Exploring the effect of experiential marketing on movie-watching intention - The example of mobile movie theme games

Size: px
Start display at page:

Download "Exploring the effect of experiential marketing on movie-watching intention - The example of mobile movie theme games"

Transcription

1 th Hawaii International Conference on System Sciences Exploring the effect of experiential marketing on movie-watching intention - The example of mobile movie theme games Chun-Hua Hsiao Kainan University maehsiao@gmail.com Chao-Chi Yang Kainan University raysmsglove1223@hotmail.com Abstract The purpose of this study is to explore the effects of experiential marketing factors on satisfaction and movie-watching intention with the case of Mobile Theme Movie Games (MTMGs). The influential effects of users satisfaction of Mobile Movie Theme Games on movie-watching intention are also investigated. Online survey method with structural equation modeling (SEM) was employed to examine the proposed model. As a result, a total of 268 valid respondents were collected for subsequent analysis. The results showed that perceived enjoyment of Mobile Movie Theme Game had a significant effect on satisfaction toward the game. Flow experience failed to impact both satisfaction and movie-watching intention. Finally, visual attractiveness of Mobile Movie Theme Game had significant effects on satisfaction toward the game and on movie-watching intention. Implications for both movie industries and mobile game industries are discussed. 1. Introduction Movies are popular entertainment for many people worldwide, and so are online/mobile games. Recently, mobile games combined with movie themes, i.e., Mobile Movie-Theme Game (MMTG), have received great popularity among players and considered as a means of experiential marketing for movie promotion. The fascinating part about moviethemed games is the player s self-integration into the game so he/she can have a vivid sense of virtually immersion. For example, in the movie game Spider- Man: Friend or Foe, a player is able to master Spiderman or one of his enemies, and inherits the character s unique power. This study, therefore, combines literature from both marketing and IS theories to examine the impacts of experiential marketing elements of movie-theme games on satisfaction and movie-watching intentions. Experiential marketing refers to the marketing of a product or service through consumer experience, so that consumers emotion can be linked with the product or service from their experiences [1]. In contrast to traditional marketing which focuses on gaining customer satisfaction and repurchase intention, experiential marketing aims to create emotional attachment and exciting sense so that consumers feel as being part of that experience [2] [3]. In the Internet situation, virtual experiential marketing relies on interfaces that served as proxies for real-world experiences, which can create a plentifully experiential environment through visual and audio stimulations to create an immersive experience [4]. While most attention has been paid in the online gaming research, relatively little attention has been given to mobile game research. The mobile game setting is quite different from the traditional online game in certain ways. Gamers can play mobile games on portable media players (e.g., smartphone or tablet) anytime and anyplace, no need to use controller nor keyboard. Mobile games tend to be small in scope and are built around a particular theme. Since the experience of game players has direct influence on their post-adoption intention, the main issue for game developers is to create satisfactory experience for the players. In addition, this study contributes to propose a conceptual framework to fill research gaps in mobile movie games and try to identify the potential effects of experiential marketing factors on users satisfaction and afterward movie-watching intention. The research framework is seen in Figure Theoretical background Mobile Movie-Theme Game (MMTG) is one kind of mobile games, but the difference is that it is integrated with upcoming movie themes. In spite of abundant research on online games, little was known about mobile games and of the key determinants of mobile gamers behavioral intention, especially in /15 $ IEEE DOI /HICSS

2 movie-theme games. The present study proposes experiential motives as predictors of satisfaction and further intention to watch movies. Specifically, this study is to explore the effects of experiential marketing on movie-watching intention with the case of Mobile Movie-Theme Game from both marketing and IS sides. Experiential Marketing Flow (FL) Perceived Enjoyment (PE) Thematic Attractiveness (TA) H2a H2b H3a H3b H4a H4b Figure 1. Research framework 2.1. Users satisfaction and behavioral intention Satisfaction (SA) H1 Movie-Watching Intention (MW) Marketing studies have constantly proposed that satisfaction has a significant influence on purchase behavior and decision-making. It is widely accepted that user satisfaction is a key motif for continuance intention, user loyalty, positive word-of-mouth, and purchase intention [5] [6]. Even though some researcher pointed out that consumer satisfaction had little to do with consumer loyalty, because even some highly satisfied consumers still switch brands and suppliers [7]. Nevertheless, studies of Information system (IS) have supported the relations between user satisfaction and IS continuance behavioral intention. Bhattacherjee [5] proposed a post-acceptance model of IS continuance, which proposed that users IS continuance intention is mainly determined by their satisfaction with previous IS use. That is, users with higher levels of satisfaction are most likely to have stronger intentions to reuse the systems in the context of an online environment. Note that IS users continuance decisions are similar to consumers repurchase decisions because they both follow an initial (acceptance or purchase) decision. Past IS studies of mobile services support the positive relationship between customer satisfaction and post-purchase intention [8] [9]. In this study, we defined satisfaction as users satisfaction as the total consumption perception when gamers use mobile movie-theme games. In addition, continuance intention in this study is defined as gamers movie-watching intention after playing the mobile game with the same movie theme and characters in the game. We assumed that gamers purchase decisions towards movies are activated by the experience of playing the movie-theme games. This study adopted behavioral intention which is well justified because the use of behavioral intention is approximated or projected actual behavior from both research and managerial perspectives for their strong correlation [10] [11]. Thus, we hypothesize the following: Hypothesis 1: Satisfaction with movie-theme games positively influences movie-watching intention. 2.2 Experiential marketing Schmitt [12] proposed that the strategic experiential module is the assessment elements of customer experience. He classified customer experience into five modules: sense, feel, think, act, and relate experiential elements. In the online game environment, sense refers to image design (characters or image design), and sound design (e.g., 3D sound effect). Feel related to emotional delight in which players feel delight and satisfaction during the game process. The features of think experiential module reflect the challenge, interest, or difficulty during the games process. Act refers to the quality or securityrelated services (e.g., customer service). Finally, relate experiential module points to personal interaction with other players or sense of fulfillment. The goal of experiential marketing is to establish users connection with the offering product based on both emotional and rational responses. To achieve the object, the created experience should include personal relevance, novelty, surprise, learning, and engagement [13]. In reviewing the literature on online gaming and experiential marketing, along with the features of mobile movie-theme games, this study selected three experiential factors (i.e., flow, enjoyment, and visual attraction) and investigated their impacts on satisfaction of movie-theme games and movie-watching intention Flow 1180

3 Previous online game research had identified flow as one of experiential motives to play online games [14] [15]. Csikszentmihalyi [16] refers the concept of flow as a state in which someone focuses on an enjoyable activity completely and perceived balance between skills and challenges. Thus, flow experience is related to the perceived levels of challenges and skills. Novak et al. [17] conceptualized online flow as a cognitive state experienced while surfing websites. Whether an individual becomes so deeply immersed in the Web and evokes flow experience depend on his/her levels of skill, challenge, attention, and interactive. Thus, we postulated the concept of flow resembling to the main features of think experiential component [12]. Online games have many features to encourage flow states through inducing player concentration and sense of control, for example, immediate feedback to player actions and self-integration with the game [18] [19]. Specifically, an appropriate level of challenge makes online gamer continuously motivated and engaged in the game [20] [21]. If an individual is continuously immersed in the state of flow while playing online games, he/she has more desire to retain that flow state [22]. Previous studies indicated a strong relationship between online flow and subsequent online behaviors [23] [24]. O Cass and Carlson [24] confirmed that flow experience will enhance positive perceptions towards the website, and lead to consumer satisfaction. In addition, Choi and Kim [14] found that gamers will continue to play online games if they have an optimal experience; thus, flow state tends to influence online gamers continuance intention. As in the case of mobile movie-theme games, we posit that gamers flow state will lead to their satisfaction toward that game, and subsequent online behaviors [23] [24], i.e., inducing their desire to watch the movie which they have integrated and immersed in while playing games. Thus, we have the following hypotheses: Hypothesis 3a: Flow positively influences satisfaction towards movie-theme games. Hypothesis 3b: Flow positively influences moviewatching intention Perceived enjoyment The second experiential motive, perceived enjoyment, appears like the notion of feel (i.e., delight or satisfaction) in Schmitt s [12] strategic experiential modules. Perceived enjoyment is defined as the extent to which user participates in an online game and perceives pleasurable, exciting, enjoyable, and fun [25] [26]. This intrinsic motive is a key driver to play online game, and is an influential factor of online consumer behavior [27] [28]. Online gaming needs an individual s investment of time. In the meantime his/her enjoyable experiences can be induced [27], which in turn produces favorable attitudes toward future behavior. Some studies indicate that perceived enjoyment serves as a kind of hedonic value which affects an individual s attitude and intention toward using information technology [29] [30]. From the extended ECM (expectation confirmation model), the expectation of a pleasurable experience through the use of information systems (IS) plays a pivotal role in determining user satisfaction and continuance intention toward the target IS [31] [32] [33] [34]. Prior studies have indicated that hedonic experience significantly influences attitude and intention toward playing an online game [35] [36]. Theoretically, when the experience of playing a game is pleasurable and fun, users will anticipate the same pleasure and enjoyable experience when participating similar behavior [36]. A player s achievement or fulfillment of a hedonic experience will influence afterward desire to return to that game. In the other hand, when a player s experience does not meet his/her expectation, this individual may switch to another game. Hence, we predict that perceived enjoyment is a key motive for playing mobile movietheme games, and enhance players satisfaction towards adopting movie-theme games and desire for related activities, such as watching the movie. Thus, we postulate the following hypotheses: Hypothesis 4a: Perceived enjoyment positively influences satisfaction towards movie-theme games. Hypothesis 4b: Perceived enjoyment positively influences movie-watching intention Thematic attractiveness In contrast to traditional marketing which focuses on gaining customer satisfaction, experiential marketing creates customers emotional attachment [37]. Zaltman [38] explains the sensory/emotional elements as total experiences which have a greater impact on shaping consumer preferences than the features of products or service. In the online game environment, sense refers to the quality of gamerelated designs, such as image design, sound design, characters design, and animation design [39] [12]. It can stimulates gamers motivation and add value to games through aesthetics or excitement [12]. Aesthetics is the visual appearance of the interface as it is consistent with the theme designs, and thus can 1181

4 intrinsically attract gamers attention, stimulate curiosity, and cause interest or pleasure [40]. Prior studies have emphasized that the importance of visual and aural attractiveness can provide an impression and fun on the gaming activity. Consequently, such visual and acoustic attractiveness leads to favorable attitude and stimulate further game-playing [41]. As in the case of mobile movietheme games, player s self-integration with the layout design of movie themes can produce gamers emotional effects and arouse their responding to the game playing through cues. This thematic attractiveness (e.g., layout designs, sounds, and animations) which accompanies movie game playing experience will enhance the stickiness of the game [42], and thus will influence a player s attitude and behavioral intention towards that movie theme-game or that movie itself [43]. The attractive movie themes help to produce a rich sensory environment, making a memorable experience. Thus, two more hypotheses were made: Hypothesis 5a: Visual attractiveness positively influences satisfaction towards movie-theme games. Hypothesis 5b: Visual attractiveness positively influences movie-watching intention. 3. Methodology 3.1. Data collection and sample The present study employed online survey method to collect data from two major universities in Taiwan. Taiwan excelled in the areas of mobile network coverage and Internet and telephony, ranking tenth in Networked Readiness Index (NRI) among 144 economies, and second among Asian Pacific countries in 2013; therefore, Taiwan is appropriate to the study of mobile games. In addition, student subjects from universities can be viewed as one of the major target markets in mobile services [44]. According to a survey on mobile usage conducted by Institute for Information Industry, an authentic organization in Taiwan, more than half of heavy users on mobile devices and services are young adults with a maximum of 30 years of age [45]. This would suggest that university students as welleducated consumers place considerably higher demands on mobile services in their daily life. Participants were recruited over the Internet through two major universities in Taiwan. Internet recruitment involved posting an invitation to participate on several online communities of university departments (e.g., Facebook, online message boards) and through invitations. Participants were directed to the survey website to complete the online survey questionnaire. Specifically, the respondents must have experiences on playing mobile movie-theme games. The questionnaire consists of three parts. First, after a short brief greeting and research purpose statement, students were directed to recall a certain mobile movie-theme games and target on one which they have played with the highly frequency recently. The second part comprises of survey items related to research purpose. The final part was demographic information such as age, sex, and so on. Respondents were given the option to decline and could select to withdraw from the survey at any time. Two months after the online questionnaire was posted, a total of 268 valid respondents were collected. Male and female students made up 60% and 40% of the sample, respectively. Most of the respondents ranged in age from 18 to 24 years old; and about 70% of respondents used Android operation systems. Note that most of respondents (73.1%) spent at least 30 minutes on movie-theme games daily. 3.2 Measurement Following previous literature and validated instruments, research items based on a 7-point Likert scale were drawn up and modified to measure the constructs. All measures with anchors ranging from strongly disagree to strongly agree A backward translation technique (with items translated from the original English scale into Chinese, and then back into English) was used. During the translation process, any discrepancies between the two language versions were compared and resolved. To address face validity, three business professors were asked to refine the questionnaire. Based on their feedbacks, some items were reworded to fit the research purpose. The result of pretest provides a first assurance of validity of the scale items. Consistent with previous research addressing technology acceptance, 4 items of flow (FL) were drawn from Lee and Tsai [46]. Three items of perceived enjoyment (PE) were drawn from Koo [47]. Three questions for thematic attractiveness (TA) were adopted from Van der Heijden [48]. Four indicators for measuring satisfaction (SA) with the use of movie theme games were modified from Park and Lee [49]. Finally, three items of movie-watching intention (MW) were adapted from Park and Lee [49]. 4. Empirical results 4.1 Measurement assessment 1182

5 To assess the reliability and validity of the measures, a two-step approach structural equation modeling (SEM) was adopted. First, the measurement model was evaluated using confirmatory factor analysis (CFA) accompanied by LISREL All the fit statistics demonstrate that the measurement model has a satisfactory fit to the 0.001) and other goodness of fit indices as follows: NFI = 0.98; NNFI = 0.98; CFI = 0.99; IFI = 0.99; GFI = 0.89; AGFI = 0.86; RMR = 0.056; RMSEA = Additionally, the composite reliability (CR), measuring how consistently individuals respond to the items within a scale, provides evidence for the existence of internal reliability (ranging from 0.85 to 0.94). All the variables also demonstrated significant positive inter-correlations from 0.50 to It also shows the means, standard deviation, and the square root of the AVE on the diagonal values. Convergent validity was statistically achieved in two ways. First, CR and AVE (average variance extracted) for each construct exceeded 0.7, indicating that the items explained more variance in the underlying construct than the measurement error did [50]. Discriminant validity is completed if the square root of the average variance extracted for each construct is greater than the correlations between it and other constructs. The square roots of AVE were all greater than the off-diagonal elements in the corresponding rows and columns. Therefore, it can be concluded that the instrument had proper convergent and discriminant validity. All the measures were self-reported by the same respondents; therefore, there is a potential problem of the occurrence of common method variance (CMV). Recently, some researchers have used confirmatory factor analysis (CFA) as a test of CMV. If the fit of one-dimensional model is worse than that of the measurement model, this suggests that the common method variance does not appear a serious threat [51]. The results show that the fit of one-dimensional model is considerably worse than those of measurement model; therefore, the issue of CMV is less concerned in this study. 4.2 Results of the structure model A structural equation model was adopted to test hypotheses proposed. All fit measures in the structural model had a satisfactory fit to the data ( = ; NFI = 0.98; NNFI = 0.98; CFI = 0.98; IFI = 0.98; GFI = 0.89; AGFI = 0.86; RMR = 0.056; RMSEA = 0.069). Next, by examining the standardized path coefficients, we found that three out of eight paths are significant: paths from perceived enjoyment to satisfaction, and from thematic attractiveness to both satisfaction and movie-watching intention (Hypotheses 3a, 4a, and 4b were supported). To our surprise, the results failed to support other hypotheses. First, the effect of satisfaction toward movie-theme games on movie-watching intention suggests that player satisfaction toward movie-theme games does not increase his/her desire to watch that movie. Next, users flow experience toward playing movie games was not significantly influenced his/her satisfaction toward movie games and movie-watching 05, respectively). Notable, hypotheses1, 2a, and 2b were not supported. Finally, contrary to our hypothesis (H3b), perceived enjoyment had no significant effect on movie- Consistent with our expectations, the confir that players are more likely to feel satisfaction toward the mobile movie game if they perceive enjoyable while playing the game. The results of testing H4a and H4b demonstrate that both hypotheses are fully sup respectively). The findings identified thematic attractiveness as an important antecedent of satisfaction toward movie game, and as the only influential factor affecting user intention to watch that movie. Therefore, hypotheses 3a, 4a, and 4b were supported at the level of significance. Furthermore, the paths from perceived enjoyment and thematic attractiveness explained 79% of the observed variance in satisfaction toward movie games. More importantly, the sole path from thematic attractiveness explained 36% in movie-watching intention. 5. Discussion This study revealed that the satisfaction of mobile movie games can be predicted by experiential factors (R2 = 0.79). Perceived enjoyment and thematic attractiveness of mobile movie games significantly affected users satisfaction to play the movie games. To keep players satisfaction, the design of movie games must make players feel pleasurable and enjoyable. Besides, the animation and layout of mobile games must be relevant to movies, so as to attractive players attention and interest. Notably, contradicting to our expectation, the results of this study indicated that flow experience of movie games does not enhance users satisfaction. That is, flow experience is not an important predictor of satisfaction toward playing mobile movie games. 1183

6 Without the use of controller or keyboard, the design of mobile games is simpler than that of online games used on computers. One problem is that users get bored easily with a certain mobile game over time. Especially, most mobile games are free to play, but with limited times of free playing. A player may feel upset if he/her is so absorbed in the mobile game but is forced to stop playing unless he/her makes in-game purchases to progress in the game. Thematic attractiveness was the only determinant of movie-watching intention. Neither other experiential factors of move games nor satisfaction significantly influenced users intention to watch that movie. Indeed, there are limitations of time and space. Usually, the release of movie-themed games is earlier than that of movie does. Satisfied gamers may make in-game purchase for in progress game, but the impetuous desire to watch that movie may decline after some time on the release of movie. After all, playing mobile games at hand is quite different from going out to buy a movie ticket. However, if a player becomes obsessed with a certain movie game and would like to continue playing it, he or she may not mind to wait and watch that movie after it is released. 6. Implications 6.1 Theoretical implications For academic researchers, this study contributes to a theoretical understanding of the factors influencing users satisfaction toward movie-themed games. Mobile movie-theme games are different from computer-based online games. However, little is known about the influential factors of satisfaction toward movie games. The framework in this research is based on experiential marketing factors (i.e., flow experience, perceived enjoyment, and thematic attractiveness) which were derived from past studies. The result stressed the importance of perceived enjoyment and thematic attractiveness as key determinants. Furthermore, these two factors explained most of the variance in the satisfaction of playing movie games. Next, this study also found that the relationship between playing movie games and intention to watch movies is rather weak. There are many other factors influencing consumers intention to watch movies. Nevertheless, the study validated a sole but important experiential factor of movie games on moviewatching intention, namely thematic attractiveness. These findings may be used as guideline for further developing mobile movie games and movie promotion strategies. The findings from this study will be beneficial to the mobile game industry, especially mobile movietheme games. The outcomes will clarify on the factors which affect the satisfaction of mobile games. Mobile game developers may consider enjoyment and thematic attractive as two main determinants when designing their mobile games or upgrading their products and in-game purchases. On the other hand, another important experiential factor namely flow experience failed to play an influence in mobile movie games. Designers should carefully sustain users flow state without interrupting the gaming flow, so that users satisfaction toward the game may be induced. After all, in addition to in-game purchases, game developers can make profits from advertisement. Next, movie producers should pay attention to the thematic attractiveness of movie-theme games. Compared with traditional ways of movie campaigns with expensive costs, such as trailer, premiere, print advertisement in newspapers or magazines, or promotional tours and interviews, the free-to-play themed-movie game is a relative low cost and effective way to attract certain target consumers initiative. The more attractive theme design and relevant to the upcoming movies, the more knowledge and curiosity about the movie it will be for the users. Thus, mobile game developers should strive to build highly entertaining and thematic games, so that while players immerse themselves in the movie games, their sense of curiosity toward movie can be aroused. Developing a fantasy and attractive movie-theme game can be an effective win-win strategy for both mobile game and movie developers. 7. References [1] Mathurs, D.C. (1971). Naturalistic philosophies of experience. St Louis, MO: Warren H. Green. [2] Gilmore, J.H., & Pine, B.J., II (2002). Customer experience places: The new offering frontier. Strategy and Leadership, 30(4), [3] McCole, P. (2004). Refocusing marketing to reflect practice: The changing role of marketing for business. Marketing Intelligence & Planning, 22(5), [4] Li, H., Daughty, T., & Biocca, F. (2001). Characteristics of virtual experience in electronic commerce: A protocol analysis. Journal of Interactive Marketing, 15(3), [5] Bhattacherjee, A. (2001). Understanding information systems continuance: An expectation confirmation model. MIS Quarterly, 25(3), [6] Cronin, J. J., Jr., & Taylor, S. A. (1992). Measuring service quality: A reexamination and extension. The Journal of Marketing, 56(3), Managerial implications 1184

7 [7] Neal, W. D. (1999). Satisfaction is nice, but value drives loyalty: The most satisfied customer may not necessarily be the most loyal. Marketing Research, 11, [8] Turel, O., Serenko, A., & Bontis, N. (2007). User acceptance of wireless short messaging services: deconstructing perceived value. Information & Management, 44(1), [9] Wang, Y., Lo, H. P., & Yang, Y. (2004). An integrated framework for service quality, customer value, satisfaction: evidence from China's telecommunication industry. Information Systems Frontiers, 6(4), [10] Ajzen, I. (1991). The theory of planned behavior. Organizational behavior and human decision processes, 50(2), [11] Chau, P. Y., & Hu, P. J. H. (2001). Information technology acceptance by individual professionals: A model comparison approach. Decision Sciences, 32(4), [12] Schmitt, B.H. (1999). Experiential marketing. Journal of Marketing Management, 15, [13] Poulsson, S.H.G., & Kale, S.H. (2004). The experience economy and commercial experiences. The Marketing Review, 4(3), [14] Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. CyberPsychology & Behavior, 7(1), [15] Hsu CL, Lu HP. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Inform Manage 41(7): [16] Csikszentmihalyi M (1990) Flow: the psychology of optimal experience. Harper & Row, New York [17] Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing science, 19(1), [18] Pace, S. (2004). A grounded theory of the flow experiences of Web users. International journal of humancomputer studies, 60(3), [19] Chen, H., Wigand, R. T., & Nilan, M. S. (1999). Optimal experience of web activities. Computers in human behavior, 15(5), [20] Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and higher education, 8(1), [21] Hoffman, D. L., & Novak, T. P. (2009). Flow online: lessons learned and future prospects. Journal of Interactive Marketing, 23(1), [22] Csikszentmihalyi, M. (2008), Flow: The Psychology of Optimal Experience, Harper Perennial, New York, NY. [23] Chen, H., Wigand, R. T., & Nilan, M. S. (1999). Optimal experience of web activities. Computers in human behavior, 15(5), [24] O'Cass, A., & Carlson, J. (2010). Examining the effects of website-induced flow in professional sporting team websites. Internet Research, 20(2), [25] Davis, S. F., Grover, C. A., Becker, A. H., & McGregor, L. N. (1992). Academic dishonesty: Prevalence, determinants, techniques, and punishments. Teaching of Psychology, 19(1), [26] Moon, J.W., & Kim, Y.G. (2001). Extending the TAM for a world-wide-web context. Information & Management, 38, [27] Holbrook, M., Chestnut, R., Oliva, T., and Greenleaf, E. Greenleaf, Play as a consumption experience: the roles of emotions, performance, and personality in the enjoyment of games. Journal of Consumer Research, 11, 2, 1984, [28] Koufaris, M. (2003). Applying the technology acceptance model and flow theory to online consumer behavior. Information Systems Research, 13(2), [29] Dabholkar, P., and Bagozzi, R. An attitudinal model of technology-based self-service: moderating effects of consumer traits and situational factors. Journal of the Academy of Marketing Science, 30, 3, 2002, [30] Van der Heijden, H. (2004). User acceptance of hedonic information systems.mis quarterly, [31] Huang, L. Y., & Hsieh, Y. J. (2011). Predicting online game loyalty based on need gratification and experiential motives. Internet Research, 21(5), [32] Kim, B. (2011). Understanding antecedents of continuance intention in social-networking services. Cyberpsychology, Behavior, and Social Networking, 14(4), [33] Kim, B., & Han, I. (2009). The role of trust belief and its antecedents in a community driven knowledge environment. Journal of the American Society for Information Science and Technology, 60(5), [34] Thong, J. Y., Hong, S. J., & Tam, K. Y. (2006). The effects of post-adoption beliefs on the expectationconfirmation model for information technology continuance. International Journal of Human-Computer Studies, 64(9), [35] Wu, J., & Liu, D. (2007). The effects of trust and enjoyment on intention to play online games. Journal of electronic commerce research, 8(2). [36] Lee, M. C. Understanding the behavioural intention to play online games: an extension of the theory of planned behaviour. Online Information Review, 33, 5, 2009, [37] McCole, P. (2004). Refocusing marketing to reflect practice: The changing role of marketing for business. Marketing Intelligence & Planning, 22(5), [38] Zaltman, G. (2003). How consumers think: Essential insights into the mind of the market. Boston, MA: Harvard Business School Press. [39] Luo, M. M., Chen, J. S., Ching, R. K., & Liu, C. C. (2011). An examination of the effects of virtual experiential marketing on online customer intentions and loyalty. The Service Industries Journal, 31(13), [40] Jennings, M. (2000, April). Theory and models for creating engaging and immersive ecommerce websites. In Proceedings of the 2000 ACM SIGCPR conference on Computer personnel research (pp ). ACM. [41] White, W. (1981). Whats that funny noise-videogames in the library. Library journal, 106(8), [42] Pine, B.J., II, & Gilmore, J.H. (1998). Welcome to the experience economy. Harvard Business Review, 176(4), [43] Dailey, L., & Heath, C.E. (1999). Bringing back your online customers: An exploration of the role of 1185

8 atmospherics on the web. In S. Hock & R. Meyer (Eds.), Advances in consumer research (pp ). Provo, UT: Association for Consumer Research. [44] McKnight, D. H., Choudhury, V., & Kacmar, C. (2002). Developing and validating trust measures for e- commerce: an integrative typology. Information systems research, 13(3), [45] Market Intelligence & Consulting Institute (MIC), (2013), (accessible at 2014/06/03) [46] Lee, M. C., & Tsai, T. R. (2010). What drives people to continue to play online games? An extension of technology model and theory of planned behavior. Intl. Journal of Human Computer Interaction, 26(6), [47] Koo, D. M. (2009). The moderating role of locus of control on the links between experiential motives and intention to play online games. Computers in Human Behavior, 25(2), [48] Van der Heijden, H. (2003). Factors influencing the usage of websites: the case of a generic portal in The Netherlands. Information & Management,40(6), [49] Park, B. W., & Lee, K. C. (2011). Exploring the value of purchasing online game items. Computers in Human Behavior, 27(6), [50] Fornell, C., & Larcker, D. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(2), [51] Podsakoff, P. M., MacKenzie, S. B., Lee, J. Y., & Podsakoff, N. P. (2003). Common method biases in behavioral research: a critical review of the literature and recommended remedies. Journal of applied psychology, 88(5),

MEASUREMENT OF DISCONFIRMATION IN ONLINE PURCHASING BEHAVIOR

MEASUREMENT OF DISCONFIRMATION IN ONLINE PURCHASING BEHAVIOR MEASUREMENT OF DISCONFIRMATION IN ONLINE PURCHASING BEHAVIOR Chinho Lin, Institute of Information Management of National Cheng Kung University, Taiwan R.O.C. Email: linn@mail.ncku.edu.tw Yu-Huei Wei, Department

More information

INFLUENCE FACTORS ON INTENTION TO USE MOBILE BANKING

INFLUENCE FACTORS ON INTENTION TO USE MOBILE BANKING INFLUENCE FACTORS ON INTENTION TO USE MOBILE BANKING 1 KYUNGTAG LEE, 2 JEONGWOO KIM, 3 MIJIN NOH 1,2 Yeungnam University, 3 Kyungpook National University E-mail: 1 mykr21@gmail.com, 3 yomydragon@naver.com,

More information

Consumer Behavior towards Continued Use of Online Shopping: An Extend Expectation Disconfirmation Model

Consumer Behavior towards Continued Use of Online Shopping: An Extend Expectation Disconfirmation Model Consumer Behavior towards Continued Use of Online Shopping: An Extend Expectation Disconfirmation Model Min Qin School of Communication, Jiangxi Normal University, P.R. China, 330022 helenqin126@163.com

More information

THE COLLEGE STUDENTS BEHAVIOR INTENTION OF USING MOBILE PAYMENTS IN TAIWAN: AN EXPLORATORY RESEARCH

THE COLLEGE STUDENTS BEHAVIOR INTENTION OF USING MOBILE PAYMENTS IN TAIWAN: AN EXPLORATORY RESEARCH THE COLLEGE STUDENTS BEHAVIOR INTENTION OF USING MOBILE PAYMENTS IN TAIWAN: AN EXPLORATORY RESEARCH 1 MING LANG YEH, 2 YIN LI TSENG 1,2 Department of Business Administration, Chung Hua University, HsinChu,

More information

THE MODERATING ROLE OF UTILITARIAN/HEDONIC USER MOTIVATION ON USER BEHAVIOR TOWARDS WEB 2.0 APPLICATIONS

THE MODERATING ROLE OF UTILITARIAN/HEDONIC USER MOTIVATION ON USER BEHAVIOR TOWARDS WEB 2.0 APPLICATIONS THE MODERATING ROLE OF UTILITARIAN/HEDONIC USER MOTIVATION ON USER BEHAVIOR TOWARDS WEB 2.0 APPLICATIONS Chen-Ya Wang, Department of Information Management, National Taiwan University, Taiwan; Department

More information

An Empirical Investigation of Consumer Experience on Online Purchase Intention Bing-sheng YAN 1,a, Li-hua LI 2,b and Ke XU 3,c,*

An Empirical Investigation of Consumer Experience on Online Purchase Intention Bing-sheng YAN 1,a, Li-hua LI 2,b and Ke XU 3,c,* 2017 4th International Conference on Economics and Management (ICEM 2017) ISBN: 978-1-60595-467-7 An Empirical Investigation of Consumer Experience on Online Purchase Intention Bing-sheng YAN 1,a, Li-hua

More information

Technology Acceptance Analysis of Local Government Tourism Website

Technology Acceptance Analysis of Local Government Tourism Website African Journal of Business Management Vol. 6(49), pp. 11891-11895, 12 December, 2012 Available online at http://www.academicjournals.org/ajbm DOI: 10.5897/AJBM10.1590 ISSN 1993-8233 2012 Academic Journals

More information

Understanding the Role of Individual Perception on Mobile Payment: Moderating or Mediating

Understanding the Role of Individual Perception on Mobile Payment: Moderating or Mediating Understanding the Role of Individual Perception on Mobile Payment: Moderating or Mediating Qiang Zeng and Jifeng Ma Shantou University Business School, Shantou, China Email: {qzeng, 12jfma}@stu.edu.cn

More information

Toward An Understanding of the Behavioral Intention to Use Mobile Banking Services

Toward An Understanding of the Behavioral Intention to Use Mobile Banking Services Association for Information Systems AIS Electronic Library (AISeL) PACIS 2004 Proceedings Pacific Asia Conference on Information Systems (PACIS) December 2004 Toward An Understanding of the Behavioral

More information

THE EFFECT OF MOTIVATION ON PURCHASING INTENTION OF ONLINE GAMES AND VIRTUAL ITEMS PROVIDED BY ONLINE GAME PROVIDER

THE EFFECT OF MOTIVATION ON PURCHASING INTENTION OF ONLINE GAMES AND VIRTUAL ITEMS PROVIDED BY ONLINE GAME PROVIDER International Journal of Communication & Information Technology (CommIT) http://msi.binus.ac.id/commit/ Vol. 8 No. 1 Mei 2014, pp. 22-27 THE EFFECT OF MOTIVATION ON PURCHASING INTENTION OF ONLINE GAMES

More information

Effect of Website Features on Online Relationship Marketing in Digikala Online Store (Provider of Digital Products and Home Appliances)

Effect of Website Features on Online Relationship Marketing in Digikala Online Store (Provider of Digital Products and Home Appliances) Effect of Website Features on Online Relationship Marketing in Digikala Online Store (Provider of Digital Products and Home Appliances) Mohammad Larti M.A. Student Business Management, International Business

More information

Effect of Smartphone Brand Satisfaction on the Purchase of Other Smart Devices of the Same Brand

Effect of Smartphone Brand Satisfaction on the Purchase of Other Smart Devices of the Same Brand , pp. 105-116 http://dx.doi.org/10.14257/ijseia.2016.10.2.09 Effect of Smartphone Brand Satisfaction on the Purchase of Other Smart Devices of the Same Brand Minyoung Noh 1, Myungsin Chae 2, Byungtae Lee

More information

Factors Driving Mobile App Users to Pay for Freemium Services

Factors Driving Mobile App Users to Pay for Freemium Services Association for Information Systems AIS Electronic Library (AISeL) PACIS 2017 Proceedings Pacific Asia Conference on Information Systems (PACIS) Summer 7-19-2017 Factors Driving Mobile App Users to Pay

More information

Issues in Information Systems Volume 17, Issue II, pp , 2016

Issues in Information Systems Volume 17, Issue II, pp , 2016 EMPIRICAL STUDY ON DETERMINANTS FOR THE CONTINUED USE OF MOBILE SHOPPING APPS Dalsang Chung, Governors State University, dchung@govst.edu Sun Gi Chun, Alabama State University, sungichuhn@alasu.edu Hae

More information

IMPACT OF RETAILER BRAND EQUITY ON CUSTOMER LOYALTY WITH CUSTOMER SATISFACTION IN SELECTED RETAIL OUTLETS IN BANGALORE CITY

IMPACT OF RETAILER BRAND EQUITY ON CUSTOMER LOYALTY WITH CUSTOMER SATISFACTION IN SELECTED RETAIL OUTLETS IN BANGALORE CITY Journal of Management (JOM) Volume 5, Issue 5, September October 2018, pp. 23 31, Article ID: JOM_05_05_004 Available online at http://www.iaeme.com/jom/issues.asp?jtype=jom&vtype=5&itype=5 Journal Impact

More information

on customer lifetime value: An example using Star Cruises

on customer lifetime value: An example using Star Cruises November 2010, Volume 9, No.11 (Serial No.89) Chinese Business Review, ISSN 1537-1506, USA The effect of experiential value, perceived quality and customer satisfaction on Ming-Cheng Lai, Feng-Sha Chou

More information

The Effects of Perceived Value of Mobile Phones on User Satisfaction, Brand Trust, and Loyalty

The Effects of Perceived Value of Mobile Phones on User Satisfaction, Brand Trust, and Loyalty , pp.10-14 http://dx.doi.org/10.14257/astl.2015.114.03 The Effects of Perceived Value of Mobile Phones on User Satisfaction, Brand Trust, and Loyalty Kihan Chung 1, Jaesin Oh 1, Wonjong Kim 1, and Gwijeong

More information

Understanding resistance to mobile banking adoption: Evidence from South Africa

Understanding resistance to mobile banking adoption: Evidence from South Africa Understanding resistance to mobile banking adoption: Evidence from South Africa Introduction In the last decade, the convergence of the Internet, wireless technologies, and mobile devices has made possible

More information

The Compositions, Antecedents and Consequences of Brand Loyalty. Chien-An Lin, National Kaohsiung University of Hospitality and Tourism, Taiwan

The Compositions, Antecedents and Consequences of Brand Loyalty. Chien-An Lin, National Kaohsiung University of Hospitality and Tourism, Taiwan The Compositions, Antecedents and Consequences of Brand Loyalty Chien-An Lin, National Kaohsiung University of Hospitality and Tourism, Taiwan Asian Conference on Psychology and Behavioral Sciences 2015

More information

Exploring Chinese Users Acceptance of Social Commerce Sites

Exploring Chinese Users Acceptance of Social Commerce Sites Exploring Chinese Users Acceptance of Social Commerce Sites Jia Shen Department of Information Systems and Supply Chain Management College of Business Administration Rider University Lawrenceville, NJ,

More information

Issues in Information Systems Volume 14, Issue 2, pp , 2013

Issues in Information Systems Volume 14, Issue 2, pp , 2013 CUSTOMER SATISFACTION AND PURCHASE INTENTION OF THE STORE FACEBOOK FAN PAGES Hsiu-Li Liao, Chung Yuan University, hsiuliliao@cycu.edu.tw Su-Houn Liu, Chung Yuan University, vandy@im.cycu.edu.tw Huei-Jyuan

More information

Management Science Letters

Management Science Letters Management Science Letters 3 (2013) 1139 1144 Contents lists available at GrowingScience Management Science Letters homepage: www.growingscience.com/msl An investigation on the effect of advertising corporate

More information

Exploring the Role of Digital Media in Organization- Public Relationships and Public Engagement

Exploring the Role of Digital Media in Organization- Public Relationships and Public Engagement Exploring the Role of Digital Media in Organization- Public Relationships and Public Engagement Yuan Wang Assistant Professor Department of Communication Eastern Kentucky University, U.S.A. Outline 1.

More information

A Study of Intention to Use Tablet PC E-books from a Perspective. Combining TAM and IDT

A Study of Intention to Use Tablet PC E-books from a Perspective. Combining TAM and IDT A Study of Intention to Use Tablet PC E-books from a Perspective Combining TAM and IDT MEI-YING WU, HUNG-CHI PAN Department of Information Management Chung-Hua University No.707, Sec.2, WuFu Road, Hsinchu

More information

A CATEGORIZATION AND ALGORITHM FOR DETERMINING ONLINE SHOPPING BEHAVIOR IN A B2C ECOMMERCE CONTEXT

A CATEGORIZATION AND ALGORITHM FOR DETERMINING ONLINE SHOPPING BEHAVIOR IN A B2C ECOMMERCE CONTEXT Association for Information Systems AIS Electronic Library (AISeL) MWAIS 2007 Proceedings Midwest (MWAIS) December 2007 A CATEGORIZATION AND ALGORITHM FOR DETERMINING ONLINE SHOPPING BEHAVIOR IN A B2C

More information

Adopting Technology Acceptance Model to Explore E-shopping Use Intention of Retail Department Store Customers

Adopting Technology Acceptance Model to Explore E-shopping Use Intention of Retail Department Store Customers Adopting Technology Acceptance Model to Explore E-shopping Use Intention of Retail Department Store Customers Chen Tung-Liang 1, Huang Ming-Yi 2*, Li Ruo-Ying 3 1 Department of Technology Management, Chung

More information

Examination of an Extended Theory of Planned Behavior Model on Overseas Tourism Shopping

Examination of an Extended Theory of Planned Behavior Model on Overseas Tourism Shopping University of Massachusetts Amherst ScholarWorks@UMass Amherst Travel and Tourism Research Association: Advancing Tourism Research Globally 2015 ttra International Conference Examination of an Extended

More information

ATTITUDES AND YOUNG CONSUMERS ORGANIC FOOD PURCHASING INTENTIONS

ATTITUDES AND YOUNG CONSUMERS ORGANIC FOOD PURCHASING INTENTIONS Journal of Science Ho Chi Minh City Open University VOL. 19 (3) 2016 October/2016 55 ATTITUDES AND YOUNG CONSUMERS ORGANIC FOOD PURCHASING INTENTIONS NGUYEN KIM NAM Ho Chi Minh City Industry and Trade

More information

THE LOOP MODEL: MODELING CONSUMER INTERACTIVITY IN CAMPAIGNS COUPLING SIMULTANEOUS MEDIA

THE LOOP MODEL: MODELING CONSUMER INTERACTIVITY IN CAMPAIGNS COUPLING SIMULTANEOUS MEDIA THE LOOP MODEL: MODELING CONSUMER INTERACTIVITY IN CAMPAIGNS COUPLING SIMULTANEOUS MEDIA American Academy of Advertising April 2013 Robert Davis https://drrobertdavis.wordpress.com/ rdavis@unitec.ac.nz

More information

Examining How Festival Attendees' Motivation Affect Their Involvement and Satisfaction; Food & Wine Festival Attendees' Perspective

Examining How Festival Attendees' Motivation Affect Their Involvement and Satisfaction; Food & Wine Festival Attendees' Perspective University of Massachusetts Amherst ScholarWorks@UMass Amherst Tourism Travel and Research Association: Advancing Tourism Research Globally 2012 ttra International Conference Examining How Festival Attendees'

More information

Examining How Festival Attendees' Motivation Affect Their Involvement and Satisfaction; Food & Wine Festival Attendees' Perspective

Examining How Festival Attendees' Motivation Affect Their Involvement and Satisfaction; Food & Wine Festival Attendees' Perspective University of Massachusetts Amherst ScholarWorks@UMass Amherst Travel and Tourism Research Association: Advancing Tourism Research Globally 2012 ttra International Conference Examining How Festival Attendees'

More information

Examination of an Extended Theory of Planned Behavior Model on Overseas Tourism Shopping

Examination of an Extended Theory of Planned Behavior Model on Overseas Tourism Shopping University of Massachusetts - Amherst ScholarWorks@UMass Amherst Tourism Travel and Research Association: Advancing Tourism Research Globally Turning Insights Into Actions ~ the Crucial Role of Tourism

More information

Examination of an Extended Theory of Planned Behavior Model on Overseas Tourism Shopping

Examination of an Extended Theory of Planned Behavior Model on Overseas Tourism Shopping University of Massachusetts Amherst ScholarWorks@UMass Amherst Tourism Travel and Research Association: Advancing Tourism Research Globally 2015 ttra International Conference Examination of an Extended

More information

A Study On Experiential Marketing With Reference To Mega Malls In Chennai

A Study On Experiential Marketing With Reference To Mega Malls In Chennai A Study On Experiential Marketing With Reference To Mega Malls In Chennai Ms.S.Suchitra, Mba., Msc., M.Phil., Assistant Professor, Department Of Management Studies, Muthayammal Engineering College Rasipuram

More information

Internet Shoppers Perceptions of the Fairness of Threshold Free Shipping Policies

Internet Shoppers Perceptions of the Fairness of Threshold Free Shipping Policies Internet Shoppers Perceptions of the Fairness of Threshold Free Shipping Policies Wen-Hsien Huang, Department of Marketing, National Chung Hsing University. Taiwan. E-mail: whh@nchu.edu.tw George C. Shen,

More information

Exploring User Behavioral Intention of the Tourist Guiding System by Users' Perspective

Exploring User Behavioral Intention of the Tourist Guiding System by Users' Perspective , March 16-18, 2016, Hong Kong Exploring User Behavioral Intention of the Tourist Guiding System by Users' Perspective Kuo Wei Su*, Hsing Hui Tseng, Ai Ting Wu, and Chen Yu Lien, Abstract Taiwan has lifted

More information

Constructing a B2C Repurchase Intention Model Based on Consumer Perceptive Factors

Constructing a B2C Repurchase Intention Model Based on Consumer Perceptive Factors Constructing a B2C Repurchase Intention Model Based on Consumer Perceptive Factors Ling-Lang Tang College of Management, Yuan Ze University, Taiwan Email: balltang@saturn.yzu.edu.tw Che-Han Hsu Department

More information

MOTIVATIONAL AND SOCIAL CAPITAL FACTORS INFLUENCING THE SUCCESS OF SOCIAL NETWORK SITES: TWITTER CASE

MOTIVATIONAL AND SOCIAL CAPITAL FACTORS INFLUENCING THE SUCCESS OF SOCIAL NETWORK SITES: TWITTER CASE MOTIVATIONAL AND SOCIAL CAPITAL FACTORS INFLUENCING THE SUCCESS OF SOCIAL NETWORK SITES: TWITTER CASE Julie Ann A. Dumlao Kyungpook National University, Daegu, South Korea, julieann_dumlao@yahoo.com Sung

More information

VIRTUAL WORLD CONSUMER BEHAVIOR DISSERTAION ANGIE M. COX, PHD BA, TRIDENT UNIVERSITY INTERNATIONAL

VIRTUAL WORLD CONSUMER BEHAVIOR DISSERTAION ANGIE M. COX, PHD BA, TRIDENT UNIVERSITY INTERNATIONAL VIRTUAL WORLD CONSUMER BEHAVIOR DISSERTAION ANGIE M. COX, PHD BA, TRIDENT UNIVERSITY INTERNATIONAL 1 AGENDA Motivation, Originality, Significance and Contribution Problem Statement, Research Purpose, Research

More information

Predicting and explaining use intention and purchasing intention in online g roup shopping

Predicting and explaining use intention and purchasing intention in online g roup shopping Association for Information Systems AIS Electronic Library (AISeL) BLED 2012 Proceedings BLED Proceedings Spring 6-20-2012 Predicting and explaining use intention and purchasing intention in online g roup

More information

THE INFLUENCE OF MORAL ORIENTATION AND RELATIONAL RISK ON KNOWLEDGE SHARING IN SUPPLY CHAINS

THE INFLUENCE OF MORAL ORIENTATION AND RELATIONAL RISK ON KNOWLEDGE SHARING IN SUPPLY CHAINS THE INFLUENCE OF MORAL ORIENTATION AND RELATIONAL RISK ON KNOWLEDGE SHARING IN SUPPLY CHAINS Jao-Hong Cheng, Department of Information Management, National Yunlin University of Science and Technology,

More information

Factors Affecting Attitudes and Purchase Intentions Toward Branded Content on Webisodes

Factors Affecting Attitudes and Purchase Intentions Toward Branded Content on Webisodes Factors Affecting Attitudes and Purchase Intentions Toward Branded Content on Webisodes Panida Sinthamrong Thammasat University Nopadol Rompho Thammasat University This study investigates the factors affecting

More information

International Journal of Science, Technology and Society

International Journal of Science, Technology and Society International Journal of Science, Technology and Society 2016; 4(3): 41-47 http://www.sciencepublishinggroup.com/j/ijsts doi: 10.11648/j.ijsts.20160403.11 ISSN: 2330-7412 (Print); ISSN: 2330-7420 (Online)

More information

A study on the relationship of contact service employee s attitude and emotional intelligence to coping strategy and service performance

A study on the relationship of contact service employee s attitude and emotional intelligence to coping strategy and service performance , pp.75-79 http://dx.doi.org/10.14257/astl.2014.70.18 A study on the relationship of contact service employee s attitude and emotional intelligence to coping strategy and service performance Kim, Gye Soo

More information

Assessing the drivers of online impulse buying

Assessing the drivers of online impulse buying Assessing the drivers of online impulse buying S-W Chang*, Marketing, Branding, & Tourism Department, Middlesex University, UK G. Loukides*, School of Computer Science and Informatics, Cardiff University,

More information

HOW TO SAY SORRY: INCREASING REVISIT INTENTION THROUGH EFFECTIVE SERVICE RECOVERY IN THEME PARKS

HOW TO SAY SORRY: INCREASING REVISIT INTENTION THROUGH EFFECTIVE SERVICE RECOVERY IN THEME PARKS SOCIAL BEHAVIOR AND PERSONALITY, 2010, 38(4), 509-514 Society for Personality Research (Inc.) DOI 10.2224/sbp.2010.38.4.509 HOW TO SAY SORRY: INCREASING REVISIT INTENTION THROUGH EFFECTIVE SERVICE RECOVERY

More information

THE MEDIATION ROLES OF QUALITY AND VALUE PERCEPTION ON BRAND LOYALTY. Wann-Yih Wu 1 and Nadia Anridho 2

THE MEDIATION ROLES OF QUALITY AND VALUE PERCEPTION ON BRAND LOYALTY. Wann-Yih Wu 1 and Nadia Anridho 2 THE MEDIATION ROLES OF QUALITY AND VALUE PERCEPTION ON BRAND LOYALTY Wann-Yih Wu 1 and Nadia Anridho 2 1 Department of Business Administration, Nanhua University, Taiwan No.55, Sec. 1, Nanhua Rd., Dalin,

More information

The Moderating Effect of Reference Group on Online Game Loyalty: Focused on Hedonic Information System

The Moderating Effect of Reference Group on Online Game Loyalty: Focused on Hedonic Information System , pp. 59-70 http://dx.doi.org/10.14257/ijmue.2015.10.1.6 The Moderating Effect of Reference Group on Online Game Loyalty: Focused on Hedonic Information System SeungBae Park 1, JeaWon Hong 2*, Kyungyoung

More information

The Effect of Benefits of Mobile Application use- Diffusion and Purchase Intention in Service Management

The Effect of Benefits of Mobile Application use- Diffusion and Purchase Intention in Service Management Indian Journal of Science and Technology, Vol 9(24), DOI: 10.17485/ijst/2016/v9i24/96030, June 2016 ISSN (Print) : 0974-6846 ISSN (Online) : 0974-5645 The Effect of Benefits of Mobile Application use-

More information

Knowledge of Security Protocols and Acceptance of E-commerce

Knowledge of Security Protocols and Acceptance of E-commerce Knowledge of Security Protocols and Acceptance of E-commerce Sumendra Singh, Faculty of Business and IT, Webster University, Thailand. E-mail: singh89sumendra@gmail.com Leslie Klieb, Faculty of Business

More information

The Study on the Antecedents of Relationship Quality and Loyalty of Urban Business Club: Landmark Club

The Study on the Antecedents of Relationship Quality and Loyalty of Urban Business Club: Landmark Club The Study on the Antecedents of Relationship Quality and Loyalty of Urban Business Club: Landmark Club Cheng-Ter Kuo, Associate Professor, Department of Sport Management, Aletheia University, Taiwan Chia-Ming

More information

Management Science Letters

Management Science Letters Management Science Letters 3 (2013) 2049 2054 Contents lists available at GrowingScience Management Science Letters homepage: www.growingscience.com/msl A study on influencing factors on brand loyalty:

More information

CHAPTER 5 DATA ANALYSIS AND RESULTS

CHAPTER 5 DATA ANALYSIS AND RESULTS 5.1 INTRODUCTION CHAPTER 5 DATA ANALYSIS AND RESULTS The purpose of this chapter is to present and discuss the results of data analysis. The study was conducted on 518 information technology professionals

More information

The Influence of Technology Readiness on the Theory of Planned Behavior with Self-service Technologies

The Influence of Technology Readiness on the Theory of Planned Behavior with Self-service Technologies The Influence of Technology Readiness on the Theory of Planned Behavior with Self-service Technologies Shih-Chih CHEN Department of Computer Science and Engineering, Tatung University, No.40, Sec. 3, Chungshan

More information

Empirical evaluation of the revised end user computing acceptance model

Empirical evaluation of the revised end user computing acceptance model Computers in Human Behavior Computers in Human Behavior 23 (2007) 162 174 www.elsevier.com/locate/comphumbeh Empirical evaluation of the revised end user computing acceptance model Jen-Her Wu a,b, *, Yung-Cheng

More information

The study of the effects and consequences. of perceived website attitude

The study of the effects and consequences. of perceived website attitude The study of the effects and consequences of perceived website attitude Wen-Hai Chih Department of Business Administration, National Dong Hwa University. No. 1 Sec. 2 Da-Hsueh Rd., Shoufeng, Hualien, 97401,

More information

THE PRACTICAL APPROACH FOR TESTING MEASUREMENT INVARIANCE ACROSS GENDER ISSUE FOR THE EMPATHY ITEMS IN SERVQUAL SCALE

THE PRACTICAL APPROACH FOR TESTING MEASUREMENT INVARIANCE ACROSS GENDER ISSUE FOR THE EMPATHY ITEMS IN SERVQUAL SCALE THE PRACTICAL APPROACH FOR TESTING MEASUREMENT INVARIANCE ACROSS GENDER ISSUE FOR THE EMPATHY ITEMS IN SERVQUAL SCALE Dr. Ming Gao, Professor School of Economics and Management Fuzhou University, Fujian,

More information

THE EFFECT OF PRODUCT PORTFOLIO ON PURCHASE INTENTION IN E-COMMERCE WEB SITES. Dr. Mustafa Emre Civelek & Dr. Adnan Veysel Ertemel

THE EFFECT OF PRODUCT PORTFOLIO ON PURCHASE INTENTION IN E-COMMERCE WEB SITES. Dr. Mustafa Emre Civelek & Dr. Adnan Veysel Ertemel THE EFFECT OF PRODUCT PORTFOLIO ON PURCHASE INTENTION IN E-COMMERCE WEB SITES Dr. & Dr. Adnan Veysel Ertemel OUTLINE PROBLEM IDETIFICATION CONCEPTUAL MODEL HYPOTHESES DIMENSIONS MEASURES AND SAMPLING RESEARCH

More information

A Study of Factors Affecting Customer Adoption of 3G Service in China

A Study of Factors Affecting Customer Adoption of 3G Service in China International Conference on Advanced Information and Communication Technology for Education (ICAICTE 2013) A Study of Factors Affecting Customer Adoption of 3G Service in China Yongbing Jiao 1 Jian Yang

More information

Business School, Yunnan University of Finance and Economics, Kunming, China

Business School, Yunnan University of Finance and Economics, Kunming, China International Conference on Economics, Social Science, Arts, Education and Management Engineering (ESSAEME 2015) Supervisory Favors Effect on Chinese Employees Work Engagement and Satisfaction with Supervisor:

More information

UNDERSTANDING THE DIFFERENCE IN ADOPTION AND CONTINUED USAGE OF MOBILE DATA SERVICES

UNDERSTANDING THE DIFFERENCE IN ADOPTION AND CONTINUED USAGE OF MOBILE DATA SERVICES UNDERSTANDING THE DIFFERENCE IN ADOPTION AND CONTINUED USAGE OF MOBILE DATA SERVICES Abstract Attracting new customers and retaining existing users are critical for the success of new information systems

More information

INTER-ORGANIZATIONAL RELATIONSHIP AND INNOVATION PERFORMANCE IN ELECTRONIC SUPPLY CHAINS

INTER-ORGANIZATIONAL RELATIONSHIP AND INNOVATION PERFORMANCE IN ELECTRONIC SUPPLY CHAINS INTER-ORGANIZATIONAL RELATIONSHIP AND INNOVATION PERFORMANCE IN ELECTRONIC SUPPLY CHAINS Jao-Hong Cheng, Department of Information Management, National Yunlin University of Science and Technology, Douliou,

More information

Copyright subsists in all papers and content posted on this site.

Copyright subsists in all papers and content posted on this site. Student First Name: Supawan Student Second Name Ueacharoenkit Copyright subsists in all papers and content posted on this site. Further copying or distribution by any means without prior permission is

More information

"ALEXANDRU IOAN CUZA" UNIVERSITY OF IAȘI, ROMANIA FACULTY OF ECONOMICS AND BUSINESS ADMINISTRATION. PhD. DISSERTATION

ALEXANDRU IOAN CUZA UNIVERSITY OF IAȘI, ROMANIA FACULTY OF ECONOMICS AND BUSINESS ADMINISTRATION. PhD. DISSERTATION "ALEXANDRU IOAN CUZA" UNIVERSITY OF IAȘI, ROMANIA FACULTY OF ECONOMICS AND BUSINESS ADMINISTRATION PhD. DISSERTATION THE IMPACT OF ONLINE FLOW ON PERCEIVED QUALITY OF A BRAND WEBSITE Supervisor, Prof.

More information

Facts versus Feelings? The effectiveness of Hard versus Soft Sell Appeals in Online Advertising

Facts versus Feelings? The effectiveness of Hard versus Soft Sell Appeals in Online Advertising Facts versus Feelings? The effectiveness of Hard versus Soft Sell Appeals in Online Advertising In two experimental studies, the advertising effects of hard versus soft sell appeals are investigated. Both

More information

An Empirical Study on the relationships between social capital, rational cognition and knowledge sharing in product development

An Empirical Study on the relationships between social capital, rational cognition and knowledge sharing in product development 2012 International Conference on Economics, Business and Marketing Management IPEDR vol.29 (2012) (2012) IACSIT Press, Singapore An Empirical Study on the relationships between social, rational cognition

More information

ScienceDirect. Consumer Online Behaviour: A perspective on Internet Banking Usage in Three Non-Western Countries

ScienceDirect. Consumer Online Behaviour: A perspective on Internet Banking Usage in Three Non-Western Countries Available online at www.sciencedirect.com ScienceDirect Procedia Economics and Finance 23 ( 2015 ) 386 390 2nd GLOBAL CONFERENCE on BUSINESS, ECONOMICS, MANAGEMENT and TOURISM, 30-31 October 2014, Prague,

More information

Consumer Acceptance It Products: An Integrative Expectation-Confirmation Model

Consumer Acceptance It Products: An Integrative Expectation-Confirmation Model Consumer Acceptance It Products: An Integrative Expectation-Confirmation Model Yue Guo Hohai Unversity Nanjing, China yueggcn@aliyun.com Emergent Research Forum papers Khuong Le-Nguyen The Cleveland State

More information

The Impact of Mobile Shopping Quality on Customer Satisfaction and Purchase Intentions: The IS Success Based Model

The Impact of Mobile Shopping Quality on Customer Satisfaction and Purchase Intentions: The IS Success Based Model The Impact of Mobile Shopping Quality on Customer Satisfaction and Purchase Intentions: The IS Success Based Model Lisa Y. Chen Management, I-Shou University Kaohsiung, 840, Taiwan and William H. Lauffer

More information

customer repurchase intention

customer repurchase intention Factors influencing Internet shopping value and customer repurchase intention ABSTRACT This research empirically examines the effect of various Internet shopping site qualities on the utilitarian and hedonic

More information

An Examination of Mobile Application Use Intention through the Unified Theory of Acceptance and Use Technology Model

An Examination of Mobile Application Use Intention through the Unified Theory of Acceptance and Use Technology Model An Examination of Mobile Application Use Intention through the Unified Theory of Acceptance and Use Technology Model Mu-Cheng Wu, Assistant Professor, Physical Education Office, National Chin-Yi University

More information

Brand Equity for Fast Fashion Brands. DECISION SCIENCES INSTITUTE Measuring the Consumer-Based Brand Equity for Fast Fashion Brands

Brand Equity for Fast Fashion Brands. DECISION SCIENCES INSTITUTE Measuring the Consumer-Based Brand Equity for Fast Fashion Brands DECISION SCIENCES INSTITUTE Measuring the Consumer-Based (Full Paper Submission) Jin Su Indiana University of Pennsylvania, USA jin.su@iup.edu ABSTRACT This study aims to empirically examine the application

More information

The Acceptance and Adoption of Smartphone Use among Chinese College Students

The Acceptance and Adoption of Smartphone Use among Chinese College Students The Acceptance and Adoption of Smartphone Use among Chinese College Students Dan Pan, Na Chen, and Pei-Luen Patrick Rau Department of Industrial Engineering, Tsinghua University, Beijing 100084, P.R. China

More information

Online Purchase Intention in B2C E-Commerce: An Empirical Study

Online Purchase Intention in B2C E-Commerce: An Empirical Study Association for Information Systems AIS Electronic Library (AISeL) WHICEB 2013 Proceedings Wuhan International Conference on e-business Summer 5-25-2013 Online Purchase Intention in B2C E-Commerce: An

More information

The impact of brand experience on customers trust and satisfaction Case study: Computer brands

The impact of brand experience on customers trust and satisfaction Case study: Computer brands The impact of brand experience on customers trust and satisfaction Case study: Computer brands Farzad Maleklu M.A in Business Administration, Internal Business, University of Tehran, Farabi Campus, Tehran,

More information

The Influences of Perceived Factors on Consumer Purchasing Behavior: In the Perspective of Online Shopping Capability of Consumers

The Influences of Perceived Factors on Consumer Purchasing Behavior: In the Perspective of Online Shopping Capability of Consumers Research Journal of Applied Sciences, Engineering and Technology 5(24): 5632-5638, 2013 ISSN: 2040-7459; e-issn: 2040-7467 Maxwell Scientific Organization, 2013 Submitted: November 08, 2012 Accepted: December

More information

What Drives Consumers to Pass Along Marketer-Generated ewom in Social Network Games? Social and Game Factors in Play

What Drives Consumers to Pass Along Marketer-Generated ewom in Social Network Games? Social and Game Factors in Play What Drives Consumers to Pass Along Marketer-Generated ewom in Social Network Games? Social and Game Factors in Play 1 and 2 University of Wisconsin Oshkosh, Department of Journalism, College of Letters

More information

Investigating the Relationship between Self-Leadership Strategies and Job Satisfaction

Investigating the Relationship between Self-Leadership Strategies and Job Satisfaction Vol. 3, No.3, July 2013, pp. 284 289 ISSN: 2225-8329 2013 HRMARS www.hrmars.com Investigating the Relationship between Self-Leadership Strategies and Job Satisfaction Mohammad Hosein Moshref JAVADI 1 Mohamad

More information

The Moderating Effect of Flow State on Web Site Effectiveness. Maria Sicilia and Salvador Ruiz University of Murcia, Spain

The Moderating Effect of Flow State on Web Site Effectiveness. Maria Sicilia and Salvador Ruiz University of Murcia, Spain The Moderating Effect of Flow State on Web Site Effectiveness Maria Sicilia and Salvador Ruiz University of Murcia, Spain Eva Tomaseti Polytechnic Univ of Cartagena, Spain Abstract This research aims to

More information

By Samala Nagaraj & Dr. Sapna Singh

By Samala Nagaraj & Dr. Sapna Singh Global Journal of Management and Business Research: E Marketing Volume 17 Issue 2 Version 1.0 Year 2017 Type: Double Blind Peer Reviewed International Research Journal Publisher: Global Journals Inc. (USA)

More information

Available online at ScienceDirect. Procedia Economics and Finance 27 ( 2015 )

Available online at  ScienceDirect. Procedia Economics and Finance 27 ( 2015 ) Available online at www.sciencedirect.com ScienceDirect Procedia Economics and Finance 27 ( 2015 ) 567 573 22nd International Economic Conference IECS 2015 Economic Prospects in the Context of Growing

More information

Mobile Shopping Consumers Behavior: An Exploratory Study and Review

Mobile Shopping Consumers Behavior: An Exploratory Study and Review Mobile Shopping Consumers Behavior: An Exploratory Study and Review 1, 2, 3 and Maro Vlachopoulou 4 1 Western Macedonia University of Applied Sciences, Department of Business Administration, Kozani & Grevena,

More information

BUYER-SUPPLIER RELATIONSHIP AND ORGANIZATIONAL PROFILE: SOURCES OF PRODUCT INNOVATION IN INDIA AND PAKISTAN

BUYER-SUPPLIER RELATIONSHIP AND ORGANIZATIONAL PROFILE: SOURCES OF PRODUCT INNOVATION IN INDIA AND PAKISTAN BUYER-SUPPLIER RELATIONSHIP AND ORGANIZATIONAL PROFILE: SOURCES OF PRODUCT INNOVATION IN INDIA AND PAKISTAN Muhammad Shakeel Sadiq Jajja Department of Management, Institute of Business Administration Karachi,

More information

Journal of Internet and e-business Studies

Journal of Internet and e-business Studies Journal of Internet and e-business Studies Vol. 2015 (2015), Article ID 197131, 29 minipages. DOI:10.5171/2015.197131 www.ibimapublishing.com Copyright 2015. Karla Barajas-Portas. Distributed under Creative

More information

ScienceDirect. The role of innovation and perceived service quality in creating customer value: a study on employees of a call center establishment

ScienceDirect. The role of innovation and perceived service quality in creating customer value: a study on employees of a call center establishment Available online at www.sciencedirect.com ScienceDirect Procedia - Social and Behavioral Scienc es 99 ( 2013 ) 629 635 The role of innovation and perceived service quality in creating customer value: a

More information

The Effect of Using E-Marketing in SME Marketing Success

The Effect of Using E-Marketing in SME Marketing Success The Effect of Using E-Marketing in SME Marketing Success Mahrokh mokhtaran Assistant professor Manager of Department of management and accounting of Islamic Azad University, Firoozkooh FatemehSadat haghdoust

More information

Open Data ISSN Open Data Discourse: Consumer Acceptance of Personal Cloud: Integrating Trust and Risk with the Technology Acceptance Model

Open Data ISSN Open Data Discourse: Consumer Acceptance of Personal Cloud: Integrating Trust and Risk with the Technology Acceptance Model Transactions on R eplication R esearch Open Data ISSN 2473-3458 Open Data Discourse: Consumer Acceptance of Personal Cloud: Integrating Trust and Risk with the Technology Acceptance Model Murad A. Moqbel

More information

Exploring the Different Roles of Service Quality, Satisfaction and Perceived Usefulness in Generating WOM in E-service Context

Exploring the Different Roles of Service Quality, Satisfaction and Perceived Usefulness in Generating WOM in E-service Context Association for Information Systems AIS Electronic Library (AISeL) Eleventh Wuhan International Conference on e- Business Wuhan International Conference on e-business 5-26-2012 Exploring the Different

More information

Analyzing the impact of social media on consumer attitudes toward the brand and their intention to purchase

Analyzing the impact of social media on consumer attitudes toward the brand and their intention to purchase Global Media Journal, Persian Edition Fall and winter 402, Volume 9, Issue 4 Received in: /9//90/60 Accepted in: 6/90/90/6 Analyzing the impact of social on consumer attitudes toward the brand and their

More information

METHODOLOGY. From a thorough review of the related literature, this research proposes the following framework: Fig. Research framework

METHODOLOGY. From a thorough review of the related literature, this research proposes the following framework: Fig. Research framework APPLYING THE THEORY OF INNOVATION RESISTANCE TO UNDERSTAND WHY CUSTOMERS RESIST TO ADOPT ELECTRONIC BILLS THE MODERATING EFFECTS OF PREMIUM, SELF-EFFICACY, AND ENVIRONMENTAL CONSCIOUSNESS Nan-Hong Lin,

More information

Customer Loyalty in Social Virtual Worlds

Customer Loyalty in Social Virtual Worlds Association for Information Systems AIS Electronic Library (AISeL) BLED 2009 Proceedings BLED Proceedings 2009 Customer Loyalty in Social Virtual Worlds Matti Mäntymäki Turku Centre for Computer Science,

More information

User Acceptance of E-Government Services

User Acceptance of E-Government Services Association for Information Systems AIS Electronic Library (AISeL) PACIS 2007 Proceedings Pacific Asia Conference on Information Systems (PACIS) 2007 User Acceptance of E-Government Services Ying-Hsun

More information

(Full Paper Submission) Yan Chen Auburn University at Montgomery

(Full Paper Submission) Yan Chen Auburn University at Montgomery DECISION SCIENCES INSTITUTE Influence of Security Concerns, Privacy Concerns, and Exchange Benefits on Mobile Commerce Adoption: A Social Exchange Perspective (Full Paper Submission) Yan Chen Auburn University

More information

Evaluating key factors affecting knowledge exchange in social media community

Evaluating key factors affecting knowledge exchange in social media community Evaluating key factors affecting knowledge exchange in social media community Li-Wen Chuang 1 and Shu-Ping Chiu 2,a 1 Department of Film and TV Technology, Fuzhou University of International Studies and

More information

Computers in Human Behavior

Computers in Human Behavior Computers in Human Behavior 27 (2011) 890 898 Contents lists available at ScienceDirect Computers in Human Behavior journal homepage: www.elsevier.com/locate/comphumbeh Exploring the impact of use context

More information

Why Should I Do It Myself? Hedonic and Utilitarian Motivations of Customers' Intention to Use Self-service Technologies

Why Should I Do It Myself? Hedonic and Utilitarian Motivations of Customers' Intention to Use Self-service Technologies Association for Information Systems AIS Electronic Library (AISeL) ECIS 2015 Completed Research Papers ECIS 2015 Proceedings Spring 5-29-2015 Why Should I Do It Myself? Hedonic and Utilitarian Motivations

More information

Are innovative consumers prone to imitation perception? Developing a constructivist innovativeness model of imitation perception

Are innovative consumers prone to imitation perception? Developing a constructivist innovativeness model of imitation perception Are innovative consumers prone to imitation perception? Developing a constructivist innovativeness model of imitation perception Abstract Global firms desire to see that consumers perceive their firm and

More information

IMPACT OF CORE SELF EVALUATION (CSE) ON JOB SATISFACTION IN EDUCATION SECTOR OF PAKISTAN Yasir IQBAL University of the Punjab Pakistan

IMPACT OF CORE SELF EVALUATION (CSE) ON JOB SATISFACTION IN EDUCATION SECTOR OF PAKISTAN Yasir IQBAL University of the Punjab Pakistan IMPACT OF CORE SELF EVALUATION (CSE) ON JOB SATISFACTION IN EDUCATION SECTOR OF PAKISTAN Yasir IQBAL University of the Punjab Pakistan ABSTRACT The focus of this research is to determine the impact of

More information

The Role of Social Presence in Cross-Border e-commerce Accounts on Commitment

The Role of Social Presence in Cross-Border e-commerce Accounts on Commitment The Role of Social Presence in Cross-Border e-commerce Accounts on Commitment Yu-Ping Wu*, Hong Jin, Chih-Hsuan Huang Hubei University of Economics, China. * Corresponding author. Tel.: 86-18571582948;

More information

The Effects of Mobile Service Quality and Technology Compatibility on Users Perceived Playfulness

The Effects of Mobile Service Quality and Technology Compatibility on Users Perceived Playfulness The Effects of Mobile Service Quality and Technology Compatibility on Users Perceived Playfulness Felix B. Tan 1 and Jacky P.C. Chou 1 1 School of Computing and Mathematical Sciences Private Bag 92006,

More information