989 research among Dutch information technology personnel. Working from Karasek's job stress model, we use exploratory multiple correspondence analyses on the aggregated data matrix of occupations and work items. We employed two models: one that emphasised the negative evaluations of job aspects, and one that emphasised positive evaluations. The structuring of positive evaluations of job aspects proved most meaningful. Occupations could be distinguished into three groups. The first and largest group is characterised by a fairly balanced degree of autonomy and workload. A second group comprised of middle management occupations is characterised by unfavourable judgement on workload, matched by insufficient autonomy; as such, employees in these occupations appear at risk of overburdening. A third group of computer specialists report a workload that is too slight given their degree of autonomy; this group appears to be at risk of underburdening.  相似文献   

9.
With the current trend of co-creation, companies and consumers increasingly take advantage of online co-creation communities to share and exchange product-related information. In response to the knowledge exchange and collaborative nature of online co-creation, we advance the theoretical understanding of consumer co-creation by considering it as mutual effects and interactions with other consumers. Based on social capital theory, we developed a research model to examine the factors influencing the popularity of customer-generated content using objective data collected from the MIUI online co-creation community in China. A key result of this study is that social networks ties among consumers enable the norm of reciprocity and shared language, which, in turn, influence the popularity of customer-generated content. Theoretical and practical implications are discussed.  相似文献   

10.
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   

11.
In the digital age, the identities and structures of virtual communities develop outside the traditional definitions of geography and physical constraints. Among the best models to study the identification process in virtual communities are the communities of fans of imaginary universes. Steampunk—neo-Victorian fiction with a science fiction twist—has for instance given rise to a large community, which is very active both in real life and in virtual spaces, for instance in the online 3D immersive platform Second Life. By collecting and analysing hundreds of visual artifacts generated by members of the steampunk community of Second Life, we found a repertoire of visual and lexical characteristics with which to identify the community. In addition, examining the characteristics displayed by visual productions from other communities allowed us to map relationships between different communities based on their aesthetics. This data suggests that the quantification of visual clues points out to interlocking relationships between different community aesthetics, forming a network where differences are visible, but fluidity still dominates. Furthermore, our results could serve as a model to study how communities in different media (immersive universes, games, social media based on visual materials such as Pinterest or Instagram) generate their own visual identity.  相似文献   

12.
As more retailers evolve into customer-centric and segment-based business, business intelligence (BI) and customer relationship management (CRM) systems are playing a key role in achieving and maintaining competitive advantage. For the past ten years, the authors have had the rare opportunity of observing and interviewing employees and managers of three different management teams at three separate Fingerhut companies as they experimented with various ITs for their companies. When the first Fingerhut company peaked in 1998, as many as 200 analysts and 40 statisticians mined the database for insights that helped predict consumer shopping patterns and credit behaviour. Data mining and BI helped Fingerhut spot shopping patterns, bring product offerings to the right customers, and nurture customer relationships. By 1998, Fingerhut was the second largest catalogue retailer in the U.S. with revenues nearing $2 billion. However, after Federated acquired Fingerhut in 1999 and made it a subsidiary, Fingerhut Net, it suffered great losses and was eventually liquidated. Finally, a new company, Fingerhut Direct Marketing, was resurrected in 2002 under a new management team, and it once again became successful. What went right? What went wrong? The paper concludes with CRM and BI systems success factors and a discussion of lessons learned.  相似文献   

13.
SaaS模式的中小企业客户关系管理研究   总被引:1,自引:0,他引:1       下载免费PDF全文
客户关系管理是提高企业核心竞争力的关键之一,传统客户关系管理模式无法满足广大中小企业的需求。在讨论新的SaaS概念及SaaS模式与传统模式比较的基础上,分析了基于SaaS模式的中小企业客户关系管理优势,提出了基于SaaS模式的中小企业客户关系管理解决方案,构建了SaaS模式解决方案的逻辑体系结构,并指出了中小企业实施SaaS模式客户关系管理应注意的问题。  相似文献   

14.
A number of studies have examined virtual worlds, which can facilitate knowledge sharing, education, and enjoyment, among others. However, no study has provided an insightful research model for evaluating virtual worlds. This study suggests that users’ identification with virtual communities and avatars plays a critical role in the construction of attractive virtual worlds. The proposed model measures the level of the user’s identification with virtual communities, through which the user builds his or her trust in other community members. In addition, the study suggests that users’ identification with avatars is an important element of their satisfaction with virtual worlds. The results indicate that users’ identification with virtual communities as well as avatars can enhance their efficacy and trust and thus facilitate their sustained use of virtual services. The results have important theoretical and practical implications.  相似文献   

15.
16.
Intention to facilitate individual voluntary product recommendation in online social networking communities has attracted increased attention. However, it is not obvious why individuals recommend products in a community composed of non-transactional users. What are the critical factors influencing such a behavior? To attempt to provide insights into the product recommendation behavior in online social networking communities, we develop a model to investigate the effects of community atmospheric cues on affective social distance and subsequent product recommendations based on the stimulus–organism–response paradigm. By analyzing the results of a survey using a questionnaire, we found that community reciprocity and community receptivity have a direct influence on product recommendation, while community atmospheric cues have an indirect influence through affective social distance. Theoretical and managerial implications are discussed.  相似文献   

17.
Massive Multiplayer Online Role-Playing Games (MMORPGs), which allow simultaneous participation of several gamers, have attracted a great deal of attention recently. Since MMORPGs can be categorized as a type of online community, the behavior of MMORPGs users needs to be considered as the general behavior in online communities. However, previous studies of online communities did not pay enough attention to MMORPGs, in which users can express themselves by interacting actively through games and game avatars. Understanding the characteristics of MMORPGs as online game communities where users communicate and interact will allow games to be vitalized and users to be immersed in games in a more positive way. Hence, using self-presentation theory and social identity theory, this study examined the factors influencing self-presentation desire and the mediating role of self-presentation desire examined in terms of trust of and commitments to online game communities. The results showed that the interactivity in the spaces of MMORPGs had the biggest impacts on self-presentation desire; personal innovativeness and game design quality also was influential. The results also indicated that self-presentation desire caused trust of online games and eventually led to even stronger commitments to gamers.  相似文献   

18.
In the pursuit of online, data-driven process control, there is a need to determine the quality of the data being processed before actually using it. One area that needs to be considered is data quantisation. Although in many applications it has been assumed that the impact of quantisation is to solely increase the variance of the signal, in certain cases this may not hold. This is especially the case when dealing with signals from poorly quantised sources, such as temperature sensors. In this case, the effect of quantisation cannot be solely considered by the impact of the increase in the variance. Therefore, this paper will examine the effects of small scale quantisation with the view of determining an appropriate metric for measuring the effect on data quality of quantisation. It will be shown that if the ratio of the unquantised signal variance and the distance between quantisation step sizes are below a given threshold, then the identification of the process parameters will be problematic. Detailed numerical simulations as well as an example drawn from a real system are presented to validate the proposed metrics and approach.  相似文献   

19.
Generational theory posits that generational cohorts develop similar attitudes and beliefs. Gen Y, Millennials, will become the largest customer segment for hotels worldwide. This group likes to travel and prefers to spend money on experiences rather than materialistic items. Their responses to online marketing is expected to be different as they process website information five times faster than older generations and are the most emotional and least loyal customers compared to all other generations. The aim of this research is to develop and test a comprehensive model that explains how Gen Y develops loyalty to a hotel booking website. To test the research model, an online survey was distributed to a systematic random sample of 2500 Gen Yers. Findings highlight that trust is the most important antecedent of e-loyalty in online shopping for Gen Y customers. Brand equity is also a key precursor of e-loyalty. Finally, a positive online experience (flow), is also a significant precursor of e-loyalty for this cohort.  相似文献   

20.
In the area of product design and usability, most products are developed for the mass-market by technically oriented designers and developers for use by persons who themselves are also technically adept by today's standards. The demands of older people are commonly not given sufficient consideration within the early developmental process. In the present study, the usability and acceptability of four different devices meant to be worn for the measurement of heart rate or ECG were analyzed on the basis of qualitative subjective user ratings and structured interviews of twelve older participants. The data suggest that there was a relatively high acceptance concerning these belts by older adults but none of the four harnesses was completely usable. Especially problematic to the point of limiting satisfaction among older subjects were problems encountered while adjusting the length of the belt and/or closing the locking mechanism. The two devices intended for dedicated heart rate recording yielded the highest user ratings for design, and were clearly preferred for extended wearing time. Yet for all the devices participants identified several important deficiencies in their design, as well as suggestions for improvement. We conclude that the creation of an acceptable monitoring device for older persons requires designers and developers to consider the special demands and abilities of the target group.  相似文献   

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