The purpose of this paper is to identify the factors that influence people to play socially interactive games on mobile devices. Based on network externalities and theory of uses…
Abstract
Purpose
The purpose of this paper is to identify the factors that influence people to play socially interactive games on mobile devices. Based on network externalities and theory of uses and gratifications (U&G), it seeks to provide direction for further academic research on this timely topic.
Design/methodology/approach
Based on 237 valid responses collected from online questionnaires, structural equation modeling technology was employed to examine the research model.
Findings
The results reveal that both network externalities and individual gratifications significantly influence the intention to play social games on mobile devices. Time flexibility, however, which is one of the mobile device features, appears to contribute relatively little to the intention to play mobile social games.
Originality/value
This research successfully applies a combination of network externalities theory and U&G theory to investigate the antecedents of players’ intentions to play mobile social games. This study is able to provide a better understanding of how two dimensions – perceived number of users/peers and individual gratification – influence mobile game playing, an insight that has not been examined previously in the mobile apps literature.
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Keywords
Tung-Fei Tsai-Lin, Ming-Huei Chen, Hui-Ru Chi and Pei-Shan Chiang
Developing technological capabilities to enhance innovation performance is essential for firms to respond to external changes and competition. Based on the effect of…
Abstract
Purpose
Developing technological capabilities to enhance innovation performance is essential for firms to respond to external changes and competition. Based on the effect of organizational structure on organizational capability development, this study assesses whether a specific R&D organizational structure design can be used to develop different technological capabilities.
Design/methodology/approach
Combining organizational theory and the resource-based view as an integrated view, we propose several contrasting hypotheses to show the effects of three general R&D organizational structure designs (centralized, decentralized, and hybrid) on developing exploitative and explorative capabilities. We propose R&D slack as a moderator. 82 Taiwanese listed manufacturing firms were selected. Data on the firms' annual reports and their patent applications to the Taiwan Patent Office from 2005 to 2017 were collected.
Findings
Firms’ adoption of centralized and decentralized R&D structures has a significant positive effect on developing exploitative capability and an opposite effect on developing explorative capability. A high or low R&D slack can moderate the impact of R&D organizational structure on non-routine capability development.
Research limitations/implications
This study concludes that R&D organizational structure affects the development of different technological capabilities and that the effect of R&D organizational structure on the development of technological capabilities can be changed under the moderation of R&D slack, which means that the possibility of developing different technological capabilities under the same organizational structure will increase.
Practical implications
The top manager should consider the relationship between R&D structure design and technological capability development to manage the R&D routines to influence the generation of technological capabilities. Also, they must utilize the provision of R&D slack to modulate technological capability development.
Originality/value
This study reexamines the relationship between organizational structure and capability development. It shows that organizational structure can shape unique technological capabilities and that firms may be able to change structural elements through slack resources, enabling ambidexterity or dynamic capability development without organizational change.
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Jon D. Elhai, Mojisola Tiamiyu and Justin Weeks
Previous research has found support for depression and anxiety severity in association with both increased and problematic smartphone use. However, little research has explored…
Abstract
Purpose
Previous research has found support for depression and anxiety severity in association with both increased and problematic smartphone use. However, little research has explored transdiagnostic psychopathology constructs as mediators that may account for these relationships. The purpose of this paper is to test rumination as a possible transdiagnostic (cross-sectional) mediator in these relationships.
Design/methodology/approach
The authors recruited 296 college students to complete relevant web survey measures, including the patient health questionnaire-9 (for depression severity), social interaction anxiety scale (for social anxiety severity), ruminative thought styles questionnaire, smartphone addiction scale-short version (to measure levels of problematic smartphone use), and a measure of smartphone use frequency.
Findings
The authors found support for a structural model whereby the severity of depression and social anxiety accounted for variance in rumination, which, in turn, correlated with problematic smartphone use levels. Rumination accounted for relations between both depression and social anxiety severity with levels of problematic use.
Originality/value
The authors discuss the role of rumination as a possible mechanism between anxiety- and depression-related psychopathology levels with problematic smartphone use severity. This study is unique in exploring rumination in the context of problematic smartphone use.