Hsin-Yi Huang, Po-Lin Chen and Yu-Chen Kuo
Focusing on social network services (SNS), the purpose of this paper is to propose a research model to investigate individuals’ SNS usage facilitators and inhibitors from the…
Abstract
Purpose
Focusing on social network services (SNS), the purpose of this paper is to propose a research model to investigate individuals’ SNS usage facilitators and inhibitors from the perspective of individuals’ media system dependency (MSD) and privacy concerns.
Design/methodology/approach
The research model will be tested with data collected from online users of Facebook. The survey yielded a total of 403 responses for the data analysis which was conducted by measurement and structural models.
Findings
The findings indicate that SNSs members strive for understanding, orientation, and play dependencies which facilitate their satisfaction and social presence, and subsequently fosters their continuance intention toward the SNS. In addition, the members’ privacy concerns decrease satisfaction and social presence online.
Originality/value
First, this study has contributed to the authors’ understanding of an individual’s SNS facilitators and inhibitors from the theoretical perspective (i.e. MSD theory and privacy concerns). Second, satisfaction is a strong antecedent of continuance intention and would dilute the effect of social presence on an individual’s SNS continuance intention.
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Hsin-Yi Huang, Edward C.S. Ku and Chun-Der Chen
This research aimed to examine the role of cloud infrastructure capabilities of tourism small and medium-sized enterprises (SMEs) in the tourism supply chain, increasing the…
Abstract
Purpose
This research aimed to examine the role of cloud infrastructure capabilities of tourism small and medium-sized enterprises (SMEs) in the tourism supply chain, increasing the online consumption value of tourists.
Design/methodology/approach
This study uses stratified random sampling. A value model was formulated, and the study distributed 2,000 surveys; 412 valid responses were received and analyzed using the structural equation modeling approach.
Findings
The cloud-based architecture provides tourism SMEs a competitive advantage in the dynamic tourism market and the ability to develop next-generation system capabilities while providing tourism SMEs with a new application foundation to adapt to the ever-changing tourism market.
Originality/value
For tourism SEMs, the cloud allows adjusting strategies and procedures for tourism supply chain management; this agility enables tourism SMEs to anticipate changes in the travel market and respond to changing consumer demands in the tourism industry.
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Chao-Min Chiu, Hsin-Yi Huang, Hsiang-Lan Cheng and Jack Shih-Chieh Hsu
The purpose of this paper is to examine the complex relationships between common bond attachment, common identity attachment, self-esteem and virtual community citizenship…
Abstract
Purpose
The purpose of this paper is to examine the complex relationships between common bond attachment, common identity attachment, self-esteem and virtual community citizenship behavior (VCCB). This study identifies two broad categories of VCCB: citizenship behaviors directed toward benefitting other individuals (VCCBI) and citizenship behaviors directed toward benefitting the virtual community (VCCBC).
Design/methodology/approach
The authors apply partial least squares structural equation modeling to test the hypotheses, using a sample of 388 valid responses.
Findings
The results indicate that common bond attachment and common identity attachment have a significant effect on self-esteem, which, in turn, has a significant effect on VCCBI and VCCBC. The results also indicate that common bond attachment has a significant effect on VCCBI, and that common identity attachment has a significant effect on VCCBC.
Originality/value
This study contributes to a better understanding of VCCBs through common identity and common-bond theory, social identity theory and the stimulus-organism-response framework.
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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.
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Yi-Hsin Lin, Zixuan Huang and Yuqing Gao
This study investigates the influence of market and hierarchy organizational cultures on international project performance and examines the mediating role of relational capital.
Abstract
Purpose
This study investigates the influence of market and hierarchy organizational cultures on international project performance and examines the mediating role of relational capital.
Design/methodology/approach
In-depth interviews and a cross-sectional questionnaire survey were conducted to collect primary data within international projects. Hierarchical regression analysis was used to test the hypotheses based on data collected from 62 respondents.
Findings
The results reveal that both market and hierarchy cultures affect international project performance positively. Additionally, communication, cooperation and trust help enhance project performance; however, commitment is not. This study also proves the mediating role of relational capital between organizational culture and project performance.
Research limitations/implications
This study selected only two types of organizational culture represented by Chinese construction enterprises. Future studies can explore the mediating role of relational capital between other varieties of organizational culture and project performance.
Originality/value
Given the high complexity and risks faced by projects abroad, both organizational culture, the internal environmental factor and relational capital being the external resource, are crucial for project success. This study clarifies the relationship between organizational culture, relational capital and project performance overseas. Empirical evidence to enhance international project performance for construction enterprises is provided. This study also makes contributions to international contractors who want to implement projects in developing countries.
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Tien-Yu Hsu, Fan-Ray Kuo, Hsin-Yi Liang and Min-Feng Lee
This paper aims to develop a curriculum-based virtual and physical mobile (CVPM) learning model, which integrates related physical and e-learning resources associated with…
Abstract
Purpose
This paper aims to develop a curriculum-based virtual and physical mobile (CVPM) learning model, which integrates related physical and e-learning resources associated with elementary school curricula and supports elementary education.
Design/methodology/approach
This model provides a highly participative and well-monitored environment with fruitful interactions among students, teachers and museum staff. A practical system was implemented in the National Museum of Natural Science in Taiwan.
Findings
The results show that the proposed model can effectively extend related learning resources to satisfy the requirements of elementary education. In addition, this model can engage students’ self-directed explorations through problem-solving learning content during the learning process.
Research limitations/implications
This learning model was implemented in a one-day theme-based learning activity. Generic learning outcomes and qualitative analysis were used to examine the students’ perceptions and the teachers’ feedback of this learning model, respectively.
Practical implications
The results show that both students and teachers highly appreciated this learning model. The model not only strengthens the connection between museum and elementary curricula but also enhances students’ perceptions and positive attitudes toward natural science courses. Finally, this study offers suggestions for future research.
Originality/value
This study develops a CVPM learning model which integrates elementary school courses to satisfy the requirements of elementary education and meet museums’ educational strategies for schools. The practical learning system and services have been successfully implemented and are widely available to elementary schools in Taiwan.
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With the high penetration rate of the Internet and the prevalence of social networking sites (SNSs), the negative emotions caused by stressors on SNS have become an important…
Abstract
Purpose
With the high penetration rate of the Internet and the prevalence of social networking sites (SNSs), the negative emotions caused by stressors on SNS have become an important issue worthy of attention. This study explored the relationship between SNS stressors, negative emotions and prosocial behavior, by employing negative emotions as the mediation role and social support as the moderator.
Design/methodology/approach
The samples of this study were Facebook users who have used it constantly in the past six months. An online survey was conducted, from which 547 responses were completed, and 525 were valid, for an effective recovery ratio of 95.98%.
Findings
Employing the structural equation model (SEM), the findings show that five paths were supported with a good fit. Negative emotions (anxiety and loneliness) have a moderating effect.
Originality/value
This study contributes to the literature by factors divided by negative emotions of anxiety and loneliness from SNS stressors’ perspectives. In addition, this study provides additional support the moderating effect of social support of anxiety on prosocial behavior.
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Yi-Hsuan Lee, Chan Hsiao, Hsin-Yi Chan and I-Chen Lee
The purpose of this paper is to answer the question of how brand-specific transformational leadership (TFL) and transactional leadership (TRL) enhance employee-based brand equity…
Abstract
Purpose
The purpose of this paper is to answer the question of how brand-specific transformational leadership (TFL) and transactional leadership (TRL) enhance employee-based brand equity (EBBE) by influencing employees’ perceived brand value congruence (EPBVC).
Design/methodology/approach
This study employed hierarchical linear modeling and chose moderating variables that are primarily related to the working environment: person–job fit (PJF) and person–group fit (PGF). The sample included managers and employees of the largest domestic bank in Taiwan.
Findings
Questionnaires were distributed to banking staff in the service industry. The results imply that both brand-specific TFL and brand-specific TRL require the mediation of PJF and PGF to influence EBBE, which then influences brand equity. Without these mediators, brand-specific TFL and brand-specific TRL have no effects on EBBE.
Originality/value
Compared to the results from other studies, these results imply a unique discovery that both brand-specific TFL and brand-specific TRL require the mediation of PJF and PGF to influence EPBVC, which in turn influences EBBE. Without these mediators, brand-specific TFL and brand-specific TRL do not have any effects.
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Anil Gurung and M.K. Raja
Privacy and security concerns of consumers have been touted as one of the hindrances to the growth of e-commerce. These concerns increase the risk perception of consumers…
Abstract
Purpose
Privacy and security concerns of consumers have been touted as one of the hindrances to the growth of e-commerce. These concerns increase the risk perception of consumers. Understanding the consequences of privacy and security concerns and their relationship to risk perceptions may provide a solution. The relationship between privacy and security is investigated using the theory of planned behavior. The study aims to examine the relationship of trust, privacy and security concerns to the risk perception adoption of e-commerce. The results from a survey validate the model.
Design/methodology/approach
Data were collected using survey from undergraduate business students. The respondents were requested to select a specific product that they plan to purchase in the next six months. After selecting a product, the respondents were requested to report an online company that they have recently visited which offers the selected product. The respondents were requested to fill out the survey with regard to their selected online company. Time given was approximately 20 min.
Findings
The results suggest that privacy and security concerns and trust beliefs had effects on risk perception. Among these effects, trust had the largest effect followed by privacy and security concerns. Furthermore, risk perception and trust beliefs had effects on attitude. The effect of trust beliefs on attitude was larger than the effect of risk perception on attitude. Similarly, subjective norm, perceived behavioral control and attitude had a positive and direct effect on intention to be involved in e-commerce.
Research limitations/implications
The first limitation of this study is the use of student subjects. Because this study took place in an educational setting, its generalizability to the general population of consumers lacks to some degree. The second limitation of this study is mono-method bias.
Practical implications
The effect of privacy concerns on risk perception was larger than that of security concerns. Because the consumers get more experienced and sophisticated using the Web, the security concerns that they may have had at the beginning are not reflected in their risk perceptions. It is likely that they have adopted protective measures on their own to defend their privacy online. An example of such a measure would be providing false information to online companies when asked to submit personal information.
Originality/value
The major contributions of this study are developing and validating an integrative framework of e-commerce adoption at the individual level. The model includes privacy and security concerns, risk perception and trust beliefs. This study also highlighted the distinction of constructs of privacy and security concerns and showed their differential effects on other related constructs in the research model.
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This study develops a universal game-based blended museum learning service (UGBMLS) to engage museum visitors of different ages and promote their return visits. This study aims to…
Abstract
Purpose
This study develops a universal game-based blended museum learning service (UGBMLS) to engage museum visitors of different ages and promote their return visits. This study aims to provide a single service with flexible learning content matching the diverse needs and preferences for different ages. The contextual influences are considered to promote participatory experiences and meaningful social interactions. An experiment is conducted herein to understand how visitors of different ages experience the museum's services as well as to address the design issues in aiming to satisfy the different age groups' needs.
Design/methodology/approach
A UGBMLS, which includes a real-world adventure game system with flexible learning content and various types of learning support, was provided for different age groups. To investigate how the visitors of different ages evaluate their experiences with the UGBMLS, a mixed-method study was conducted. In total, two questionnaires were employed to examine the visitors' museum experiences and subjective measurements of cognitive load. In addition, observation and group interviews were used to explain the quantitative results.
Findings
The results show that the UGBMLS can engage diverse visitors of different ages in museum visits and promote their revisit motivations. However, there are significant differences among different age groups. The design issues in seeking to satisfy the diverse needs of different age groups are noted.
Practical implications
This study provides a feasible and cost-effective approach to support diverse visitors of different ages learning in museums.
Originality/value
This study provides an effective solution for engaging diverse visitors of different ages with a unified service. The results can be used to better understand the needs of different age groups and to effectively improve their museum experiences, thereby boosting their motivation regarding return visits. This study provides a feasible and cost-effective approach to support diverse visitors' learning in museums.