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Wu YF, Wu YT, Ye JH, Ye JN. Information spread behavior of clubhouse: A value-attitude-behavior model perspective. Heliyon 2024; 10:e39377. [PMID: 39502228 PMCID: PMC11535969 DOI: 10.1016/j.heliyon.2024.e39377] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2024] [Revised: 10/09/2024] [Accepted: 10/13/2024] [Indexed: 11/08/2024] Open
Abstract
The prevalence of social media has significantly facilitated the spread and diffusion of online memes. The Clubhouse voice community application, which gained popularity rapidly during the COVID-19 pandemic and became widely used, can be regarded as a form of internet meme. However, the underlying reasons for this phenomenon have been scarcely explored. In this context, the purpose of this study is to understand the dissemination mechanisms of the Clubhouse voice community. Specifically, this research employs the value-attitude-behavior model to investigate the relationships between social value, attitude, immediate response syndrome, and information spread behavior on Clubhouse. To achieve this objective, the snowball sampling technique was used to recruit Clubhouse users to complete a questionnaire. The collected data were assessed for reliability and validity before being analyzed using structural equation modeling for confirmatory factor analysis and model verification. The results indicated that the social value of joining Clubhouse is positively associated with participants' attitudes toward participation. Additionally, attitudes toward participation were found to be positively associated with both immediate response syndrome and information spread behavior, thus showing a positive association between immediate response syndrome and information spread behavior. This study reveals the pathways of internet meme dissemination, offering insights into the factors driving the formation of internet memes.
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Affiliation(s)
- Yu-Feng Wu
- Office of Physical Education, Ming Chi University of Technology, New Taipei City, Taiwan
| | - Yu-Tai Wu
- Office of Physical Education, Soochow University, Taipei, Taiwan
| | - Jian-Hong Ye
- Faculty of Education, Beijing Normal University, Beijing, China
| | - Jhen-Ni Ye
- Graduate Institute of Technological & Vocational Education, National Taipei University of Technology, Taipei, Taiwan
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Huang Q, Zhang R, Lee H, Xu H, Pan Y. A Study on Customer Behavior in Online Dating Platforms: Analyzing the Impact of Perceived Value on Enhancing Customer Loyalty. Behav Sci (Basel) 2024; 14:973. [PMID: 39457845 PMCID: PMC11504637 DOI: 10.3390/bs14100973] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/27/2024] [Revised: 10/12/2024] [Accepted: 10/19/2024] [Indexed: 10/28/2024] Open
Abstract
Customer loyalty is critical for organizations to gain market share and maintain a sustained competitive advantage. However, no study has yet explored customer loyalty in online dating platforms. Perceived value theory suggests that perceived value is a key predictor of customer loyalty. Accordingly, this research constructed a conceptual model drawing on a multidimensional perspective of perceived value to explore customer loyalty in online dating platforms and investigated the mediating role of satisfaction. By quantitatively analyzing 352 customers who had experienced online dating platforms and utilizing structural equation modeling (SEM) to examine the relationships among propositions, the research demonstrated a strong positive correlation between perceived value, satisfaction, and loyalty, and a notable indirect impact on loyalty through satisfaction. In addition, the experiential value dimension of perceived benefits had the most positive and substantial influence on perceived value, while the perceived risk dimension of perceived sacrifice had the most negative and notable impact on perceived value. The results of the study provide designers, managers, and vendors of online dating platforms with valuable insights into customer behavior and practical recommendations for improvement, helping them to develop more effective strategies to enhance market competitiveness and ensure the sustainability of their platforms.
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Affiliation(s)
| | | | | | | | - Younghwan Pan
- Department of Smart Experience Design, Graduate School of Techno Design, Kookmin University, Seoul 02707, Republic of Korea; (Q.H.); (R.Z.); (H.L.); (H.X.)
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Siri A, Di Nuzzo A, Marchesini S. Playing with the cultural pilgrimage to stimulate tourism: the xFORMAL project on cultural heritage and informal learning. OPEN RESEARCH EUROPE 2024; 3:93. [PMID: 38511088 PMCID: PMC10951561 DOI: 10.12688/openreseurope.15321.2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 05/15/2024] [Indexed: 03/22/2024]
Abstract
The focus on culture as an engine of sustainable development has favoured its gradual acquisition by institutions engaged in the protection and promotion of heritage as an enabling and systemic factor capable of connecting innovation, continue education, research, and citizen engagement in a single chain. Knowledge of the landscape that combines works of nature and humankind and its bio-cultural diversity makes it possible to identify innovative informal education and new tourist itineraries where the real experience is presented as a cultural pilgrimage. The European project of the Marie Skłodowska-Curie Programme RISE 'Informal and non-Formal E-Learning for Cultural Heritage - xFORMAL', currently halfway through its lifecycle, was born to create an informal way of accessing the cultural heritage of one's territory, revealing its past, history, and the civilisations that preceded us. After two years of closure due to the pandemic, this project reintroduced an authentic experience through gamification, a contact with landscapes, museums, and archaeological sites with physical, social, and cultural dimensions of their environments across space and over time. Building upon this foundation, the article delves into the intricate design and architectural principles that underpin the creation of the xFORMAL game, showcasing it as a paradigm of informal learning. This exploration includes a detailed analysis of the game's innovative design elements, educational strategies, and its role in facilitating an engaging and immersive learning experience outside traditional educational settings.
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Affiliation(s)
- Anna Siri
- UNESCO Chair in Anthropology of Health. Biosphere and healing systems., University of Genoa, Genova, Italy
- Pegaso University, Naples, Italy
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Sönmez F, Aydin U, Perdahci ZN. Investigation of university websites from technology acceptance model and information architecture perspective: A case study. J Inf Sci 2022. [DOI: 10.1177/01655515221094436] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Factors, such as whether a website is designed to be user-oriented beyond its mere visual design, its effectiveness and efficiency, its usability, and the organisation of the information it offers, have come to the fore once again after the Covid-19 pandemic. It has been evident that the link structure in a website, better known as the website’s information architecture, helps the practitioners with identifying factors that affect the usability of a website. In this sense, practitioners must ensure that the information architecture supports the usage intentions of a websites’ visitors to better serve and motivate them. However, in many cases, different types of users navigate websites that contain immense amounts of information, so understanding their needs is also important for practitioners. In parallel, this article addresses the problem that different visitors of a large-scale website will need to navigate through dense information to find the information they are looking for, and the information architecture of the website must support different user tasks for the website to be widely adopted. Thus, unlike previous studies, this article combines the principles of information architecture and the technology acceptance model to investigate the effect of information architecture on visitor’s usage intentions. The work also guides practitioners in developing architectural strategies to better enable visitors to fulfil their objectives in the least amount of time.
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Affiliation(s)
- Ferdi Sönmez
- Department of Computer Engineering, Fenerbahçe University, Turkey
| | - Uygar Aydin
- Department of Informatics, Recep Tayyip Erdogan University, Turkey
| | - Ziya N Perdahci
- Department of Informatics, Mimar Sinan Fine Arts University, Turkey
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Wannapiroon N, Pimdee P. Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital virtual classroom learning environment. EDUCATION AND INFORMATION TECHNOLOGIES 2022; 27:5689-5716. [PMID: 35068986 PMCID: PMC8761088 DOI: 10.1007/s10639-021-10849-w] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/07/2021] [Accepted: 12/02/2021] [Indexed: 05/20/2023]
Abstract
Qualitative and quantitative research methods were undertaken to examine and develop a digitally based virtual classroom learning environment (VCLE) for Thai undergraduate students' creative thinking and innovation enhancement in science, technology, engineering, arts, and math (STEM/STEAM) disciplines. The research methodology was divided into two phases, including the synthesis and then the design of the VCLE. Also, in addition to the study's authors, nine experts were used for the model's development and another ten for its assessment (19 total). From their in-depth interviews and subsequent content analysis, their input of the proposed STEAM-ification process was synthesized and the data analyzed. The results revealed that the VCLE design should begin with a face-to-face, classroom learning environment in which the 'gamification' mechanisms were introduced and examined. This was then reinforced by moving the gamification process online outside of the classroom. Furthermore, five VCLE STEAM-ification steps were found to be particularly useful for enhancing creative thinking and student innovation. These included investigation, discovery, connections, creativity, and reflection. Moreover, we identified the gamification process as consisting of three main components. These were the 'game mechanics,' the 'game dynamics,' and 'player emotions'. The ten experts agreed that the VCLE STEAM-ification creativity and innovation (C & I) process was appropriate at an 'excellent' level ( x ¯ = 4.68, S. D. = 0.47), which has great potential in the development of Thai undergraduate student C & I skills. Also, when undertaken correctly, innovation and motivation to learn are also outcomes from both VCLE and gamification applications. Thus, when students undertook study with the VCLE STEAM-ification format, they were found to achieve higher levels of creativity and innovation than students who studied using the traditional teaching plan. These results were found to be statistically significant at the .01 level.
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Affiliation(s)
- Naphong Wannapiroon
- Department of Industrial Education, School of Industrial Education and Technology, King Mongkut’s Institute of Technology Ladkrabang (KMITL), 1 Chalong Krung 1 Alley, Lat Krabang, Bangkok, 10520 Thailand
| | - Paitoon Pimdee
- Department of Industrial Education, School of Industrial Education and Technology, King Mongkut’s Institute of Technology Ladkrabang (KMITL), 1 Chalong Krung 1 Alley, Lat Krabang, Bangkok, 10520 Thailand
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Toward a meaningful experience: an explanation of the drivers of the continued usage of gamified mobile app services. ONLINE INFORMATION REVIEW 2021. [DOI: 10.1108/oir-10-2020-0464] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeThis study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS). Therefore, this research explores the influencing mechanism by which gamified IS (immersive-related interaction, achievement-related interaction, and social-related interaction) impacts users' perceived benefits and continuance intention.Design/methodology/approachIn this research, 367 users of Ant Forest are investigated in two waves through random sampling and the use of a structural equation model with SmartPLS 3.0 software.FindingsThe research results reveal the following: (1) both achievement-related interaction and social-related interaction can affect the user's continuance intention, while the direct impact of immersive-related interaction on the user's continuance intention is not supported; (2) users' perceived self-benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention; and (3) perceived social benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention.Originality/valueThis study supports the retention effects of gamification design on users' continuance intention by evocating users' dual perceived benefits.
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Sustainable Value Co-Creation in the Virtual Community: How Diversified Co-Creation Experience Affects Co-Creation Intention. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17228497. [PMID: 33212782 PMCID: PMC7696490 DOI: 10.3390/ijerph17228497] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 10/03/2020] [Revised: 11/06/2020] [Accepted: 11/08/2020] [Indexed: 11/17/2022]
Abstract
The popularization of digital infrastructure has enabled the rise of the online game industry. Instead of targeting entertainment-oriented technology and services, which are the focus of most relevant studies, in the present study, we review the literature from the perspective of considering players of online games as both consumers of entertainment and co-creators of value. The three major antecedents of the theory of planned behavior, namely personal attitude toward co-creation, subjective norms and perceived behavioral control, were modified to explore the relevant constructs. Specifically, the diversity of co-creation experience was used to predict co-creation intention. The proposed model was empirically evaluated through the structural equation modeling of survey data collected from 321 World of Warcraft (WoW) players. As hypothesized, the diversified co-creation experience positively affected the antecedents. The findings provide implications on how to increase players’ participation in co-creation to achieve sustainable mutual benefits.
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Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment. LEARNING AND MOTIVATION 2020. [DOI: 10.1016/j.lmot.2020.101655] [Citation(s) in RCA: 17] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022]
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Hamari J, Hanner N, Koivisto J. "Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2020. [DOI: 10.1016/j.ijinfomgt.2019.102040] [Citation(s) in RCA: 46] [Impact Index Per Article: 11.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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Gamification and serious games: A literature meta-analysis and integrative model. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2018.11.030] [Citation(s) in RCA: 85] [Impact Index Per Article: 17.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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