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Using activity theory to understand the impact of social networking sites and apps use by Saudi postgraduate students Behav. Inf. Technol. (IF 1.781) Pub Date : 2021-01-18 Abdulelah A. Alghamdi; Margaret Plunkett
ABSTRACT Social networking sites and apps (SNSAs) are being used more frequently across the world and yet the nature of this online environment and associated interactions are not fully understood. With no restrictions for SNSAs use related to specific geographical regions, language, age, gender, educational level, or any other factors, it is important to find a concept to describe and explain the
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Sensitizing Netizen’s behavior through influencer intervention enabled by crowdsourcing – a case of reddit Behav. Inf. Technol. (IF 1.781) Pub Date : 2021-01-18 Jitendra Yadav; Madhvendra Misra; Kuldeep Singh
ABSTRACT Social news sites have enabled news identification and its promotion through crowdsourcing and provided users with the capabilities to discuss topics. Compared to social media, social news sites are information-rich and possess their own social network. Reddit has been classified as a social news website and possesses similar characteristics to other websites in the domain. These include Slashdot
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Can social media-based brand communities build brand relationships? Examining the effect of community engagement on brand love Behav. Inf. Technol. (IF 1.781) Pub Date : 2021-01-18 Crystal T. Lee; Sara H. Hsieh
ABSTRACT The rise of social media has dramatically changed relationship building between brands and fans. Social media-based brand communities are widely embraced by firms who use them to create consumer engagement and facilitate stronger consumer-brand relationships. Despite the importance of consumer engagement, our understanding of what drives community engagement and how individuals' love for a
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Sequential UI behaviour prediction system based on long short-term memory networks Behav. Inf. Technol. (IF 1.781) Pub Date : 2021-01-18 Jihye Chung; Seongjin Hong; Shinjin Kang; Changhun Kim
ABSTRACT In this paper, we propose a method for user interface (UI) behaviour prediction in commercial applications. The proposed method predicts appropriate UI behaviours for an application by learning repeated UI behaviour sequences from users. To this end, we adopted the long short-term memory algorithm based on the evaluation of a keystroke-level model. Our prediction model takes up to seven consecutive
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Walking in the jungle with a machete: ICT leaders’ perspectives on user-Centred systems design Behav. Inf. Technol. (IF 1.781) Pub Date : 2021-01-18 Åsa Cajander; Marta K. Lárusdóttir; Thomas Lind; Gerolf Nauwerck
ABSTRACT Previous research has established that leaders in information and communication technology (ICT) are crucial for establishing a user-centred systems design perspective in ICT for work-related tasks. This paper therefore describes the perspectives of 18 ICT leaders in three kinds of leadership roles (managers, project leaders and specialists) in order to understand their views of user-centred
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How emotions and issue controversy influence the diffusion of societal issues with imagined audience on Facebook Behav. Inf. Technol. (IF 1.781) Pub Date : 2021-01-04 Nicky Chang Bi
ABSTRACT Message diffusion is associated with ‘going viral’ that many communicators strive for in spreading their words. The Elaboration Likelihood Model (ELM) provides a framework for the current study to understand the effects of emotions generated from a message on persuasion – how high- and low-effort processes of comprehending information influence people's decision in spreading societal issue-related
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Perspective-Taking of Non-Player Characters in Prosocial Virtual Reality Games: Effects on Closeness, Empathy, and Game Immersion Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-12-29 Jeffrey C. F. Ho; Ryan Ng
ABSTRACT This study explores the effects of the perspective-taking of non-player characters (NPCs) on enhancing game immersion in prosocial virtual reality (VR) games. Prosocial games are games focusing on helping others. Game researchers have been keen to investigate factors that influence the immersive experience in digital games. Previous studies show that VR allows people to take the perspective
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Evaluating instructional designs with mental workload assessments in university classrooms Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-12-23 Luca Longo; Giuliano Orrú
ABSTRACT Cognitive cognitive load theory (CLT) has been conceived for improving instructional design practices. Although researched for many years, one open problem is a clear definition of its cognitive load types and their aggregation towards an index of overall cognitive load. In Ergonomics, the situation is different with plenty of research devoted to the development of robust constructs of mental
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Investigating the intention to purchase virtual goods in social networking service games: a self-presentation perspective Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-12-22 Hao Chen; Haitao Chen
ABSTRACT With the rising popularity of SNS games, virtual goods are expected to generate revenue for game providers. However, previous findings may be at odds with changes in this new virtual environment, while some social platforms lack understanding of what motivates users to purchase virtual goods in SNS games either. Considering the social nature of SNS games, this study adopted the self-presentation
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Research on artificial intelligence learning system based on psychological knowledge to adjust anxiety and depression Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-12-12 Xiaocong Li; Pengfei Zhou; Jiyu Wu; A. Shanthini; Thanjai Vadivel
ABSTRACT As a countermeasure to an increasing occurrence of mental illness worldwide, monitoring mental health has received significant attention. The application of artificial intelligence to mental health has immense potential to personalise treatment selection, monitoring, reoccurrence prediction, diagnosis, and prevention of disorders of mental well-being before they are symptomatic at clinical
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On improving the memorability of system-assigned recognition-based passwords Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-12-09 Mahdi Nasrullah Al-Ameen; Sonali T. Marne; Kanis Fatema; Matthew Wright; Shannon Scielzo
ABSTRACT User-chosen passwords reflecting common strategies and patterns ease memorisation but offer uncertain and often weak security, while system-assigned passwords provide higher security guarantee but suffer from poor memorability. We thus examine the technique to enhance password memorability that incorporates a scientific understanding of long-term memory. In particular, we examine the efficacy
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AutismGuide: a usability guidelines to design software solutions for users with autism spectrum disorder Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-12-09 Yuska Paola Costa Aguiar; Edith Galy; Anaïs Godde; Maëla Trémaud; Carole Tardif
ABSTRACT The broad range of symptoms and intra- and interindividual heterogeneity of Autism Spectrum Disorder (ASD) mean that each case is unique. Adapting everyday activities and interventions to individuals with ASD can favour their development and expand their abilities. Software solutions can support this adaptation, by allowing activities to be personalised and broken down into manageable steps
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The influence of hardiness and habit on security behaviour intention Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-12-04 Queen A. Aigbefo; Yvette Blount; Mauricio Marrone
ABSTRACT Small and medium-sized enterprises (SMEs) make up a large percentage of businesses; they employ over 50% of all employees, and account for most partnerships in supply chain networks. This makes SME employees a target for cybercriminals. This study examines the factors that influence the security behaviour intention of SME employees to better understand how SMEs can manage cybersecurity risk
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Internet literacy and academic achievement among Chinese adolescent: a moderated mediation model Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-12-04 Tian-Chang Miao; Chuan-Hua Gu; Shengyingjie Liu; Z. K. Zhou
ABSTRACT With the development of big data and artificial intelligence, a large number of online learning platforms adopt deep learning to improve teenagers’ academic performance. However, the original purpose of the platform is to improve the prediction ability from behaviour to result and lacks the explanation of why Internet literacy leads to adolescent academic achievement. The current study tested
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Trade-offs in the design of multimodal interaction for older adults Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-12-03 Gianluca Schiavo; Ornella Mich; Michela Ferron; Nadia Mana
ABSTRACT This paper presents key aspects that designers and Human–Computer Interaction practitioners might encounter when designing multimodal interaction for older adults, focusing on the trade-offs that might occur as part of the design process. The paper gathers literature on multimodal interaction and assistive technology, and describes a set of design challenges specific for older users. Building
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Identifying untrusted interactive behaviour in Enterprise Resource Planning systems based on a big data pattern recognition method using behavioural analytics Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-12-03 Qian Yi; Mengyao Xu; Shuping Yi; Shiquan Xiong
ABSTRACT To improve the performance of enterprise network information security, we proposed a behaviour analytics model that established a unique behaviour pattern for each user and identifies untrusted interactive behaviour. First, a series of behaviour characteristics was constructed by observing user behaviours. These characteristics were then used by a big data analysis method called hidden Markov
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Survey of indoor location technologies and wayfinding systems for users with cognitive disabilities in emergencies Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-28 M.T. García-Catalá; M.C. Rodríguez-Sánchez; E. Martín-Barroso
ABSTRACT This article focuses on the challenging topic of indoor location and guidance in daily tasks of location and hostile scenarios (i.e. emergency evacuations) that could be produced, which at present have no universally viable and implemented solution. Indoor guidance in public spaces such as hospitals or private spaces such as a company building helps people with mild and moderate cognitive
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Investigating game attention using the Distraction Recognition Paradigm Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-28 Joe Cutting; Paul Cairns
ABSTRACT Digital games are well known for holding players’ attention and stopping them from being distracted by events around them. Being able to quantify how well games hold attention provides a behavioral foundation for measures of game engagement and a link to existing research on attention. We developed a new behavioral measure of how well games hold attention, based on players’ post-game recognition
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Motivations of collaborative obtainers and providers in Europe Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-28 Joan Torrent-Sellens; Natàlia Cugueró-Escofet; Myriam Ertz
ABSTRACT The article analyses the motivations for participating in collaborative digital platforms in Europe. From the duality of roles approach, the motivations of European obtainers and providers are studied, with special emphasis on the role played by occupational status. For that purpose, a pan-European sample of 14,050 citizens from 28 countries is investigated and a quantitative data analysis
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Digital security in families: the sources of information relate to the active mediation of internet safety and parental internet skills Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-28 Lenka Dedkova; David Smahel; Mike Just
ABSTRACT Home users of information and communication technologies are often the target of online attacks. At the same time they tend to lack the knowledge and skills to effectively protect themselves. Families with children are in a particularly difficult position since parents are responsible not only for their own digital safety, but of their children’s too. This study focuses on the sources of digital
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Exploring barriers affecting eLearning usage intentions: an NLP-based multi-method approach Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-28 Arghya Ray; Pradip Kumar Bala; Yogesh K. Dwivedi
ABSTRACT With online-learning becoming the new mode of learning, providers need to understand the barriers that learners face. The objective of this study is to utilise a multi-method approach to examine the barriers that affect learner’s intention to use e-Learning services. The multi-method approach consists of qualitative semi-structured interviews of 8 participants, topic-modelling on 3227 reviews
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Interactive and revisable decision-support: doing more harm than good? Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-27 Shazib E. Shaikh
ABSTRACT While human-centered system design has actively sought to reduce cognitive biases in decision-making, a gap exists on the distinct role of media features in decision-support systems (DSS). Intuitively, we may presume that DSS interactivity and revisability remedy such biases. Yet, experiments reported herein reveal that combining the two features may conversely aggravate such bias. These features
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Consumers’ purchase intention and decision-making process through social networking sites: a social commerce construct Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-19 Muhammad Usman Riaz; Luo Xiao Guang; Maria Zafar; Fakhar Shahzad; Muhammad Shahbaz; Majid Lateef
ABSTRACT The growing popularity of social commerce may transform the purchase behaviour of consumers. It is the need of time to investigate the factors that impact the consumers’ purchase intention in the social commerce environment, especially in a developing country like Pakistan. The study is a drive to investigate the factors influencing the purchase intentions of consumers in social commerce.
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Gamification of query-driven knowledge sharing systems Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-19 Christine Van Toorn; Samuel Nathan Kirshner; James Gabb
ABSTRACT For organisations utilising big data platforms, knowledge sharing helps spread contextualised information of data, increases efficiencies and reduces the cost of lost knowledge when employees leave. Query-Driven Knowledge Sharing Systems (QKSS) partially automate knowledge sharing in analytics teams by building context into data, enabling the reuse of complex queries. Although QKSS can improve
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Examining the effects of power status of an explainable artificial intelligence system on users’ perceptions Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-19 Taehyun Ha; Young June Sah; Yuri Park; Sangwon Lee
ABSTRACT Contrary to the traditional concept of artificial intelligence, explainable artificial intelligence (XAI) aims to provide explanations for the prediction results and make users perceive the system as being reliable. However, despite its importance, only a few studies have investigated how the explanations of an XAI system should be designed. This study investigates how people attribute the
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The influence of self-construal on frequency of user activities and advertising involvement in Msg-SN Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-19 Lydia Qianqian Li; Jing Gao; Zhihong Shi; Wenjing Song
ABSTRACT The messenger-based social network (Msg-SN), e.g. WeChat Moments, has emerged as a new type of social networking with unique characteristics. Msg-SN plays a strikingly important role in people’s daily lives and has gradually become a battleground for advertisers to win consumers. This is especially the case in China. Unlike conventional social network sites (SNSs), Msg-SN offers a semi-closed
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On the stress potential of an organisational climate of innovation: a survey study in Germany Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-10 Thomas Fischer; René Riedl
ABSTRACT Technological innovation has become critical for market survival for many companies in the era of digital transformation. However, the organisational perspective to constantly stay up-to-date with technological innovations can become strenuous on an individual level due to the need to constantly adapt to the demands of a permanently changing technological environment. Based on a large-scale
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Optimising technological literacy acquirement to protect privacy and security Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-09 Ron S. Hirschprung; Shay Tayro; Eti Reznik
ABSTRACT In the contemporary digital era, users may take actions which may affect their privacy and security without being aware of the consequences. Knowing the consequences, may be perceived as a higher level of usability, above the basic operational skills. This phenomenon is mainly a direct outcome of the gap between users’ knowledge and the complexity of the digital systems. The ability to master
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Using artificially generated pictures in customer-facing systems: an evaluation study with data-driven personas Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-06 Joni Salminen; Soon-gyo Jung; Ahmed Mohamed Sayed Kamel; João M. Santos; Bernard J. Jansen
ABSTRACT We conduct two studies to evaluate the suitability of artificially generated facial pictures for use in a customer-facing system using data-driven personas. STUDY 1 investigates the quality of a sample of 1,000 artificially generated facial pictures. Obtaining 6,812 crowd judgments, we find that 90% of the images are rated medium quality or better. STUDY 2 examines the application of artificially
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Examining virtual meditation as a stress management strategy on college campuses through longitudinal, quasi-experimental research Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-11-02 Laura Crosswell; Gi Woong Yun
ABSTRACT Levels of student stress and psychopathology are greater than ever before and the need for mental health support is increasing. Because students themselves are often reluctant to seek out counselling and/or treatment [Eisenberg, D., E. Golberstein, and S. E. Gollust. 2007a. “Help-seeking and access to mental health care in a university student population.” Medical Care 45 (7): 594–601. doi:10
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Use of mobile phone among patients with HIV/AIDS in a low-middle income setting: a descriptive exploratory study Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-30 Gladys Dzansi; Jeniffer Chipps; Margaret Lartey
ABSTRACT The use of mobile phone and factors influencing usage have least been explored in spite of its relevance in mHealth adoption. We conducted a descriptive exploratory study to evaluate the use of mobile phone alarm application, text messaging and voice call among HIV positive clients. We randomly selected 362 respondents who were 18–65 years and receive care from two health facilities in Accra
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Evaluation of the usefulness of path of long-term user experience model in design process Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-24 Armağan Karahanoğlu; Yekta Bakırlıoğlu
ABSTRACT User experience evolves in accordance with users’ attitudes, habits, and personality, as well as their prior experiences. Even though there are attempts to holistically frame the long-term experience of interactive products, there is still debate on how to guide designers in the design process of those products. To tackle this issue, this paper proposes the usage of Path of Long-Term User
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Why did you pick that? A study on smartwatch design qualities and people’s preferences Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-23 Dimitrios Raptis; Eleftherios Papachristos; Anders Bruun; Jesper Kjeldskov
ABSTRACT Several smartwatch vendors have over the past years entered the market with a large range of devices that differ in the design qualities they offer. In this paper, we focus on design qualities that are either perceived, descriptive or physical, and we investigate which of them may lead people to prefer particular smartwatches over others. To do so we conducted a laboratory study with 93 potential
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Context-aware system for cardiac condition monitoring and management: a survey Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-23 Godwin Okechukwu Ogbuabor; Juan Carlos Augusto; Ralph Moseley; Aléchia van Wyk
ABSTRACT Health monitoring assists physicians in the decision-making process, which in turn, improves quality of life. As technology advances, the usage and applications of context-aware systems continue to spread across different areas in patient monitoring and disease management. It provides a platform for healthcare professionals to assess the health status of patients in their care using multiple
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Digital ethnography of home use of digital personal assistants Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-17 Jeni Paay; Jesper Kjeldskov; Kathrine Maja Hansen; Tobias Jørgensen; Katrine Leth Overgaard
ABSTRACT Commercialised voice user interface devices for the home, like Amazon Echo, Google Home, and Apple HomePod, with integrated digital personal assistants have rapidly grown in popularity. These devices embody intelligent software agents that support users in their everyday life through easy and intuitive conversational interactions. While their use in everyday activities is largely unexplored
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Assessing the impact of persuasive features on user’s intention to continuous use: the case of academic social networking sites Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-15 Isaac Wiafe; Felix Nti Koranteng; Ferdinand Apietu Kastriku; Gifty Oforiwaa Gyamera
ABSTRACT Social networking sites enable people to connect, communicate and share ideas. These sites have therefore become key for information sharing. Particularly, academics and researchers have adopted them for networking and collaborations. This study seeks to investigate how embedded persuasive features on social networking sites designed for academics and researchers affect continuous use intention
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Cultural differences in the effects of contextual factors and privacy concerns on users’ privacy decision on social networking sites Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-15 Yao Li; Eugenia Ha Rim Rho; Alfred Kobsa
ABSTRACT Many social network sites (SNSs) have become available around the world and users’ online social networks increasingly include contacts from different cultures. However, there is lack of investigation into the concrete cultural differences in the effects of contextual factors and privacy concerns on users’ privacy decisions on social network sites (SNSs). The goal of this paper is to understand
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Developing an attitude scale towards distance learning Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-13 Birol Çelik; Hüseyin Uzunboylu
ABSTRACT This study aims to develop an attitude scale towards distance learning and conduct a validity and reliability study for it. The study uses two study groups. The first group comprises 384 university students conducting exploratory factor analysis, and the second comprises 305 students conducting confirmatory factor analysis. The analysis resulted in a 16 item, four-factor structure with factor
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The effect of web add-on correction and narrative correction on belief in misinformation depending on motivations for using social media Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-13 Jiyoung Lee
ABSTRACT How to combat the spread of misinformation on social media is a long-standing issue in the academic and practical fields, but creating effective correction strategies remains a challenge. Moreover, why people use social media has not been considered in understanding the effects of correction on misperception. Building on existing research, the current study examines two agendas: (a) whether
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Location-based challenges for playful neighbourhood exploration Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-13 Geertje Slingerland; Xavier Fonseca; Stephan Lukosch; Frances Brazier
ABSTRACT Location-based activities can challenge citizens to explore their neighbourhood in new playful ways. This paper presents a classification of such playful activities based on the literature and experience gained (1) in co-creation sessions and (2) gameplay for neighbourhood exploration with citizens in the Hague. The location-based game designed for this purpose encouraged neighbourhood exploration
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Understanding employees’ knowledge hiding behaviour: the moderating role of market culture Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-12 Kian Yeik Koay; Manjit Singh Sandhu; Fandy Tjiptono; Motoki Watabe
ABSTRACT The effective utilisation of organisational knowledge may promote organisational success as knowledge is one of an organisation’s most important assets. However, existing literature tends to focus on understanding knowledge sharing behaviour within organisational contexts, where knowledge hiding, a related but distinct phenomenon, has been relatively under-researched. The current study integrates
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Are social media good or bad for employees? It depends on when they use them Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-12 Alice Labban; Lorenzo Bizzi
ABSTRACT Organisations are currently adopting opposite stances when it comes to allowing employees to use social media at work, some entirely banning access to social media and others permitting their unconstrained use. A possible reason for these opposite approaches is that the outcomes of social media are still uncertain and research on the effects of social media on employee behaviours has produced
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Adoption, completion and continuance of MOOCs: a longitudinal study of students’ behavioural intentions Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-12 Kriti Priya Gupta; Harshit Maurya
ABSTRACT The purpose of this study is to investigate the factors underlying the adoption, completion and continuance of massive open online courses (MOOCs), using technology-user-environment (TUE) framework, MOOCs features and MOOCs qualities. The proposed model was empirically tested using longitudinal research design. The primary data was gathered at three time points through a survey of 197 students
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What drives students’ Internet ethical behaviour: an integrated model of the theory of planned behaviour, personality, and Internet ethics education Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-10 Yu-Yin Wang; Yi-Shun Wang; Yu-Min Wang
ABSTRACT With the emergence of Internet technology, Internet ethics has become an important issue for academics and practitioners. This study aims to investigate the factors that influence students’ behavioural intention to perform an Internet ethical behaviour based on an integrated perspective of the theory of planned behaviour (TPB), Big-Five personality traits, and Internet ethics education. This
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Keeping up appearances: testing a moderated mediation path of self-presentation motives, self-efficacy beliefs, social sharing of fitness records and fitness app uses Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-05 Xueying Zhang
ABSTRACT This survey study employed a framework of self-presentation motives in physical exercise to advance the understanding of exercise monitoring apps users’ sharing behaviours on social networking sites (SNS). 551 participants were recruited using Qualtrics national research panel. A model of moderated mediation was proposed and analysed. The results suggested that both agentic and communal self-presentation
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Obstacles to continued use of personal health records Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-05 Michele Heath; Tracy H. Porter; Kenneth Dunegan
ABSTRACT The purpose of this paper was to examine organisational change in a hospital setting. Specifically, the paper examines how patients responded to the introduction of personal health records (PHR). This research was an empirical investigation based on surveys completed by 136 patients in the United States. The paper draws on Lewin’s Force Field Analysis Model to explain patient responses to
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Understanding social resistance to determine the future of Internet of Things (IoT) services Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-10-02 Jina Kim; Eunil Park
ABSTRACT The global information and communication technologies (ICT) industry considers the Internet of Things (IoT) to be a promising and innovative area for development. The IoT concept encompasses both traditional products and services as well as new services. However, there is always user resistance whenever new products or innovative services are introduced in the market, and only a few studies
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How livestreaming increases product sales: role of trust transfer and elaboration likelihood model Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-09-29 Chun-Der Chen; Qun Zhao; Jin-Long Wang
ABSTRACT With the ever-increasing popularity of livestreaming commerce, understanding how livestreaming contributes to online consumption becomes crucial to social commerce. However, studies pertain to livestreaming commerce are still at a nascent stage. Based on the elaboration likelihood model and trust transfer theory, we aim to examine the underlying mechanism of how livestreaming influences consumers’
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Unblurring the boundary between daily life and gameplay in location-based mobile games, visual online ethnography on Pokémon GO Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-09-23 Paula Alavesa; Yueqiang Xu
Observing blending of realities, daily life and gameplay in location-based mobile games is challenging. This study aims at observing this blending by targeting a vast number of images (N = 2432), which have been taken during gameplay of a well-known game, Pokémon GO. Images were collected from social media communities of Pokémon GO players in Twitter, Facebook and Instagram, and analysed using visual
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More honour'd in the breach: predicting non-compliant behaviour through individual, situational and habitual factors Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-09-22 Alex Leering; Lidwien van de Wijngaert; Shahrokh Nikou
A major issue in the digital age is how to safeguard the security of the massive amount of data being stored, processed and transferred through digital channels. Organisational communication research into data security shows that people are the weakest link. Non-compliant behaviour can lead to security breaches. Existing studies have focused above all on how employees can be motivated to comply with
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Human-centred artificial intelligence: a contextual morality perspective Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-09-11 Niels van Berkel; Benjamin Tag; Jorge Goncalves; Simo Hosio
The emergence of big data combined with the technical developments in Artificial Intelligence has enabled novel opportunities for autonomous and continuous decision support. While initial work has begun to explore how human morality can inform the decision making of future Artificial Intelligence applications, these approaches typically consider human morals as static and immutable. In this work, we
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Analysing adaptive gamification design principles for online courses Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-09-08 Sezan Sezgin; Tevfik Volkan Yüzer
This study defines and analyses adaptive gamification design principles for online courses. It was conducted as a holistic single case study framed by two theoretical approaches, namely, gamification and adaptive learning. The first part of the study establishes a theoretical matrix with its contents converted into a questionnaire which includes nine semi-structured questions. Following this, a four-round
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Personality traits and performance in online labour markets Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-09-07 Evangelos Mourelatos; Nicholas Giannakopoulos; Manolis Tzagarakis
We investigate the impact of non-cognitive skills on the quality of task-specific outcomes by conducting a quasi-experiment on a well-known online crowdsourcing platform. We show that worker’s performance varies with personality traits, gender, human capital, crowdsourcing experience and work effort. Regarding the effects of non-cognitive skills, we find that worker’s performance in online microtasks
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Can digital personal assistants persuade people to exercise? Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-09-06 Jeni Paay; Jesper Kjeldskov; Elefterios Papachristos; Kathrine Maja Hansen; Tobias Jørgensen; Katrine Leth Overgaard
Digital personal assistants (DPAs) have recently grown in popularity because they are both a commercially available new technology and reasonably affordable to the average household. This opens opportunities for new ways to assist people in everyday activities in their homes through voice-interaction. Physical activity has significant health benefits, and yet globally, 1 in 4 adults are not active
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An eye-tracking paradigm to explore the effect of online consumers’ emotion on their visual behaviour between desktop screen and mobile screen Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-09-04 Yoon Min Hwang; Kun Chang Lee
With the exponential growth of mobile smartphones, shopping through them has received considerable attention from online retailers, who wish to offer an interactive and personalised online shopping marketing. However, interactive mobile shopping marketing is still in the early stages of development, and the impact of individual shopping context, such as emotional state of online shoppers’ visual behaviour
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From skeuomorphism to flat design: age-related differences in performance and aesthetic perceptions Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-09-02 Inês Cunha Vaz Pereira Urbano; João Pedro Vieira Guerreiro; Hugo Miguel Aleixo Albuquerque Nicolau
The design of graphical user interfaces has been evolving from skeuomorph interfaces – which use elements that mimic the aesthetics and functionality of their real-world counterparts – to minimalist and flat designs. Despite the growing popularity of these new design approaches, they can be challenging for older adults who experience a decline in visual and cognitive abilities. Still, little is known
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The role of experience during playing bullying prevention serious game: effects on knowledge and compassion Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-09-02 Barbara Rončević Zubković; Svjetlana Kolić-Vehovec; Sanja Smojver-Ažić; Tamara Martinac Dorčić; Rosanda Pahljina-Reinić
In line with previous findings stressing the importance of the player experience for game effectiveness, the main aim of the study was to explore whether the experience while playing a serious digital game aimed at bullying prevention mediated the relationship between initial and postgame knowledge about appropriate reactions in bullying situations, and initial and postgame compassion for the victim
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Understanding continuance intention to play online games: roles of self-expressiveness, self-congruity, self-efficacy, and perceived risk Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-09-01 Tripti Ghosh Sharma; Juho Hamari; Ankit Kesharwani; Preeti Tak
The current study investigates the motivation to explore the expansive possibilities online games provide for identity development, in addition to the widely studied gaming consumption value motivations. This study develops an integrated framework from the perspective of the identity, self-congruity, self-efficacy, and consumption value theories for a holistic appreciation of online gaming motivations
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How information presentation formats influence usage behaviour of course management systems: flow diagram navigation versus menu navigation Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-08-29 Pengfei Tang; Zhong Yao; Jing Luan; Jie Xiao
Educational informatisation (e.g. e-learning, m-learning, massive open online courses (MOOCs)) has actively increased, leading to a greater focus on the design and development of course management systems. In this study, a research model based on cognitive fit theory and scanpath theory is proposed to investigate how information presentation formats (flow diagram navigation versus menu navigation)
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Public opinion on MOOCs: sentiment and content analyses of Chinese microblogging data Behav. Inf. Technol. (IF 1.781) Pub Date : 2020-08-29 Mingming Zhou
The increasing and widespread usage of social media enables the investigation of public preference using the web as a device. Public sentiment as expressed in 44,319 massive open online course (MOOCs) related microblogs from January to December 2017 was examined on Sina Weibo (the Chinese equivalent of Twitter) to obtain broad insight into how MOOCs are viewed by the public in the Chinese educational
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