The objective of this study is to explore methods to improve the effectiveness of anti-piracy educational deterrence efforts. We studied the effects of message framing (positive vs. negative), issue involvement (high vs. low), risk perception (high vs. low), and message evidence (anecdotal vs. statistical) on the perceived effectiveness of an anti-piracy campaign message. Our experimental results suggest that message frame alone does not have an impact on perceived message effectiveness. However, the effect of message framing is moderated by issue involvement, risk perception, and message evidence. Specifically, a positively framed message is more effective for individuals with low issue involvement, high perceived piracy risk, and who are exposed to anecdotal evidence. In contrast, a negatively framed message is more effective for individuals with high involvement, low risk, and who are exposed to statistical evidence.
Online review platforms compete to attract and retain consumers and facilitate purchases. They invest in sophisticated algorithms that prioritize the order in which product reviews are presented, seeking to provide consumers with easy access to useful information about the ability of a product to meet a need. These algorithms collect and use review and consumer characteristics to provide different consumers with different sets of reviews, seeking to increase purchase intention and reduce returns. This study proposes a new type of factor: the congruence between the consumer and the reviewer. The authors develop a simulation-based experiment in which 281 subjects are categorized based on their travel style and socioeconomic status, then read two reviews: one that appears to be written by someone similar to them and one that appears written by someone different from them. Findings demonstrate relationships between purchase intention and both of the congruence variables, as well as disposition to trust and an interaction between uncertainty avoidance and socioeconomic status.
Internet-based surveys have emerged as a popular data collection method for researchers. Despites the popularity of Internet-based surveys, prior studies suggest that responses collected via internet-based surveys are not equivalent to those collected via paper-based survey. Thus, it is important to understand why the nonequivalence is occurred. Also, since internet-based surveys enable us to collect data from people around the globe, it would be important to understand how cultural differences influence participants' responses. In this study, the authors investigate the effects that espoused national culture and data collection mode have on confidentiality concerns and socially desirable reporting. Results indicate that data collection mode and espoused power distance influence confidentiality concerns, while data collection mode and collectivism influence socially desirable distortion.
Using a multiple case studies and surveys, this article finds that factors essential to successful Service Oriented Architecture SOA implementations include establishing effective SOA governance, establishing SOA registries, starting with a small project, collaboration between business and IT units, strengthening trust among business units, and training. This article also explores business and IT motivations for SOA implementation and the benefits realized from this implementation. The findings from this article can provide a guidance for practitioners on the successful implementation of SOA.
Organisations have implemented business intelligence (BI) applications to realise a variety of organisational benefits. However, a majority of BI application implementation projects are unsuccessful. One of the main reasons for the failure is end user resistance to adopt BI applications that their organisation chose. Therefore, it is important to understand how to facilitate individual adoption of BI application. Based on a survey collected among enterprise resource planning (ERP) system users in large to medium sized organisations, this study finds individual intention to adopt a BI application is positively influenced by their motivation to learn the BI application. In addition, the results show that the users' motivation to learn a BI application is influenced by the relative advantage of the application and situational constraints, such as requisite skills/resources and organisational learning climate. These findings provide some practical implications that can help organisations to promote the adoption rate.
E-business based e-lance networks can impact the coordination and completion of work within organizations and improve efficiencies in global supply chains. This may be particularly true for organizations mitigating sudden demand spikes, or lacking internal expertise and bandwidth. However, little is known about what governance and social control mechanisms impact network success. Utilizing data from 14,644 projects, this research tests a theory of network governance specific to this new emerging e-lance economy by integrating transaction cost economics with the concepts of social controls. For transaction costs, findings indicate that higher average project values lead to more projects and more money being exchanged, but more bids leads to less monetary exchange. For social controls, restricting access by sealing bids and not disclosing budget amounts leads to less bidding, but not disclosing budgets is associated with more projects being posted. The authors further find that the best predictor of e-lance success across all measures is the number of projects posted in the prior time period.
Value-Stream mapping (VSM) is a helpful tool to identify waste and improvement areas. It has emerged as a preferred way to support and implement the lean approach. While lean principles are well-established and have broad applicability in manufacturing, their extension to information technology is still limited. Based on a case study approach, this paper presents the implementation of VSM in an IT firm as a lean IT improvement initiative. It involves mapping the current activities of the firm and identifying opportunities for improvement. After several interviews with employees who are currently involved in the process, current state map is prepared to describe the existing problem areas. Future state map is prepared to show the proposed improvement action plans. The achievements of VSM implementation are reduction in lead time, cycle time and resources. Our finding indicates that, with the new process change, total lead time can be reduced from 20 days to 3 days – 92% reduction in overall lead time for database provisioning process.
Business intelligence (BI) applications have gained significant attention as a viable option to address the challenges of complex business decisions. While several studies examined key determinants of BI adoption at the organizational level, individual-level factors influencing the adoption of BI applications have received less attention. Drawing upon various theories and adoption literature, this research-in progress study attempts to identify factors that affect an individual's decision to adopt BI application. The initial survey was conducted, and we present preliminary data analysis result.
Drawing upon regulatory focus theory and message framing research, this study examines the impact of regulatory focus and message frame on the persuasive effectiveness of anti piracy campaign messages. Results of our experiment show that the message presented in positive frame is more persuasive when the message is promotion focus, whereas the negative frame is more persuasive when the message is prevention concerns. We also found that when the fit between regulatory goal and message frame is congruent, participants demonstrate more negative attitude toward pirated product. Therefore, anti piracy campaigns with a promotion focus should highlight achievement and advancement by approaching to desired end states (gains) while anti piracy cam paigns with a prevention focus should emphasize protection and safety by avoiding undesired end states (losses).
The purpose of this study was to understand why organizational adoption of virtual worlds much has been much slower than expected, by empirically identifying factors that influence organizational intent to adopt virtual worlds. To do so, we developed a model of factors that influence organizational adoption of virtual worlds, based on the Technology-Organization-Environment framework. The model was tested using survey data from organizations, as well as secondary data. Interestingly, mimetic pressures and normative pressures exhibit the strongest effects on organizational intent to adopt virtual worlds. Contrary to expectations, none of the technical factors were to be found significant. These findings provide insights into why the organizational adoption rate of virtual worlds is much slower than expected. First, organizations are intended to adopt virtual worlds if other organizations are adopting virtual worlds. However, organizations are not adopting virtual worlds. Second, because respective competitors that have adopted virtual worlds are not benefiting or succeeding, organizations are not induced to adopt. Last, technological factors, such as relative advantage and compatibility, do not currently have a significant impact on an organization's intent to adopt virtual worlds.
This study explores factors influencing adoption of mobile banking. Based on extended Technology Acceptance Model (TAM), we identified five factors which influence consumers’ behavioral intention to adopt mobile banking: perceived usefulness, perceived ease of use, perceived credibility, perceived self-efficacy, and perceived financial cost. Data was collected from 165 respondents through a survey questionnaire, and the regression was used to analyze the relationships. Our results indicate that all factors except for perceived financial cost have a significant impact on behavioral intention towards mobile banking usage. Perceived usefulness is the most influential factor explaining the adoption intention. We also found that consumers’ perceptions are different between mobile banking users and non-users. For users, perceived ease of use is the important factor while perceived self-efficacy significantly influence non-users’ adoption intention. Implications from these findings help banking institutions to strategically frame their service model for broader mobile banking adoption.
Enterprise Resource Planning (ERP) systems, such as SAP, feature a rich set of integrated business applications. However, to maximize the long term benefits from ERP implementations, organizations need to careful manage the post-implementation phase and focus on supporting end users to achieve better fit between their business processes and the ERP system features. This study develops a research model based on the resource-based view (RBV) of the firm and finds support for a positive and complementary relationship between continuous training resources, functional fit capability and business process success. An increase in continuous training resources increases the functional fit capability for the organization and is seen to improve business process success. The results support the need to focus on continuous end user training throughout the post implementation phase as a key contributor to ERP systems success for any organization.
Many senior portals are expected to appear as the elderly population and the number of aged Internet users continues to increase. This study defines a senior portal as an Internet portal that is specific to seniors. The purpose of the study is to investigate what kind of content of senior portals is preferred by prospective users of senior portals, and to analyze the preference for contents. The study administered a survey to prospective senior portal users over 50years of age who are residing in two large cities in Korea. This study found that content preferences vary according to the individual characteristics of prospective users. The findings of this study could help organizations to explore business opportunities, develop business models, and formulate business strategies that can differentiate them from their competitors.
Although virtual worlds depend on attracting and retaining a critical mass of users to flourish, theoretical models which seek specifically to predict virtual world acceptance remain sparse. This begs the question, why do individuals decide to participate in virtual worlds? Based upon a mixed methods study, we develop and empirically test an integrative framework to address this question by extending the unified theory of acceptance and use of technology (UTAUT) in two ways. First, we identify important hedonic factors which complement the utilitarian ones proposed in UTAUT. Second, this study investigates the influence of inhibitors to virtual world (un)acceptance. Our findings indicate that while hedonic expectancies have significant predictive power, inhibitors as additional predictors of virtual world acceptance did not explain any additional variance in user intentions. These findings suggest that existing technology acceptance models should incorporate hedonic influences, especially in the examination of the acceptance and diffusion of technologies that are fun.
인구의 고령화 현상과 맞물려 인터넷 이용인구의 연령대별 분포에서도 최근 몇 년 간 중장년층 인구의 인터넷 의존도가 급격히 증가하고 있으며, 이들을 위한 실버포탈이 등장하고 있다.이에 본 연구에서는 40세 이상의 잠재 실버포탈 이용자들을 대상으로 하여 실버포탈의 성공적 수용을 위한 품질요인을 규명하고자 하였다.또한 인구통계 학적 특성(성별)이 실버포탈 품질요인과 이용의도간의 관계에 미치는 영향도 규명하고자 하였다.이러한 본 연구의 목적을 달성하기 위해, 관련 문헌들에 대한 검토를 통해 실버포탈 품질요인으로 정보품질, 시스템품질, 서비스품질 및 오락품질을 도출하였으며, 성별을 조절변수로 선택하였다.이러한 연구변수의 정의를 토대로
As a relatively new research area, inquiries into understanding factors which influence the user acceptance of virtual worlds remains an important undertaking. Initial research efforts have been informed largely by theories or frameworks from a rational or utilitarian perspective, such as the technology acceptance model. While results indicate support for the predictive influence of utilitarian factors such as the perceived ease of use in the virtual world context, there is growing recognition that virtual worlds are multi-faceted environments which encompass both utilitarian and hedonic content. This recognition along with the explosive subscriber growth in hedonic virtual worlds such as massively multiplayer online games begs for congruence between the theories and frameworks utilized and the context(s) studied. Drawing from the information systems, marketing, consumer behavior, and gaming literature, we identify 29 factors which may be used to study the user acceptance of virtual worlds. Lastly, we describe a pilot study which investigates the relative predictive power of both utilitarian and hedonic factors with regards to encouraging prospective user participation in virtual worlds. It is hoped that these results will help guide efforts to develop of an integrated framework which provides a richer understanding of the user acceptance of virtual worlds.
Much of the promise implicit in virtual worlds depends on a critical mass of virtual world users, making it important to understand how to encourage individuals to participate in virtual worlds. Therefore, the objective of this study is to propose an integrative and parsimonious theoretical framework that is specific to virtual world acceptance. As many existing technology acceptance models have been focused primarily on utilitarian technologies, these models may not be sufficient to explain individual acceptance of virtual worlds because of their unique nature; specifically, virtual worlds may be viewed as both hedonic and utilitarian technologies. Based upon the unified theory of acceptance and use of technology (UTAUT) and a deep literature review of hedonic influences on acceptance, we parsimoniously identify potential constructs influential in virtual world acceptance by analyzing quantitative and qualitative data using a survey research method designed to elicit feedback from potential adopters. Our proposed model extends UTAUT to include hedonic influences as well as integrating an unexpected finding; acknowledging the role of inhibitors in virtual world acceptance.
In this article, we focus on the role of brokers as the essential facilitators of e-collaboration. E-lance brokers are Web-based and serve as online clearinghouses for information about customers and their projects, as well as suppliers of services seeking work, allowing knowledge work to be traded like a commodity. Brokers bring together those seeking services and those who can provide those services to meet the particular needs of the customer. The study of the different ecollaboration tools used by e-lance brokers provides important insights into how loosely coupled, autonomous agents exchange services through e-lance forms of organization. Examining the different e-collaboration mechanisms and how these mechanisms translate into successful transactions, is essential for understanding the future of knowledge work. Since knowledge-based work can be codified and shared electronically, such as software development, consulting, translation, and accounting, e-collaboration tools enabled through ICTs present viable alternatives to traditional models of organizing.