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1 – 4 of 4Kifayat Nahiyan Rafi, Mohammad Osman Gani, Nik Mohd Hazrul Nik Hashim, Muhammad Sabbir Rahman and Mohammad Masukujjaman
Using the stimulus–organism–response (SOR) theoretical model, this empirical research aims to examine and validate how tourists’ interactions with 360-degree virtual reality (VR…
Abstract
Purpose
Using the stimulus–organism–response (SOR) theoretical model, this empirical research aims to examine and validate how tourists’ interactions with 360-degree virtual reality (VR) videos incorporating Web navigability and visual interface design quality (stimulus) on travel websites can make tourists more engaged and then satisfied (organism), which could make them more likely to visit destinations and spread electronic word of mouth (e-WOM) (response).
Design/methodology/approach
Using the convenience sampling method, 975 responses were collected through a questionnaire. The data were analysed using Smart-PLS 4 software to investigate the hypothesised relationships.
Findings
The findings demonstrate that 360-degree VR videos significantly create Web user engagement, and Web user engagement is significantly associated with Web user satisfaction. The result shows that Web user engagement and satisfaction impact the intention to visit the tourist destination. Additionally, Web user satisfaction impacts e-WOM. Lastly, navigability and visual interface design quality are significantly moderated between 360-degree VR videos and Web user engagement.
Research limitations/implications
This research only examined the tourists’ behavioural intentions with 360-degree VR videos during the pre-travel phase. In contrast, future research may investigate how tourists behave with VR during the on-site and post-travel phases.
Practical implications
Tourism marketers should not only adopt 360-degree VR but also integrate Web navigability and visual interface design to boost Web users’ engagement on tourism websites.
Originality/value
This study advances the study of VR from the tourists’ psychological perspective. Moreover, the SOR theory has been re-examined from the VR and technology tourism perspectives. It provides a general understanding of the behavioural aspects of tourists in developing countries.
目的
利用刺激-有机体反应(SOR)理论模型, 本实证研究检验并验证了游客与旅游网站上结合了网络导航性和视觉界面设计质量(刺激)的360度虚拟现实(VR)视频的互动如何使游客更投入、更满意(有机体), 这可能使他们更有可能访问目的地并传播电子口碑(响应)。
设计/方法
采用方便抽样法, 通过问卷调查收集了975份回复。使用Smart-PLS 4软件对数据进行分析, 以调查假设的关系。
结果
研究结果表明, 360度虚拟现实(VR)视频显著提高了网络用户参与度, 网络用户参与与网络用户满意度显著相关。结果表明, 网络用户参与度和满意度对旅游目的地的访问意愿有影响。此外, 网络用户满意度也会影响电子口碑。最后, 在360度虚拟现实(VR)视频和网络用户参与度之间, 导航性和视觉界面设计质量显著适中。
研究限制/意义
这项研究只考察了游客在旅行前阶段使用360度虚拟现实(VR)视频的行为意图。相比之下, 未来的研究可能会调查游客在现场和旅行后阶段使用虚拟现实(VR)的行为。
实践意义
旅游营销人员不仅应采用360度虚拟现实(VR), 还应将网络导航性和视觉界面设计相结合, 以提高网络用户对旅游网站的参与度。
原创性
本研究从游客的心理角度推进了虚拟现实(VR) 的研究。此外, 还从虚拟现实(VR)和科技旅游的角度重新审视了SOR 理论。它提供了对发展中国家游客行为方面的一般了解。
Objetivo
Utilizando el modelo teórico estímulo-organismo-respuesta (SOR), esta investigación empírica examinó y validó cómo las interacciones de los turistas con los vídeos de RV de 360 grados que incorporan la navegabilidad web y la calidad del diseño de la interfaz visual (estímulo) en los sitios web de viajes pueden hacer que los turistas se sientan más comprometidos y luego satisfechos (organismo), lo que podría hacerles más propensos a visitar los destinos y a difundir el e-WOM (respuesta).
Diseño/metodología/enfoque
Utilizando el método de muestreo por conveniencia, se recogieron 975 respuestas a través de un cuestionario. Los datos se analizaron mediante el software Smart-PLS 4 para investigar las relaciones hipotetizadas.
Resultados
Los resultados demuestran que los vídeos de RV de 360 grados generan un compromiso significativo de los usuarios de la web y que el compromiso de los usuarios de la web se asocia significativamente con su satisfacción. El resultado muestra que el compromiso y la satisfacción del usuario web repercuten en la intención de visitar el destino turístico. Además, la satisfacción del usuario web influye en el e-WOM. Por último, la navegabilidad y la calidad del diseño de la interfaz visual son significativamente moderadas entre los vídeos de RV de 360 grados y el compromiso del usuario web.
Limitaciones/implicaciones de la investigación
Esta investigación sólo examinó las intenciones de comportamiento de los turistas con los vídeos de RV de 360 grados durante la fase previa al viaje. En cambio, en futuras investigaciones se podría estudiar cómo se comportan los turistas con la RV durante las fases in situ y posterior al viaje.
Implicaciones prácticas
Los profesionales del marketing turístico no sólo deberían adoptar la RV de 360 grados, sino también integrar la navegabilidad web y el diseño de la interfaz visual para potenciar el compromiso de los internautas en los sitios web turísticos.
Originalidad
Este estudio avanza en el estudio de la RV desde la perspectiva psicológica del turista. Además, se ha reexaminado la teoría S-O-R desde las perspectivas de la RV y el turismo tecnológico. Proporciona una comprensión general del aspecto conductual de los turistas en los países en desarrollo.
Details
Keywords
- e-WOM
- 360-Degree virtual reality
- Destination visit intention
- Visual interface design quality
- Web engagement
- Web navigability
- Web satisfaction
- 360 度虚拟现实、网络可导航性、视觉界面设计质量、网络参与度、网络满意度、目的地访问意向、电子口碑。
- Realidad virtual de 360 grados
- Navegabilidad web
- Calidad del diseño de la interfaz visual
- Compromiso web
- Satisfacción web
- Intención de visita al destino
- e-WOM
Yang Li, Jiaze Li, Qi Fan and Zhihong Wang
The teenager community is the most affected community by cybercrime in the COVID-19 era. Increasing social networks and facilitating teenager access to the Internet have increased…
Abstract
Purpose
The teenager community is the most affected community by cybercrime in the COVID-19 era. Increasing social networks and facilitating teenager access to the Internet have increased the probability of cybercrimes. On the other hand, entertainment such as mobile and computer games is top-rated among teenagers. Teenagers' tendency to cybercrime may be influenced by individual, parent, social, economic and political factors. Studying the impact of social networks, mobile games and parents' religious attitudes on teenagers' tendency to cybercrimes in the COVID-19 era is the primary goal of this paper.
Design/methodology/approach
The outbreak of COVID-19 caused a considerable change in the world and the lifestyle of all people. Information and Communication Technology (ICT) was also affected by the special conditions of this virus. Changes in ICT and rapid access to it have empowered individuals and organizations, and people have increased civic participation and interaction through ICT. However, the outbreak of COVID-19 has created new challenges for the government and citizens and may cause new crimes. Cybercrime is a type of crime that occurs in a cyber environment. These crimes range from invasions of privacy to crimes in which the offender vaguely paralyzes the macroeconomic. In this research, 265 students of high schools and universities are used for collecting data by utilizing a survey. Measuring actions have been done in all surveys employing a Likert scale. The causal pattern is assessed through a constructional equation modeling procedure to study the scheme's validity and reliability.
Findings
The outcomes have indicated that social networks have no significant relationship with teenagers' tendency to cybercrimes in the COVID-19 era. Mobile games have a mild effect on teenagers' tendency to cybercrimes in the COVID-19 era, and parents' religious attitudes significantly impact teenagers' tendency to cybercrimes in the COVID-19 era.
Research limitations/implications
Current research also has some restrictions that must be noticed in assessing the outcomes. First, sample research was selected from high schools and universities in one city. So, the size of the model is small, and the generalization of results is limited. Second, this research may have ignored other variables that affect the tendency of teenagers' to cybercrime. Future researchers intend to investigate the parents' upbringing system's impact on teenager's trend to cybercrime in the COVID-19 era. Future research can also examine practical factors such as parental upbringing, attitudes toward technology development and virtual addiction in the COVID-19 era.
Originality/value
In this study, teenagers' tendency to cybercrimes in the COVID-19 era is investigated, and a procedure is applied depending on a practical occasion. This article's offered sample provides a perfect framework for influencing parents' social networks, mobile games and religious attitudes on teenagers' tendency to cybercrimes in the COVID-19 era.
Details
Keywords
Shih-I Tai, Tzu-Ling Huang, Hsin-Yi Huang, Chieh-Ni Wu, T.C.E. Cheng and Ching-I Teng
Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas…
Abstract
Purpose
Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas some other games do not, requiring players to restart from the beginning each time. That is, games differ in avatar accumulability. However, we do not know whether games should be designed to permit avatar accumulability or not and how it affects players’ gameplay experience and therefore game outcomes, indicating gaps. Research addressing these gaps can inform game makers in designing games that effectively strengthen their players’ game loyalty.
Design/methodology/approach
We used social identity theory (SIT) to construct a theoretical model. To test this model, three waves of survey data were gathered from the same 778 participants.
Findings
These findings uniquely indicate that avatar accumulability fosters avatar identification and increases players’ focused immersion, thus increasing players’ loyalty.
Practical implications
Game providers could include game features that enable players to accumulate their avatars’ in-game skins, levels, items (weapons and equipment) and experience points. This accumulability can help strengthen players’ game loyalty.
Originality/value
Overall, our study extends SIT by adding a new trigger (avatar accumulability) and two novel consequences of avatar identification (image protection and focused immersion) in avatar-related systems (games or gamified systems). The new trigger offers an actionable means to apply SIT, while the novel consequences verify the value of applying SIT to study online games.
Details
Keywords
Nils M. Denter, Lukas Jan Aaldering and Huseyin Caferoglu
In recent years patents have become a very popular data source for forecasting technological changes. However, since a vast amount of patents are “worthless” (Moore, 2005), there…
Abstract
Purpose
In recent years patents have become a very popular data source for forecasting technological changes. However, since a vast amount of patents are “worthless” (Moore, 2005), there is a need to identify the promising ones. For this purpose, previous approaches have mainly used bibliographic data, thus neglecting the benefits of textual data, such as instant accessibility at patent disclosure. To leverage these benefits, this study aims to develop an approach that uses textual patent data for predicting promising patents.
Design/methodology/approach
For the identification of promising patents, the authors propose a novel approach which combines link prediction with textual patent data. Thereby the authors are able to predict the emergence of hitherto unmentioned bigrams. By mapping these future bigrams to recent patents, the authors are able to distinguish between promising and nonpromising patents. To validate this approach, the authors apply the methodology to the case example of camera technology.
Findings
The authors identify stochastic gradient descent as a suitable algorithm with both a receiver operating characteristic area under curve score and a positive predictive value of 78%, which outperforms chance by a factor of two. In addition, the authors present promising camera patents for diverse application fields, such as cameras for surgical systems, cameras for rearview vision systems in vehicles or light amplification by stimulated emission of radiation detection and ranging cameras for three-dimensional imaging.
Research limitations/implications
This study contributes in at least three directions to scholarship. First, the authors introduce a novel approach by combining link prediction with textual patent analysis and, in this way, leverage the benefits of both worlds. Second, the authors add to all theories that regard novel technologies as a recombination of existing technologies in presenting word combinations from textual data as a suitable instrument for revealing recombination in patents. And third, the approach can be used by scholars as a complementary or even integrative tool with conventional forecasting methods like the Delphi technique or Scenario planning.
Practical implications
At least three practical implications arise from the study. First, incumbent firms of a technology branch can use this approach as an early-warning system to identify technological change and to identify opportunities related to their company’s technological competence and provide inspiration for new ideas. Second, companies seeking to tap into new markets may also be interested in the approach as managers could anticipate whether their company’s technological competences are in line with upcoming trends. Third, the approach may be used as a supportive tool for various purposes, such as investment decisions or technology life cycle analysis.
Originality/value
The approach introduces textual patent data as suitable means for forecasting activities. As the statistical validation reveals, the promising patents identified by the approach are cited significantly more often than patents with less promising prospects.
Details