Bing Xue, Rui Yao, Zengyu Ye, Cheuk Ting Chan, Dickson K.W. Chiu and Zeyu Zhong
With the rapid development of social media, many organizations have begun to attach importance to social media platforms. This research studies the management and the use of…
Abstract
Purpose
With the rapid development of social media, many organizations have begun to attach importance to social media platforms. This research studies the management and the use of social media in academic music libraries, taking the Center for Chinese Music Studies of the Chinese University of Hong Kong (CCMS) as a case study.
Design/methodology/approach
We conducted a sentiment analysis of posts on Facebook’s public page to analyze the reaction to the posts with some exploratory analysis, including the communication trend and relevant factors that affect user interaction.
Findings
Our results show that the Facebook channel for the library has a good publicity effect and active interaction, but the number of posts and interactions has a downward trend. Therefore, the library needs to pay more attention to the management of the Facebook channel and take adequate measures to improve the quality of posts to increase interaction.
Originality/value
Few studies have analyzed existing data directly collected from social media by programming based on sentiment analysis and natural language processing technology to explore potential methods to promote music libraries, especially in East Asia, and about traditional music.
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Yin Ping Chan, Apple Hiu Ching Lam and Dickson K.W. Chiu
The Hong Kong Palace Museum (HKPM) showcases China’s rich heritage with multimedia technologies. This research examines the effectiveness of the museum’s exhibition, visitors’…
Abstract
Purpose
The Hong Kong Palace Museum (HKPM) showcases China’s rich heritage with multimedia technologies. This research examines the effectiveness of the museum’s exhibition, visitors’ perceptions of multimedia technologies, and the educational role of multimedia technologies in Chinese art and culture.
Design/methodology/approach
This research fills the gap with a survey to investigate sociodemographic factors and user perceptions guided by the 5E Instructional Model.
Findings
Results indicated that the younger generation is enthusiastic about utilizing multimedia technologies as educational tools when visiting the HKPM museum. Incorporating such technologies in museums can also benefit visitors, enhancing their understanding and appreciation of Chinese art and culture.
Originality/value
Results support recommendations for improving the use of multimedia technologies in museums for educational programs and visitor experiences in Chinese art and culture appreciation. Few studies have investigated the effectiveness of recent multimedia technologies for museum education, especially in East Asia.
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Sisi Wang, Dickson K. W. Chiu and Kevin K.W. Ho
With the widespread popularity of Esports, Esports game addiction has attracted wide attention. This research explores the causes of Esports game addiction among college students…
Abstract
Purpose
With the widespread popularity of Esports, Esports game addiction has attracted wide attention. This research explores the causes of Esports game addiction among college students in Mainland China and the influence of specific participation motivation and self-control on college students’ Esports game addiction.
Design/methodology/approach
This research applied the organismic integration theory (OIT) instead of the basic psychological needs theory using Honor of Kings, the most popular Esports game in the form of multiplayer online battle arena (MOBA) among Chinese college students. A total of 339 completed questionnaires were finally analyzed. SmartPLS 2.0 M3 was used to perform the PLS-SEM analysis on the relationship between self-control, participation motivation and Esports game addiction.
Findings
Only introjected regulation and a motivation positively impacted Esports game addiction, while intrinsic motivation, integrated regulation, identified regulation and external regulation had surprisingly no effect on Esports game addiction.
Originality/value
Scant studies have explored Esports game addiction in MOBA games, especially in Asia. Results showed that parents, schools and society should consciously strengthen the education and exercise of students’ self-control ability to prevent Esports game addiction. Game developers should appropriately adjust game structures and functions to prevent college students from using them as social tools or games to escape reality.
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Ruolan Liu, Zerong Xie, Chi-Un Lei and Dickson K. W. Chiu
Based on the sustainable development goals (SDG) adopted by the United Nations in 2015, this study aims to analyse the content of selected massive open online courses (MOOCs) to…
Abstract
Purpose
Based on the sustainable development goals (SDG) adopted by the United Nations in 2015, this study aims to analyse the content of selected massive open online courses (MOOCs) to reveal the distribution pattern of SDG implementation in online education. In addition, the impact of including SDG content on course popularity was explored.
Design/methodology/approach
The authors searched the descriptive texts of all courses on the three largest international MOOC platforms and used the OSDG 2.0 algorithm (an open-source tool that maps and connects activities to the UN SDGs by identifying SDG-relevant content in any text) to classify these descriptive texts. Combined with the number of enrolments and course category classifications, this study analysed the current presence of sustainable development in MOOCs, based on text analyses.
Findings
The findings revealed the distribution of SDGs among the three most influential MOOC platforms and different categories, the most relevant keywords to SDGs, and the most often referred topics. The results indicated that the enrolment number of MOOCs labelled with SDGs is generally lower than those without SDG labels and the situation varies among course categories.
Originality/value
This study verified the general pattern of distribution of different SDGs in education for sustainable development (ESD) of MOOCs, with the breadth and depth of the MOOC content analysis surpassing existing research. Based on these findings, MOOC platforms should further increase attention to ESD on their websites. This study also verified the feasibility of using machine learning methods to quantitatively evaluate the sustainable development context of text within the framework of the SDGs.
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Shang Chun Ma, Kevin Byon and Shang Min Ma
This study used a revised protection motivation theory to investigate how professional sport fans in Taiwan adapted to health-related risk such as COVID-19. It examined the…
Abstract
Purpose
This study used a revised protection motivation theory to investigate how professional sport fans in Taiwan adapted to health-related risk such as COVID-19. It examined the effects of perceived changes in event quality (CEQ), threat and coping appraisal and the moderating roles of team identification and past spectating experience.
Design/methodology/approach
An online survey collected data from 1,080 professional baseball and basketball league fans. A qualitative and quantitative CEQ scale was developed.
Findings
Structural equation modeling showed a path from perceptions of health-related risk (HR), CEQ, threat appraisal and coping appraisal to intention to adapt. Fans with stronger team identification are more likely to adapt to HR prevention measures and CEQ on the basis of their coping appraisals than fans with weaker team identification are. Furthermore, fans with weaker team identification and nonrepeat attendees generally develop an intention to adapt after performing a threat appraisal. These findings inform in-person and online event promotion strategies.
Originality/value
Integrating information sources and a mediating variable, CEQ, into the PMT framework while considering spectators’ traits provides new insights into spectators’ decision-making in health-related risk contexts.
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Edem Emerald Sabah Welbeck and Emmanuel Amemeotia Larbi
This study aims to assess the impact of sustainability consciousness, altruism and peer influence on sustainable consumption behaviour of young adults.
Abstract
Purpose
This study aims to assess the impact of sustainability consciousness, altruism and peer influence on sustainable consumption behaviour of young adults.
Design/methodology/approach
Structured questionnaires were administered to 452 undergraduate students attending public universities in the southern part of Ghana. Partial least square structural equation modelling was used to test and analyse the hypothesized relationships.
Findings
Findings from this study indicate that sustainability consciousness and altruism significantly influence sustainable consumption. The respondents also suggest that their association with peers does not significantly affect sustainable consumption. Finally, the outcome of the analysis revealed that altruism partially mediates the nexus between sustainability consciousness and sustainable consumption.
Originality/value
The research directs attention to how the behaviour of undergraduate students who are sympathetic to the environment may influence their consumption behaviours. This study also demonstrates that sustainability awareness and knowledge by individuals play a vital role in shaping consumption behaviour, which may ultimately preserve resources for future generations.
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Triantoro Safaria, Yusti Probowati Rahayu and Soerjantini Rahaju
Previous studies have identified concerns and anxiety in individuals who are without their mobile phones, which is known as nomophobia, an acronym for “no mobile phone phobia.”…
Abstract
Purpose
Previous studies have identified concerns and anxiety in individuals who are without their mobile phones, which is known as nomophobia, an acronym for “no mobile phone phobia.” However, there is currently limited evidence of qualitative research that explores nomophobia. The purpose of this study is to explore personal experiences and individual meanings associated with mobile phone use and nomophobia.
Design/methodology/approach
To address this gap, the present study employed a Heideggerian phenomenological approach to investigate the issue. Ten college students, who have medium to high nomophobia were selected as respondents. Semi-structured interviews were conducted to collect data, which were then transcribed verbatim and analyzed using reflexive thematic analysis.
Findings
A deep understanding of the psychological dynamics, experiences, meanings, perceptions and beliefs of individuals regarding smartphone use can only be explored through a qualitative approach that presents personal statements of individuals through in-depth semi-structured interviews. This study contributes to a deep understanding of the psychological dynamic of nomophobia.
Research limitations/implications
This study has limitations that must be carefully considered. First, the respondents came from a university with a sample size of 10 people, which may not fully represent the phenomenon of nomophobia among students due to differences in cultural and academic backgrounds. However, we addressed this limitation by selecting only students who scored moderate to high levels of nomophobia. Second, the researchers acknowledge that the sample used in the study may not be fully representative of the broader target population or a larger group, as previously mentioned. Therefore, generalizing the findings of this research must be done carefully, being cautious and thoughtful to avoid hasty conclusions.
Practical implications
In the functional context, it is recommended for individuals to be more mindful of their smartphone usage and strive to strike a balance between utilizing their device's capabilities for productive purposes and avoiding excessive dependency that may lead to distractions or information overload. This includes limiting excessive smartphone usage for entertainment purposes, restricting aimless and irrelevant Internet browsing and implementing effective time management when using smartphones. For smartphone users from the ontological context, the advice is to critically evaluate their digital presence and ensure that their online activities align with their true values and self-perception, promoting responsible and ethical smartphone use. Engaging in fasting or break sessions by completely turning off the smartphone at specific times and utilizing that time for activities such as reading books, writing and engaging in spiritual practices, or exercising is also advisable. In the anthropomorphic context, individuals are advised to reflect on the potential emotional dependence on their smartphones and consider establishing healthy boundaries to avoid excessive reliance on these devices to fulfill emotional needs. One practical recommendation is to engage in self-reflection, where individuals take some time to ponder their smartphone usage patterns and emotional attachment to the device. They should ask themselves why they feel the need to constantly check their phone and how it impacts their emotions and overall well-being.
Originality/value
This study contributes to a deep understanding of the psychological dynamics of nomophobia by exploring the experiences, meanings, perceptions, and beliefs of individuals regarding smartphone use.
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Thanh Tiep Le, Tien Le Thi Cam, Nhan Nguyen Thi and Vi Le Ngoc Phuong
The purpose of the research is to investigate whether corporate social responsibility awareness (pCSR), environmental concerns (EC) and consumer environmental knowledge (CK) will…
Abstract
Purpose
The purpose of the research is to investigate whether corporate social responsibility awareness (pCSR), environmental concerns (EC) and consumer environmental knowledge (CK) will have an impact on sustainable purchase intention (SPI). Furthermore, this paper also contributes to surveying the mediating impact of consumer attitudes (CAs) between intention and the three factors mentioned above.
Design/methodology/approach
SmartPLS (version 4.0) structural equation modeling (SEM) and quantitative methods were used to analyze 457 responses from consumers. The survey sample consisted of individuals between the ages of 18 and 34, with a male-to-female ratio of 70 to 30. The study aims to examine and put into practice new directions for manufacturing firms in the fields of fashion, food and consumer products. At the same time, provide more convincing evidence about the use of these fields in the research.
Findings
The study showed a favorable link between pCSR, EC, CK and SPI through the proposed hypotheses. The research additionally showed that CAs mediate between the aforementioned variables.
Originality/value
The important and distinctive results of this study encourage both consumers and enterprises to make changes in their perceptions of society. Consumers should gradually change their daily lifestyle by consuming more sustainable products. As a result, this outcome will provide the impetus for manufacturing businesses to alter their operational procedures in order to support the shift from the production of products to more friendly processes, with the help of all levels of management within the business.
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Suhyoung Ahn, Byoungho Ellie Jin and Hyesim Seo
The metaverse, a virtual space where one can build and explore with others using avatars, is drawing global interest. Then questions arise: What drives consumers to customize…
Abstract
Purpose
The metaverse, a virtual space where one can build and explore with others using avatars, is drawing global interest. Then questions arise: What drives consumers to customize their avatars and purchase virtual items in the metaverse? Who customizes and purchases virtual items more than others? To find the answers, this study tested a research model that explains why consumers customize their avatars and buy virtual items in the metaverse.
Design/methodology/approach
Based on the stimuli-organism-response model, this study posits that metaverse characteristics (i.e. escapism, visual attractiveness, social interaction and autonomy) arouse consumers’ curiosity toward the metaverse, which in turn evokes avatar customization behavior and virtual item purchase intention. Survey data from 501 metaverse-experienced consumers in both the US and Korea are analyzed.
Findings
The result revealed that all four metaverse characteristics were found to stimulate consumers’ curiosity. Consumers’ curiosity enhances avatar customization behavior and purchase intention of the virtual items. Further, avatar customization behavior increases the purchase intention of virtual items.
Practical implications
The findings provide valuable insights into how metaverse platforms can effectively engage consumers by stimulating curiosity, especially through social interaction, and offering extensive avatar customization options and virtual items.
Originality/value
This study highlights how the metaverse’s open-ended experiences, user-driven customization and social interactions – unlike traditional online games – spark consumer curiosity. It emphasizes the pivotal role of curiosity in driving metaverse engagement and highlights the need to consider it as a central construct in future research. Additionally, this study provides managerial implications for virtual item purchases in the metaverse.