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    884 research outputs found

    Determining Boundary Conditions of Social Influence for Social Networks Research

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    Social media is an important consideration in most behavioural research domains. Naturally, there is a wealth of studies employing social media as a rich context to derive insights. Over the years, such studies in information systems discipline too have made substantial knowledge contributions. With the proliferation of social media, researchers in recent times recognise some unique and fundamental differences in social media that would be beneficial to be considered in future studies. This paper contributes to the aforementioned theme by recognising five boundary conditions applicable to social media context, that would be applicable to a broad range research in information systems

    What’s behind a scratch card? Designing a mobile application using gamification to study customer loyalty: An experimental approach

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    The use of game design elements (often called gamification) by firms to engage the customers has attracted attention in recent times. These game elements contribute to shaping up customer’s motivation and loyalty. Gamification is explored from the lens of both empirical as well as an experimental methodological standpoint. There still lacks substantial evidence that explains how and which types of rewards help to understand the customer's motivation. The study addresses this gap by designing an experimental study of 2x2 to address how gamified mobile apps used for making payments can help capture customer’s loyalty by offering them rewards. Data is collected from 385 customers who have been using mobile apps to make payments in the past. The data were tested to check if gamification positively helps the user hedonic and utilitarian motivation, which then positively impacts their loyalty. The study is also moderated by type of rewards (direct cash rewards v/s indirect third party partnered rewards) on the relationship of gamification and customer loyalty mediated through motivation. The results confirm that mobile payment apps' cash rewards are more useful, especially when the degree of uncertainty in the game element is high (scratch card). Additionally, they contribute to a higher degree of utilitarian benefits to the customers. The results contribute to the extension of the self-determination theory and stimulus organism response framework as well

    Demystifying the Dark Side of Social Networking Sites through Mindfulness

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    Over the last few decades, social networking sites (SNS) have evolved as an effective medium of communication for the world. They are instrumental in connecting people across time and space with just a click. However, the darker side of SNS has resulted in a deteriorated human connection between individuals in real life. The current study is an attempt to examine the compulsive usage of SNS in detail. It utilizes a sequential mixed method design to examine the negative outcome of compulsive SNS usage and the effect of mindfulness in overcoming them. Findings of the study suggest that compulsive usage mediates the relationship between mindfulness and exhaustion; further, this relationship is moderated by extroversion personality traits

    Towards a Cashless Society: The Effects of Perceived Convenience and Security on Gamified Mobile Payment Platform Adoption

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    Integrating gamification into mobile payment platforms incentivizes people to use digital alternatives for payment and could spur user-centric, platform-mediated interactions. This study examines the relationship between perceived convenience and perceived security on individual users’ intention to use a gamified mobile payment platform in Malaysia; a developing country envisioned to build a cashless society. The partial least square structural equation modeling (PLS-SEM) technique is employed on a final sample of 388 online users. The results show that perceived convenience has a strong but indirect effect on the intention to use. Perceived security has a strong and direct effect on intention to use and mediates the relationship between perceived convenience and intention to use. Furthermore, the reliability aspect of security is a top priority concern for users interested in using mobile payment. The multi-functional aspect of convenience is a top priority concern to attract users who are not interested in using mobile payment at first. The study discusses theoretical and practical implications for developing a dual strategy of ‘ensuring convenience’ and ‘assuring security’ to encourage the gamified mobile payment platform adoption in developing countries

    E-governance using mobile applications: A case study of India during the COVID-19 pandemic

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    Healthcare initiatives backed by electronic-governance (e-governance) principles have contributed well to the extant literature and practice. Governments and healthcare systems across the world were taken aback by the swamping impact of the COVID-19 pandemic. However, they reacted quickly by developing contact-tracing mobile applications (apps) for creating awareness, providing information about various healthcare initiatives, and helping citizens to use the required information in case of emergency. The major challenge was to develop such e-governance interventions in a short time and ensure their quick adoption among the masses. Hence, it is worthwhile to investigate the factors leading to the adoption of such e-governance initiatives, especially in the context of a widespread pandemic situation. The present study is an attempt to analyze the factors driving the intention to use contact tracing mobile apps launched by governments globally during the COVID-19 pandemic. We have conducted the study in the context of India, where the government launched a community-driven contact tracing mobile app for its citizens during the COVID-19 pandemic in April 2020. The study adopted an empirical approach to test how epistemic value, convenience value, conditional value, functional value, and privacy concerns influenced the intention to use this approach. The study found that intention to use such an app was positively influenced by functional value, which in turn was positively influenced by convenience and conditional values. It suggests that the convenience of using the app, perceived seriousness of the pandemic (i.e., conditional value), and utilitarian benefits (i.e., functional value) of the contact-tracing mobile app enhanced its acceptance. However, its novelty (i.e., epistemic value) and privacy concerns are not significant predictors of intention to use. The study recommends that the government should place more emphasis on improving the functional value which is driven by convenience and context-specific features to push the use of an e-governance initiative during the crisis

    Exploring the Digital Business Ecosystem of Internet of Things in Emerging Economies with a focus on the role of pseudo-private companies

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    The Internet of Things (IoT) is one of the emerging drivers of the economy that transforms the business landscape and forms of collaboration and value creation. In this study, we performed a Delphi-based study to explore the digital business ecosystem (DBE) of IoT in emerging economies, focusing on power dynamics among actors, the processes of value co-creation, topologies, and critical success factors affecting the health of the ecosystem. We conducted two panels of a three-round Delphi study from 2017 through 2019 among Iranian IoT experts. This study identifies two types of the digital business ecosystems surrounding IoT in Iran. One type comprises only pseudo-private companies that have strong interactions with government organizations and state-owned banks. The other type of digital business ecosystem surrounding IoT technology comprises start-ups and private small and medium companies that have no interaction with pseudo-private companies. The interaction of start-ups and Small Medium Enterprises (SMEs) is mainly with universities. The study shows that pseudo-private companies play a dominant role in the Business to Business (B2B) and Business to Government (B2G) markets while SMEs and start-ups have a dominant role in the B2C market and promote creativity and innovation in the Business to Customer (B2C) market. This study extends the literature on  digital business ecosystems with a focus on the health of the DBEs of IoT technologies and the potential for future innovation in the digital economy

    Decision Support Systems in the Context of Cyber-Physical Systems: Influencing Factors and Challenges for the Adoption in Production Scheduling

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    Cyber-physical systems promise a complete networking of all actors and resources involved in production and thus an improved availability of information. In this context decision support systems enable appropriate processing and presentation of the captured data. In particular, production scheduling could benefit from this, since it is responsible for the short-term planning and control of released orders. Since decision support systems and cyber-physical systems together are not yet widely used in production scheduling, the aim of this research study is to analyse the adoption of these technologies. In order to do so, we conducted a qualitative interview study with experts on production scheduling. Thereby, we identified eleven influencing factors and 22 related challenges, which affect the adoption of decision support systems in production scheduling in the context of cyber-physical systems. We further discuss and assess the identified influencing factors based on the interview study. The results help to explain and improve the adoption of those systems and can serve as a starting point for their development

    Examining Post-Adoptive Change of Enterprise System Implementations: A Socio-Technical Perspective

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    The implementation of a new enterprise system is a major change event for end-users. Since organisations need to modify their processes and structures to align with the enterprise system, users must learn and understand the new system as well as engage with it in their work practices. Past research has largely focused on the initial organisational adoption of an enterprise system. However, there has been little research concerning the change process in the post-adoption stage. This research addresses this gap by drawing on the punctuated socio-technical information system change (PSIC) model to explain the change through critical events, gaps between socio-technical components, responses to gaps, and outcomes. The research question is: How do socio-technical changes unfold in an enterprise system implementation? The study employs a qualitative interpretive case study method. The results reveal that changes in the structure of work following enterprise system implementation affect organisational performance, the social system, and individual work practices. This research contributes to a better understanding of technical and social changes and their impacts in the post-adoption of enterprise system implementation. The findings may assist organisations in providing appropriate resources and support for successful enterprise system implementation

    The dark and light sides of engagement: an analysis of user-generated content in wildlife trade online communities.

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    Recent research has focused on the role of user-generated content (UGC) in the dark side of engagement on social media. In this study, we apply this to the unique context of the online exotic wildlife trade, a critical area of research due its involvement in devastating global species loss as well as harms to human health and livelihoods. We first conduct qualitative analysis on a large data set of UGC with the automatic machine-learning lexical software Leximancer 4.5.1 to explore the discourse that occurs in comments of posts that promote behaviour change and demand reduction. Then, we complement this by testing an extended elaboration likelihood model to determine the nature of information processing that leads to positive comment valences. Our results show that motivation, opportunity and ability factors moderate the relationship between dual-processing routes and comment valence as well as influencing the likelihood of positive comment valences that indicate attitude change. This work extends the use of theory from Information Systems and Marketing to conservation and provides both conceptual and practical recommendations to encourage behaviour change and reduce the harmful effects of engagement

    Interactive app-based services: Recovery evaluations and the mediating role of satisfaction in the relationship between customer-brand engagement and electronic word of mouth

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    Based on the theory of co-creation and resource-based theory, this study examines the differential impact of varying levels of customer participation in service recovery (firm, customer, and joint) on recovery satisfaction, customer-brand engagement (CBE), and electronic-word of mouth (e-WoM). Besides, using social exchange theory, this study examines the mediating role of consumers’ recovery satisfaction in the relationship between the types of service recovery and electronic word of mouth (e-WoM). The data to accomplish the research objectives was collected from 495 customers of interactive food delivery apps in India. The experimental design was used to collect the data. The multivariate analysis of variance (MANOVA) and PROCESS macro techniques were used to test the hypotheses. The findings suggest that joint recovery results in better recovery evaluations such as CBE, recovery satisfaction, and e-WoM. Also, recovery satisfaction mediated the relationship between CBE and e-WoM. These findings provide empirical evidence for the linkages among the theory ofco-creation, resource-based theory, and social exchange theory. The marketers of interactive food delivery apps may use these findings to ascertain which recovery type they should emphasize to improve recovery satisfaction. Moreover, they are encouraged to take steps for improving recovery satisfaction as CBE affects e-WoM through recovery satisfaction

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