Table of contents
Evaluating app bundling strategy for selling mobile apps: an ambivalent perspective
Jinlin Wan, Ling Zhao, Yaobin Lu, Sumeet GuptaMobile appstores have fast sprung up during the last few years. The large number of apps in these appstores results in increased search effort for the customer as well as fierce…
Examining organizations’ continued use of open source technologies: An institutional perspective
Saggi Nevo, InduShobha Chengalur-SmithOur knowledge of why organizations continue to use open source software (OSS) infrastructure technologies is relatively limited, and existing models appear inadequate to explain…
The moderating effects of organisational culture on the relationship between absorptive capacity and software process improvement success
Jung-Chieh Lee, Chung-Yang Chen, Yih-Chearng ShiueThe purpose of this paper is to identify the relationships among absorptive capacity (AC), organisational culture (OC), and software process improvement (SPI) implementation…
Group size and personalization’s effect on Facebook message response rates
Jane-Marie Fatkin, Terry C. LansdownThe bystander effect is one of the most well researched and replicated phenomena in social psychology. It repeatedly shows that the presence of other people inhibits the impulse…
Information system users’ creativity: A meta-analysis of the link between IT use and creative performance
Darius Pacauskas, Risto RajalaInformation technology has been recognized as one of the keys to improved productivity in organizations. Yet, existing research has not paid sufficient attention to how…
Understanding usage of Internet of Things (IOT) systems in China: Cognitive experience and affect experience as moderator
Xuebing Dong, Yaping Chang, Yawei Wang, Jun YanThe purpose of this paper is to answer “Why do Chinese consumers use IOT systems?” and “Do consumers’ cognitive and affect experiences moderate the relationship between…
A model for exploring players flow experience in online games
Chuang-Chun LiuExtending on flow theory, the purpose of this paper is to explore how interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs…
To immerse or not? Experimenting with two virtual retail environments
Savvas Papagiannidis, Eleonora Pantano, Eric W.K. See-To, Charles Dennis, Michael BourlakisThe purpose of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The…
Examining the antecedents of online disinhibition
Sheng Wu, Tung-Ching Lin, Jou-Fan ShihThe purpose of this paper is to integrate psychological dimension, social dimension, and environmental dimension – six internet psychological characteristics (dissociative…
“What if my mum sees it?”: Examination of visible brand interaction in the presence of a wider network
Ben Marder, Avi Shankar, David Houghton, Adam JoinsonIt is known that to encourage people to interact (e.g. sharing) with brands through social media, businesses create content in line with the expectations of their target audience…
Digitalization as institutional work: a case of designing a tool for changing diabetes care
Anne Asmyr Thorseng, Miria GrisotE-health tools for patients aim to change current care practices. However the role of IT in transforming health care is not straightforward. The purpose of this paper is to…
ISSN:
0959-3845e-ISSN:
1758-5813ISSN-L:
0959-3845Renamed from:
Office Technology and PeopleOnline date, start – end:
1992Copyright Holder:
Emerald Publishing LimitedOpen Access:
hybridEditors:
- Prof Edgar Whitley
- Prof Kevin Crowston
- Prof Yulin Fang
- Prof Jyoti Choudrie