Ahmed Patel, Ali Seyfi, Yiqi Tew and Ayman Jaradat
Grid computing, cloud computing (CC), utility computing and software as a service are emerging technologies predicted to result in massive consolidation as meta‐level computing…
Abstract
Purpose
Grid computing, cloud computing (CC), utility computing and software as a service are emerging technologies predicted to result in massive consolidation as meta‐level computing services of everything beneath one umbrella in the future. The purpose of this study is to foster the understanding and differentiation, by using the three aforementioned types of computing technologies and software, as a service by both public and private libraries to meet their expectations and strategic objectives.
Design/methodology/approach
The approach in this study is a review based on comparing the four computing technologies with a brief analysis for researching and designing the mind map of a new meta‐level computing service approach, taking into consideration the need for new economic tariff and pricing models as well as service‐level agreements.
Findings
Since it is anticipated that there will be likely potential consolidation and integration of computing services, a study of these four most advanced computing technologies and their methodologies is presented through their definition, characteristics, functionalities, advantages and disadvantages. This is a well‐timed technological advancement for libraries.
Practical implications
It appears that the future of library services will become even more integrated, running over CC platforms based on usage rather than just storage of data.
Social implications
Libraries will become an open useful resource to all and sundry in a global context, and that will have huge societal benefits never imagined before.
Originality/value
Concisely addresses the strategies, functional characteristics, advantages and disadvantages by comparing these technologies from several service aspects with a view to assisting in creating the next generation outer space computing.
Details
Keywords
Song-Yik Lim, Yiqi Tan, Xiu-Ming Loh, Tat-Huei Cham, Mun-Yee Ooi and Garry Wei-Han Tan
This study aims to look into the role of gamification as an effective marketing tool to engage with consumers and influence purchase behaviours. As there are a plethora of…
Abstract
Purpose
This study aims to look into the role of gamification as an effective marketing tool to engage with consumers and influence purchase behaviours. As there are a plethora of gamified elements, it is crucial to determine which of them can significantly facilitate consumer purchase behaviour. Therefore, a unique stimulus–organism–response (SOR) framework which encompasses four popular gamified elements (i.e. fun, rewards, competition and badges) was employed to investigate consumers’ engagement.
Design/methodology/approach
An online survey was utilized to collect the data which yielded 307 responses. Subsequently, partial least squares-structural equation modeling (PLS-SEM) was used to analyse the data.
Findings
Among the gamification elements assessed in this study, fun was revealed to be the strongest facilitating antecedent of shopping engagement. However, reward was revealed to have an insignificant effect on shopping engagement. In addition, it was found that consumers undergo a processual development with regard to their impulse buying of retail food products. More precisely, shopping engagement is a significant facilitator of customer satisfaction which subsequently motivates impulse buying.
Originality/value
This is among the pioneering studies to provide detailed insights into the effect of different gamified elements on consumer engagement. Furthermore, a number of practical and theoretical implications for the relevant stakeholders were discussed.