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Bridging the digital divide in Africa via universal service funds: an institutional theory perspective 通过普遍服务基金弥合非洲的数字鸿沟:制度理论视角
Pub Date : 2023-05-09 DOI: 10.1108/itp-01-2023-0042
E. Arakpogun, J. Whalley, R. Wanjiru, Ziad Elsahn, R. Kummitha
PurposeThe purpose of this paper is to provide evidence-based policy recommendations for improving the implementation of universal service funds (USF) with a view to closing the digital divide in Africa.Design/methodology/approachThe paper adopts a qualitative approach that draws examples from various African countries supported by 25 interviews from key stakeholders with hands-on experience and roles that shape telecommunications policy in Africa and other developing countries.FindingsThe study's findings point out that institutional voids which characterize several African countries inhibit the effectiveness of USF in African countries. The authors identify several institutional and organisational factors and explain how they negatively affect the performance of USF. The authors find that in order to overcome these obstacles, there is a need for a clear redefinition of Universal Access and Service (UAS) policies, restructuring the governance of USF, encouraging cross-sectoral collaborations, and bottom-up initiatives to bridge the digital divide in African countries.Originality/valueThe paper contributes to the underexplored USF literature by shedding light on the role of institutional factors in determining the success of USF. The paper thus complements and provides a different perspective on promoting digital inclusion in Africa from the viewpoint of institutional voids, bringing new insights into the existing literature on how to deal with an intractable area of UAS policy and the wider digital divide debate in developing countries.
本文的目的是为改善普遍服务基金(USF)的实施提供基于证据的政策建议,以期缩小非洲的数字鸿沟。设计/方法/方法本文采用定性方法,从各个非洲国家中选取了例子,并对具有实践经验和角色的关键利益相关者进行了25次访谈,这些利益相关者在非洲和其他发展中国家制定电信政策。该研究的发现指出,一些非洲国家的制度空白抑制了非洲国家USF的有效性。作者确定了几个制度和组织因素,并解释了它们如何对USF的绩效产生负面影响。作者发现,为了克服这些障碍,需要明确重新定义普遍获取和服务(UAS)政策,重组USF的治理,鼓励跨部门合作,以及自下而上的倡议,以弥合非洲国家的数字鸿沟。原创性/价值本文通过揭示制度因素在决定USF成功中的作用,为未被充分探索的USF文献做出了贡献。因此,本文从制度空白的角度补充并提供了促进非洲数字包容的不同视角,为如何处理UAS政策的棘手领域和发展中国家更广泛的数字鸿沟辩论的现有文献带来了新的见解。
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引用次数: 1
Working in a bubble: techno-isolation as an emerging techno-stressor in teleworkers 在泡沫中工作:作为远程工作者新兴技术压力源的技术隔离
Pub Date : 2023-05-09 DOI: 10.1108/itp-09-2022-0657
Agata Mirowska, Tuba Bakici
PurposeThe purpose of this study is to investigate existing and emerging technology-driven stressors using the transactional model of stress and coping (TMSC).Design/methodology/approachIn-depth semi-structured interviews with 36 professionals were performed to obtain qualitative data to explore emerging techno-stressors. The findings were validated a year into the pandemic with human resource (HR) professionals.FindingsThe authors identify a previously unreported techno-stressor, Techno-Isolation (TIS), which arises from a heavy dependence on information communication technologies for professional social interactions. Additionally, several considerations of interaction characteristics are identified that, based on the platform used, affect the experience of TIS, further expanding the TMSC with the addition of medium-interaction compatibility. The authors present a testable model and discuss implications.Originality/valueThis study identifies three new information communication technology (ICT)-based antecedents leading to a new techno-stressor, as well as the importance of medium-interaction compatibility in the experiences of stressors as strains. The authors discuss how these elements fit with and extend the existing stress literature.
本研究的目的是利用压力与应对(TMSC)的交易模型来研究现有的和新兴的技术驱动的压力源。设计/方法/方法对36名专业人员进行了深入的半结构化访谈,以获得定性数据,以探索新兴的技术压力源。这些发现在大流行一年后得到了人力资源专业人员的验证。研究结果:作者发现了一种以前未被报道过的技术压力源——技术隔离(TIS),它源于专业社交互动中对信息通信技术的严重依赖。此外,根据所使用的平台,确定了交互特性的几个考虑因素,这些因素会影响TIS的体验,从而通过添加媒介交互兼容性进一步扩展TMSC。作者提出了一个可测试的模型,并讨论了其含义。原创性/价值本研究确定了导致新技术压力源的三个基于信息通信技术(ICT)的新前因,以及媒介交互兼容性在压力源作为压力源的体验中的重要性。作者讨论了这些元素如何适应和扩展现有的应力文献。
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引用次数: 0
Transitions in daily search tactics: during the cross-app interaction search process 日常搜索策略的转变:在跨应用交互搜索过程中
Pub Date : 2023-05-09 DOI: 10.1108/itp-10-2022-0814
Jing Chen, Hong-Lin Chen, Yingyun Li
PurposeCross-app interactive search has become the new normal, but the characteristics of their tactic transitions are still unclear. This study investigated the transitions of daily search tactics during the cross-app interaction search process.Design/methodology/approachIn total, 204 young participants' impressive cross-app search experiences in real daily situations were collected. The search tactics and tactic transition sequences in their search process were obtained by open coding. Statistical analysis and sequence analysis were used to analyze the frequently applied tactics, the frequency and probability of tactic transitions and the tactic transition sequences representing characteristics of tactic transitions occurring at the beginning, middle and ending phases. FindingsCreating the search statement (Creat), evaluating search results (EvalR), evaluating an individual item (EvalI) and keeping a record (Rec) were the most frequently applied tactics. The frequency and probability of transitions differed significantly between different tactic types. “Creat? EvalR? EvalI? Rec” is the typical path; Initiate the search in various ways and modifying the search statement were highlighted at the beginning phase; iteratively creating the search statement is highlighted in the middle phase; Moreover, utilization and feedback of information are highlighted at the ending phase. Originality/valueThe present study shed new light on tactic transitions in the cross-app interactive environment to explore information search behaviour. The findings of this work provide targeted suggestions for optimizing APP query, browsing and monitoring systems.
跨应用互动搜索已成为新常态,但其策略转变的特点尚不明确。本研究考察了跨应用交互搜索过程中日常搜索策略的转变。设计/方法/方法总共收集了204名年轻参与者在真实日常情况下令人印象深刻的跨应用搜索体验。通过开放编码得到搜索策略及其搜索过程中的策略转换序列。采用统计分析和序列分析的方法,分析了战术转换的频率和概率,以及代表战术转换发生在开始、中期和结束阶段特征的战术转换序列。创建搜索语句(create)、评估搜索结果(EvalR)、评估单个项目(EvalI)和保存记录(Rec)是最常用的策略。不同战术类型之间的转换频率和概率存在显著差异。“创造?EvalR吗?EvalI吗?“Rec”是典型路径;启动搜索的各种方式和修改搜索语句在开始阶段被突出显示;迭代地创建搜索语句在中间阶段突出显示;最后强调信息的利用和反馈。原创性/价值本研究为跨应用交互环境下的策略转换提供了新的视角,以探索信息搜索行为。本研究结果为优化APP查询、浏览和监控系统提供了有针对性的建议。
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引用次数: 1
Examining the effects of disinformation and trust on social media users' COVID-19 vaccine decision-making 研究虚假信息和信任对社交媒体用户COVID-19疫苗决策的影响
Pub Date : 2023-05-04 DOI: 10.1108/itp-05-2022-0410
Zulma Valedon Westney, Inkyoung Hur, Ling Wang, Junping Sun
PurposeDisinformation on social media is a serious issue. This study examines the effects of disinformation on COVID-19 vaccination decision-making to understand how social media users make healthcare decisions when disinformation is presented in their social media feeds. It examines trust in post owners as a moderator on the relationship between information types (i.e. disinformation and factual information) and vaccination decision-making.Design/methodology/approachThis study conducts a scenario-based web survey experiment to collect extensive survey data from social media users.FindingsThis study reveals that information types differently affect social media users' COVID-19 vaccination decision-making and finds a moderating effect of trust in post owners on the relationship between information types and vaccination decision-making. For those who have a high degree of trust in post owners, the effect of information types on vaccination decision-making becomes large. In contrast, information types do not affect the decision-making of those who have a very low degree of trust in post owners. Besides, identification and compliance are found to affect trust in post owners.Originality/valueThis study contributes to the literature on online disinformation and individual healthcare decision-making by demonstrating the effect of disinformation on vaccination decision-making and providing empirical evidence on how trust in post owners impacts the effects of information types on vaccination decision-making. This study focuses on trust in post owners, unlike prior studies that focus on trust in information or social media platforms.
社交媒体上的虚假信息是一个严重的问题。本研究考察了虚假信息对COVID-19疫苗接种决策的影响,以了解社交媒体用户在社交媒体feed中出现虚假信息时如何做出医疗保健决策。它审查了对帖子所有者的信任,作为信息类型(即虚假信息和事实信息)与疫苗接种决策之间关系的调节者。设计/方法/方法本研究进行基于场景的网络调查实验,从社交媒体用户中收集广泛的调查数据。本研究发现,信息类型对社交媒体用户的COVID-19疫苗接种决策有不同的影响,并且发现对帖子所有者的信任对信息类型与疫苗接种决策之间的关系有调节作用。对于那些对邮政所有者有高度信任的人来说,信息类型对疫苗接种决策的影响很大。相比之下,信息类型对帖子所有者信任度非常低的人的决策没有影响。此外,身分认同与遵从性也会影响对邮政拥有人的信任。原创性/价值本研究通过展示虚假信息对疫苗接种决策的影响,并提供对帖子所有者的信任如何影响信息类型对疫苗接种决策的影响的经验证据,为网络虚假信息和个人医疗保健决策的文献做出贡献。与以往关注信息或社交媒体平台信任的研究不同,这项研究关注的是对帖子所有者的信任。
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引用次数: 0
How to make users fall in love with a mobile application: A moderated-mediation analysis of perceived value and (brand) love 如何让用户爱上一款移动应用:感知价值与(品牌)喜爱的中介分析
Pub Date : 2023-04-21 DOI: 10.1108/itp-06-2022-0465
Lili Zheng
PurposeThe study aims to examine the indirect relationships via application (app) brand self-relevance emotions and self-relevance that underlie the relationships between perceived value of mobile apps and (brand) love with respect to mobile apps. The study further investigates the moderating role of user–app relationship duration in the formation process of brand love for mobile apps from a dynamic and long-term perspective.Design/methodology/approachA multiple moderated-mediation model is developed and empirically tested with a sample of 396 users of popular Chinese mobile educational apps.FindingsThe study reveals that utilitarian value exhibits positive indirect relationships with brand love for mobile apps through increased positive self-relevance emotions. All three types of perceived value of mobile apps (utilitarian, hedonic and social) affect app brand love positively via self-relevance. These three types of perceived value were found to be serially linked to brand love through self-relevance and self-relevance emotions. Furthermore, empirical evidence is found for the moderating effects of user–app relationship duration.Originality/valueBy testing mechanisms simultaneously in an integrative model, this study investigates the reasons for app brand love that attract a user into a lasting relationship with an app and extends knowledge of the app brand love building process in inducing strong and positive brand–self connections. Our study also makes practical contributions by offering insights into delivering the most desired benefits to mobile app users according to different contextual conditions, in order to attract and retain users in a more cost-effective manner.
本研究旨在通过应用(app)品牌自我相关情绪和自我相关来检验移动应用感知价值与(品牌)对移动应用的喜爱之间的间接关系。本研究进一步从动态和长期的角度考察了用户应用关系持续时间在手机应用品牌爱形成过程中的调节作用。设计/方法/方法建立了一个多重调节中介模型,并以396名中国流行的移动教育应用程序用户为样本进行了实证检验。研究结果表明,功利价值通过增加积极的自我关联情绪,与手机应用的品牌喜爱表现出积极的间接关系。手机应用的所有三种感知价值(功利、享乐和社交)都通过自我关联对应用品牌喜爱产生积极影响。这三种感知价值通过自我相关和自我相关情绪与品牌喜爱呈序列关联。此外,还发现了用户-应用关系持续时间的调节作用的实证证据。原创性/价值本研究通过在一个整合模型中同时测试机制,探讨了应用品牌爱吸引用户与应用建立持久关系的原因,并扩展了应用品牌爱在诱导强烈和积极的品牌自我联系中的构建过程。我们的研究还提供了一些实际的见解,即根据不同的环境条件向手机应用用户提供最期望的好处,从而以更经济有效的方式吸引和留住用户。
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引用次数: 0
Helping middle-aged and elderly short-video creators attract followers: a mixed-methods study on Douyin users 帮助中老年短视频创作者吸引粉丝:对抖音用户的混合方法研究
Pub Date : 2023-04-18 DOI: 10.1108/itp-03-2022-0203
Chang Wang, Jin Yan, Lijing Huang, Ningyue Cao
PurposeDrawing on information foraging theory and the SERVQUAL model, this study built a research model to investigate the roles of middle-aged and elderly short-video creators' online attributes in attracting short-video viewers to be their followers.Design/methodology/approachTaking Douyin (a famous short-video platform in China) as an example, this study used a sequential triangulation mixed-methods approach (quantitative → qualitative) to examine the proposed model by investigating both creators and viewers.FindingsViewers who clicked the “like” button for the middle-aged and elderly creators' videos are more likely to follow the creators. Viewers will believe that middle-aged and elderly creators who received more likes are more popular. Thus, middle-aged and elderly creators with more likes usually have more followers. Viewers usually believe that middle-aged and elderly creators who more frequently publish professional and high-quality videos have invested more effort and who have official verification also have a high level of authority and are recognized by the platform. Thus, middle-aged and elderly creators with more professional videos and verification usually have more followers. Moreover, verification, the number of videos and the professionalism of videos can enhance the transformation of viewers who liked middle-aged and elderly creators' videos into their followers, and thus strengthen the positive relationship between the number of likes and the number of followers; however, the number of bio words will have an opposite effect.Practical implicationsThese findings have implications for platform managers, middle-aged and elderly creators and the brands aiming to develop a “silver economy” by attracting more followers.Originality/valueThis study researches short-video platforms by using a mixed-methods approach to develop an understanding of viewers' decision-making when following middle-aged and elderly creators based on information foraging theory and the SERVQUAL model from the perspectives of both short-video creators and viewers.
目的利用信息觅食理论和SERVQUAL模型,构建研究模型,探讨中老年短视频创作者的网络属性在吸引短视频观众成为其追随者中的作用。设计/方法/方法本研究以抖音(中国著名的短视频平台)为例,采用顺序三角法混合方法(定量→定性),通过调查创作者和观众来检验所提出的模型。调查结果:对中老年创作者的视频点赞的观众更有可能关注创作者。观众会认为,获得点赞越多的中老年创作者越受欢迎。因此,点赞越多的中老年创作者通常拥有更多的粉丝。观众通常认为,更频繁发布专业高质量视频的中老年创作者投入的精力更大,经过官方认证的中老年创作者权威程度高,得到平台的认可。因此,拥有更专业的视频和验证的中老年创作者通常拥有更多的粉丝。此外,验证视频数量和视频的专业性可以增强中老年创作者视频点赞者向关注者的转化,从而强化点赞数与关注者数量之间的正相关关系;然而,生物词汇的数量会产生相反的效果。这些发现对平台管理者、中老年创作者和旨在通过吸引更多粉丝发展“银发经济”的品牌都有启示意义。独创性/价值本研究以短视频平台为研究对象,基于信息觅食理论和SERVQUAL模型,从短视频创作者和观众的角度出发,采用混合方法研究观众关注中老年创作者的决策。
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引用次数: 0
Can augmented reality (AR) applications enhance students’ experiences? Gratifications, engagement and learning styles 增强现实(AR)应用能增强学生的体验吗?满足,参与和学习方式
Pub Date : 2023-04-18 DOI: 10.1108/itp-10-2021-0823
M. T. tom Dieck, Eleanor E. Cranmer, Alexandre Prim, D. Bamford
PurposeThe use of augmented reality (AR) and experiential learning go hand in hand. Although AR learning opportunities have been well discussed, there is limited empirical research on the use of AR within higher education settings. Drawing from the uses and gratifications theory (U>), this study aims to explore the use of AR for learning satisfaction and student engagement, while also examining differences in learning styles.Design/methodology/approachThis study used experiments with higher education students in the UK to explore the use of AR as part of the learning experience. Data from 173 students who experienced AR as part of their learning experience were analysed using partial least square analysis.FindingsThe authors found that hedonic, utilitarian, sensual and modality gratifications influence AR learning satisfaction and student engagement. Furthermore, the authors found differences between active and passive learners with regards to utilitarian (information seeking, personalisation) and sensual gratifications (immersion, presence) and effects on learning satisfaction.Originality/valueThis study developed and validated a U> framework incorporating different learning styles rooted in Kolb’s learning cycle. Findings provide important implications for the use of commercial AR applications as part of the learning experience within higher education settings.
增强现实(AR)和体验式学习的使用是相辅相成的。虽然AR学习机会已经得到了很好的讨论,但在高等教育环境中使用AR的实证研究有限。借鉴使用与满足理论(U>),本研究旨在探讨AR在学习满意度和学生参与度方面的使用,同时也考察了学习风格的差异。设计/方法/方法本研究通过对英国高等教育学生的实验来探索将AR作为学习体验的一部分。使用偏最小二乘法分析了173名经历AR作为学习经历的学生的数据。作者发现,享乐、功利、感官和形态满足会影响AR学习满意度和学生参与度。此外,作者还发现主动学习者和被动学习者在功利(信息寻求、个性化)和感官满足(沉浸感、存在感)以及对学习满意度的影响方面存在差异。原创性/价值本研究开发并验证了一个U>框架,该框架结合了根植于科尔布学习周期的不同学习风格。研究结果为在高等教育环境中使用商业AR应用程序作为学习体验的一部分提供了重要意义。
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引用次数: 0
Does value co-creation matter? Assessing consumer responses in the sharing economy 价值共同创造重要吗?评估共享经济中消费者的反应
Pub Date : 2023-04-17 DOI: 10.1108/itp-08-2022-0601
Waqar Nadeem, J. Salo
PurposeThe sharing economy has evolved as a result of the diffusion of information and communication technology and facilitates collaborative consumption and production otherwise known as value co-creation. The present research aims to explore the consumer responses to value co-creation in sharing economy such as satisfaction, brand preference and enduring buyer–platform relationships, amid consumer's CSR concerns.Design/methodology/approachDrawing on the sharing economy and value co-creation literature and rooted in the stimulus-organism-response framework, an online panel data provider was employed to recruit 393 actual sharing economy consumers from the United States. Empirical analyses are performed using structural equation modeling through Amos, version.27.FindingsFindings confirm that value co-creation intentions contribute to consumers' satisfaction, brand preference and sustainable social relationships in the sharing economy. As expected, heightened concerns of corporate social responsibility (CSR) led to decreased consumer satisfaction with the sharing economy platform.Originality/valueThe study contributes to the digital sharing economy literature by emphasizing the role of CSR perceptions for building long-term relationships (buyer–platform relationships) where value co-creation is crucial.
共享经济是信息和通信技术扩散的结果,促进了协作消费和生产,也被称为价值共同创造。本研究旨在探讨消费者对共享经济中共同创造价值的反应,如满意度、品牌偏好和持久的买家-平台关系。设计/方法/方法借鉴共享经济和价值共同创造的文献,以刺激-有机体-反应框架为基础,聘请一家在线面板数据提供商,从美国招募393名实际的共享经济消费者。通过Amos, version.27使用结构方程建模进行实证分析。研究结果证实,在共享经济中,价值共同创造意愿有助于消费者满意度、品牌偏好和可持续的社会关系。正如预期的那样,对企业社会责任(CSR)的担忧加剧导致消费者对共享经济平台的满意度下降。独创性/价值该研究通过强调企业社会责任观念在建立长期关系(买方-平台关系)中的作用,为数字共享经济文献做出了贡献,其中价值共同创造至关重要。
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引用次数: 0
Understanding social media discontinuance behavior in China: a perspective of social cognitive theory 社会认知理论视角下的中国社交媒体中断行为
Pub Date : 2023-04-13 DOI: 10.1108/itp-05-2022-0403
PurposeTo understand the mechanisms underlying social media discontinuance behavior, this study explores factors affecting social media discontinuance behavior from the perspective of social cognitive theory (SCT).Design/methodology/approachBased on SCT, this study puts forward a theoretical model incorporating habit, excessive use and negative emotions to predict social media discontinuance behavior. The proposed research model was empirically tested with 465 responses collected from WeChat users in China via an online survey. WeChat is one of the most popular social media in China. However, WeChat also faces the challenges of reduced or terminated usage among its users. Partial least squares structural equation modeling (PLS-SEM) technique was used to analyze the data.FindingsThe research results in this study show that habit exerts a negative effect on social media discontinuance behavior, while exhaustion and regret have positive influences. In addition, habit positively affects excessive use, which further leads to negative emotions of social media exhaustion and regret. Moreover, gender moderates the relationship between habit and social media discontinuance behavior.Originality/valueThis study adds to the literature of information system (IS) use lifecycle by investigating user behavioral changes regarding a transition from habituated to excessive use and further to discontinuance behavior. This study also helps elucidate the complex role of habit by explaining social media discontinuance from the social cognitive view. Furthermore, this study advances the current understanding of gender difference in social media discontinuance in the Chinese context. The study also offers insights to practitioners on how to prevent individuals from discontinuing their use of social media.
目的为了解社交媒体中断行为的机制,本研究从社会认知理论(SCT)的角度探讨影响社交媒体中断行为的因素。基于SCT,本研究提出了一个结合习惯、过度使用和负面情绪的预测社交媒体中断行为的理论模型。通过一项在线调查,从中国微信用户中收集了465份反馈,对所提出的研究模型进行了实证检验。微信是中国最受欢迎的社交媒体之一。然而,微信也面临着用户减少或终止使用的挑战。采用偏最小二乘结构方程建模(PLS-SEM)技术对数据进行分析。本研究的研究结果表明,习惯对社交媒体中断行为有负面影响,而疲惫和后悔对社交媒体中断行为有积极影响。此外,习惯正向影响过度使用,进而导致社交媒体疲惫和后悔的负面情绪。此外,性别调节了习惯与社交媒体中断行为之间的关系。原创性/价值本研究通过调查用户从习惯到过度使用并进一步到停止使用行为的转变,为信息系统(IS)使用生命周期的文献增加了内容。本研究还从社会认知的角度解释了社交媒体中断现象,有助于阐明习惯的复杂作用。此外,本研究还促进了目前对中国情境下社交媒体中断的性别差异的理解。该研究还为从业人员提供了如何防止个人停止使用社交媒体的见解。
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引用次数: 1
Exploring the ineffectiveness of gamification health management: a U-shaped relationship between competition and technological exhaustion 探索游戏化健康管理的无效性:竞争与技术枯竭之间的u型关系
Pub Date : 2023-04-12 DOI: 10.1108/itp-05-2022-0347
PurposeGamification design is considered an effective way of changing users' health behavior and improving their health management performance. Even though numerous studies have investigated the positive effect of gamification competition on users, little research has considered gamification's ineffectiveness and negative effects. In particular, how gamification competition affects users' technological exhaustion remains unclear.Design/methodology/approachAccording to flow theory and related research on gamification, this study discusses the nonlinear relationship between gamification competition and users' technological exhaustion. Furthermore, the authors analyze the moderating effect of user type (socializers and achievers) and users' health condition on this nonlinear relationship. Based on flow theory, the authors propose a series of research hypotheses. To test all research hypotheses, the authors collected information from 407 users via a questionnaire as the data for this study.FindingsThe empirical results found a U-shaped relationship between gamification competition and technological exhaustion. Technological exhaustion gradually decreases as competition increases until reaching the lowest point; after that, technological exhaustion gradually increases as competition increases. Further, being a socializer and health condition play a moderating role in the U-shaped relationship between competition and technological exhaustion.Originality/valueThis study's findings not only enrich the related research in flow theory and gamification, but also contribute to the effective design of gamification in health management platforms.
游戏化设计被认为是改变用户健康行为,提高其健康管理绩效的有效途径。尽管有许多研究调查了游戏化竞争对用户的积极影响,但很少有研究考虑到游戏化的无效和负面影响。特别是,游戏化竞争如何影响用户的技术枯竭仍然不清楚。基于流理论和游戏化的相关研究,本文探讨了游戏化竞争与用户技术枯竭之间的非线性关系。此外,作者还分析了用户类型(社交者和成就者)和用户健康状况对这种非线性关系的调节作用。基于流动理论,作者提出了一系列研究假设。为了检验所有的研究假设,作者通过问卷调查收集了407名用户的信息作为本研究的数据。实证结果发现,游戏化竞争与技术枯竭之间呈u型关系。随着竞争的加剧,技术枯竭逐渐减少,直至达到最低点;之后,随着竞争的加剧,技术枯竭逐渐加剧。此外,社交性和健康状况在竞争与技术枯竭之间的u型关系中起调节作用。原创性/价值本研究的发现不仅丰富了心流理论和游戏化的相关研究,也有助于健康管理平台游戏化的有效设计。
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引用次数: 0
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