Purpose The widespread use of the internet and the rapid development of the internet of things in information technology have increased the need for network-enabled marketing. It is important to service a broad class involving logistics, buyer, seller and end-users. During various phases of the sales, purchases and marketing process, IoT will influence decision-making. Electronic commerce is a new form of trade under the development of modern information technology. Design/methodology/approach In this paper, the integrated neutrosophic framework based on the internet of things (INF-IoT) has been proposed to support marketers and companies to make a powerful marketing strategy using identified data from IoT devices. Findings The experimental results show that the proposed method has high performance and very efficient. Originality/value This approach may reduce business activity to its core components, which include, in the simplest case, a value proposal, distribution channels and customers, and explain how a network of multi-actors generates a product and services, distributes and uses the value in production. Furthermore, an efficient interface is provided by the logistic module to maintain an order list.
{"title":"Internet of things-assisted integrated framework for electronic market application","authors":"Tao You, B. S","doi":"10.1108/el-07-2020-0197","DOIUrl":"https://doi.org/10.1108/el-07-2020-0197","url":null,"abstract":"\u0000Purpose\u0000The widespread use of the internet and the rapid development of the internet of things in information technology have increased the need for network-enabled marketing. It is important to service a broad class involving logistics, buyer, seller and end-users. During various phases of the sales, purchases and marketing process, IoT will influence decision-making. Electronic commerce is a new form of trade under the development of modern information technology.\u0000\u0000\u0000Design/methodology/approach\u0000In this paper, the integrated neutrosophic framework based on the internet of things (INF-IoT) has been proposed to support marketers and companies to make a powerful marketing strategy using identified data from IoT devices.\u0000\u0000\u0000Findings\u0000The experimental results show that the proposed method has high performance and very efficient.\u0000\u0000\u0000Originality/value\u0000This approach may reduce business activity to its core components, which include, in the simplest case, a value proposal, distribution channels and customers, and explain how a network of multi-actors generates a product and services, distributes and uses the value in production. Furthermore, an efficient interface is provided by the logistic module to maintain an order list.\u0000","PeriodicalId":330882,"journal":{"name":"Electron. Libr.","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121731557","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Purpose COVID-19, a causative agent of the potentially fatal disease, has raised great global public health concern. Information spreading on the COVID-19 outbreak can strongly influence people behaviour in social media. This paper aims to question of information spreading on COVID-19 outbreak are addressed with a massive data analysis on Twitter from a multidimensional perspective. Design/methodology/approach The evolutionary trend of user interaction and the network structure is analysed by social network analysis. A differential assessment on the topics evolving is provided by the method of text clustering. Visualization is further used to show different characteristics of user interaction networks and public opinion in different periods. Findings Information spreading in social media emerges from different characteristics during various periods. User interaction demonstrates multidimensional cross relations. The results interpret how people express their thoughts and detect topics people are most discussing in social media. Research limitations/implications This study is mainly limited by the size of the data sets and the unicity of the social media. It is challenging to expand the data sets and choose multiple social media to cross-validate the findings of this study. Originality/value This paper aims to find the evolutionary trend of information spreading on the COVID-19 outbreak in social media, including user interaction and topical issues. The findings are of great importance to help government and related regulatory units to manage the dissemination of information on emergencies, in terms of early detection and prevention.
{"title":"Using data mining to track the information spreading on social media about the COVID-19 outbreak","authors":"Yunfei Xing, Wu He, Gaohui Cao, Yuhai Li","doi":"10.1108/el-04-2021-0086","DOIUrl":"https://doi.org/10.1108/el-04-2021-0086","url":null,"abstract":"\u0000Purpose\u0000COVID-19, a causative agent of the potentially fatal disease, has raised great global public health concern. Information spreading on the COVID-19 outbreak can strongly influence people behaviour in social media. This paper aims to question of information spreading on COVID-19 outbreak are addressed with a massive data analysis on Twitter from a multidimensional perspective.\u0000\u0000\u0000Design/methodology/approach\u0000The evolutionary trend of user interaction and the network structure is analysed by social network analysis. A differential assessment on the topics evolving is provided by the method of text clustering. Visualization is further used to show different characteristics of user interaction networks and public opinion in different periods.\u0000\u0000\u0000Findings\u0000Information spreading in social media emerges from different characteristics during various periods. User interaction demonstrates multidimensional cross relations. The results interpret how people express their thoughts and detect topics people are most discussing in social media.\u0000\u0000\u0000Research limitations/implications\u0000This study is mainly limited by the size of the data sets and the unicity of the social media. It is challenging to expand the data sets and choose multiple social media to cross-validate the findings of this study.\u0000\u0000\u0000Originality/value\u0000This paper aims to find the evolutionary trend of information spreading on the COVID-19 outbreak in social media, including user interaction and topical issues. The findings are of great importance to help government and related regulatory units to manage the dissemination of information on emergencies, in terms of early detection and prevention.\u0000","PeriodicalId":330882,"journal":{"name":"Electron. Libr.","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134185872","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Purpose This study aims to evaluate the selected children’s websites in terms of information visualization features based on the criteria existing in the related literature and expert scrutiny. Design/methodology/approach A mixed-methods (qualitative-quantitative) study was conducted with a descriptive-comparative approach. A set of 80 English websites, as well as 24 quality Persian websites, were selected constituting a sample size of 104 websites. A conceptual model was developed from an extensive literature review on information visualization in children’s websites. In the quantitative part, a checklist derived from the conceptual model and based on the heuristic evaluation method was distributed among 20 related experts, the data of which were then analysed through Partial Least Squares using SmartPLS 3.0. Findings Confirmatory factor analysis showed high-reliability indicators and fit indices in measurement and structural models showing that the conceptual model had the necessary validities among the expert evaluators. Path coefficients showed that layout design and user interface design were the first and last priorities among the dimensions. It was also found that English websites were much more successful than Persian websites in supporting the features of information visualization. Originality/value The current study has implications for the effective use of standard features related to information visualization in children’s websites usable for designers, media specialists, parents, instructors and librarians, which would also make the children more engaged to better use, learn and interact with the websites.
{"title":"Evaluating children's websites from an information visualization perspective: findings of a comparative mixed-methods study","authors":"Y. Norouzi, H. Keshavarz, Zahra Jafari Athar","doi":"10.1108/el-12-2020-0348","DOIUrl":"https://doi.org/10.1108/el-12-2020-0348","url":null,"abstract":"\u0000Purpose\u0000This study aims to evaluate the selected children’s websites in terms of information visualization features based on the criteria existing in the related literature and expert scrutiny.\u0000\u0000\u0000Design/methodology/approach\u0000A mixed-methods (qualitative-quantitative) study was conducted with a descriptive-comparative approach. A set of 80 English websites, as well as 24 quality Persian websites, were selected constituting a sample size of 104 websites. A conceptual model was developed from an extensive literature review on information visualization in children’s websites. In the quantitative part, a checklist derived from the conceptual model and based on the heuristic evaluation method was distributed among 20 related experts, the data of which were then analysed through Partial Least Squares using SmartPLS 3.0.\u0000\u0000\u0000Findings\u0000Confirmatory factor analysis showed high-reliability indicators and fit indices in measurement and structural models showing that the conceptual model had the necessary validities among the expert evaluators. Path coefficients showed that layout design and user interface design were the first and last priorities among the dimensions. It was also found that English websites were much more successful than Persian websites in supporting the features of information visualization.\u0000\u0000\u0000Originality/value\u0000The current study has implications for the effective use of standard features related to information visualization in children’s websites usable for designers, media specialists, parents, instructors and librarians, which would also make the children more engaged to better use, learn and interact with the websites.\u0000","PeriodicalId":330882,"journal":{"name":"Electron. Libr.","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115971753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Purpose This paper aims to analyse the research contributions of the Kingdom of Saudi Arabia in the field of applied linguistics (AL) indexed in the Web of Science core collection for the period between 2011 and 2020. Design/methodology/approach The author searched key terms in the Social Science Citation Index and Science Citation Index Expanded categories that publish documents in AL. The author compiled the data, classified these documents according to their research focus and investigated different metrics such as keywords analysis, citation analysis, overseas collaboration and productivity over authors, institutions and sources by using VOSviewer and Excel sheet. Findings Results found that publications in Saudi Arabia have tremendously increased around three times in the years 2016–2020 than before. As unexpected, highly cited researchers, sources and institutions for the social science and arts and humanities disciplines were higher than the scientific disciplines that investigated linguistic issues such as neurology, audiology and computer science. The area of language teaching and learning was the most researched area in which the highly cited author, journals and keywords analysis metrics occurred within its scope. The highly cited articles were those that collaborated with the world contributing authors and acted as corresponding authors. Originality/value The study contributes to the body of literature of AL which shares other categories that investigated language as a central issue. The study provides a fine-grained picture about the research productivity of AL in scientific and social science categories in Saudi Arabia.
目的分析2011年至2020年在Web of Science核心馆藏中检索到的沙特阿拉伯王国在应用语言学(AL)领域的研究贡献。设计/方法/方法:作者在Social Science Citation Index和Science Citation Index扩展类中检索发表AL中文献的关键词,利用VOSviewer和Excel表格对数据进行整理,根据研究重点对文献进行分类,并对作者、机构和来源进行关键词分析、引文分析、海外合作和生产力等不同指标的调查。结果发现,沙特阿拉伯的出版物在2016-2020年间比以前大幅增加了约三倍。出乎意料的是,社会科学、艺术和人文学科的高被引研究人员、来源和机构的被引率高于研究语言问题的科学学科,如神经病学、听力学和计算机科学。语言教学领域是研究最多的领域,高被引作者、高被引期刊、高关键词分析指标均在其范围内。高被引文章是那些与世界特约作者合作并担任通讯作者的文章。原创性/价值这项研究为人工智能的文献体系做出了贡献,它与其他以语言为中心问题进行研究的类别相同。该研究提供了一幅关于沙特阿拉伯科学和社会科学领域人工智能研究生产力的精细图景。
{"title":"A bibliometric study of the applied linguistics research output of Saudi institutions in the Web of Science for the decade 2011-2020","authors":"M. Mohsen","doi":"10.1108/el-06-2021-0121","DOIUrl":"https://doi.org/10.1108/el-06-2021-0121","url":null,"abstract":"\u0000Purpose\u0000This paper aims to analyse the research contributions of the Kingdom of Saudi Arabia in the field of applied linguistics (AL) indexed in the Web of Science core collection for the period between 2011 and 2020.\u0000\u0000\u0000Design/methodology/approach\u0000The author searched key terms in the Social Science Citation Index and Science Citation Index Expanded categories that publish documents in AL. The author compiled the data, classified these documents according to their research focus and investigated different metrics such as keywords analysis, citation analysis, overseas collaboration and productivity over authors, institutions and sources by using VOSviewer and Excel sheet.\u0000\u0000\u0000Findings\u0000Results found that publications in Saudi Arabia have tremendously increased around three times in the years 2016–2020 than before. As unexpected, highly cited researchers, sources and institutions for the social science and arts and humanities disciplines were higher than the scientific disciplines that investigated linguistic issues such as neurology, audiology and computer science. The area of language teaching and learning was the most researched area in which the highly cited author, journals and keywords analysis metrics occurred within its scope. The highly cited articles were those that collaborated with the world contributing authors and acted as corresponding authors.\u0000\u0000\u0000Originality/value\u0000The study contributes to the body of literature of AL which shares other categories that investigated language as a central issue. The study provides a fine-grained picture about the research productivity of AL in scientific and social science categories in Saudi Arabia.\u0000","PeriodicalId":330882,"journal":{"name":"Electron. Libr.","volume":"983 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116219357","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Y. Tu, Gwo-jen Hwang, Shu-Yen Chen, Chiu-Lin Lai, Chuan-Miao Chen
Purpose This study aims to compare similarities and differences in library and information science (LIS) and non-LIS undergraduates’ conceptions and perceptions of smart libraries via drawing analysis. Design/methodology/approach In this study, a total of 156 undergraduate students described their perceptions of smart libraries as drawings and textual descriptions. A modified coding scheme with 8 categories and 51 subcategories was used to analyse the undergraduate students’ drawings. Findings Most of the undergraduate students’ conceptions of smart libraries still involve self-checkout and learning/reading, focusing on information appliances, technical services, activities and objects. The differences are that the LIS undergraduates’ drawings showed smart libraries with robots, interactive book borrowing with technology tools, intelligent services, location-aware services or mobile applications, whereas non-LIS undergraduates presented smart libraries as readers (learners), other activities and no smart technology services. LIS undergraduates focused on providing patron services with technologies. Non-LIS undergraduates were more likely to draw a complex space with immediate access to books or digital resources, quiet reading and the freedom to engage in library activities. Originality/value The results provide a baseline for future research on the topic and provide preliminary evidence of using the methods to discern LIS and non-LIS undergraduates’ conceptions of smart libraries.
{"title":"Differences between LIS and non-LIS undergraduates' conceptions of smart libraries: a drawing analysis approach","authors":"Y. Tu, Gwo-jen Hwang, Shu-Yen Chen, Chiu-Lin Lai, Chuan-Miao Chen","doi":"10.1108/el-07-2021-0129","DOIUrl":"https://doi.org/10.1108/el-07-2021-0129","url":null,"abstract":"\u0000Purpose\u0000This study aims to compare similarities and differences in library and information science (LIS) and non-LIS undergraduates’ conceptions and perceptions of smart libraries via drawing analysis.\u0000\u0000\u0000Design/methodology/approach\u0000In this study, a total of 156 undergraduate students described their perceptions of smart libraries as drawings and textual descriptions. A modified coding scheme with 8 categories and 51 subcategories was used to analyse the undergraduate students’ drawings.\u0000\u0000\u0000Findings\u0000Most of the undergraduate students’ conceptions of smart libraries still involve self-checkout and learning/reading, focusing on information appliances, technical services, activities and objects. The differences are that the LIS undergraduates’ drawings showed smart libraries with robots, interactive book borrowing with technology tools, intelligent services, location-aware services or mobile applications, whereas non-LIS undergraduates presented smart libraries as readers (learners), other activities and no smart technology services. LIS undergraduates focused on providing patron services with technologies. Non-LIS undergraduates were more likely to draw a complex space with immediate access to books or digital resources, quiet reading and the freedom to engage in library activities.\u0000\u0000\u0000Originality/value\u0000The results provide a baseline for future research on the topic and provide preliminary evidence of using the methods to discern LIS and non-LIS undergraduates’ conceptions of smart libraries.\u0000","PeriodicalId":330882,"journal":{"name":"Electron. Libr.","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128459300","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Purpose The purpose of this paper is to semantically annotate the content of digital images with the use of Semantic Web technologies and thus facilitate retrieval, integration and knowledge discovery. Design/Methodology/Approach After a review and comparison of the existing semantic annotation models for images and a deep analysis of the characteristics of the content of images, a multi-dimensional and hierarchical general semantic annotation framework for digital images was proposed. On this basis, taking histories images, advertising images and biomedical images as examples, by integrating the characteristics of images in these specific domains with related domain knowledge, the general semantic annotation framework for digital images was customized to form a domain annotation ontology for the images in a specific domain. The application of semantic annotation of digital images, such as semantic retrieval, visual analysis and semantic reuse, were also explored. Findings The results showed that the semantic annotation framework for digital images constructed in this paper provided a solution for the semantic organization of the content of images. On this basis, deep knowledge services such as semantic retrieval, visual analysis can be provided. Originality/Value The semantic annotation framework for digital images can reveal the fine-grained semantics in a multi-dimensional and hierarchical way, which can thus meet the demand for enrichment and retrieval of digital images.
{"title":"Development and application of the semantic annotation framework for digital images","authors":"Jinju Chen, Shiyan Ou","doi":"10.1108/el-07-2021-0131","DOIUrl":"https://doi.org/10.1108/el-07-2021-0131","url":null,"abstract":"\u0000Purpose\u0000The purpose of this paper is to semantically annotate the content of digital images with the use of Semantic Web technologies and thus facilitate retrieval, integration and knowledge discovery.\u0000\u0000\u0000Design/Methodology/Approach\u0000After a review and comparison of the existing semantic annotation models for images and a deep analysis of the characteristics of the content of images, a multi-dimensional and hierarchical general semantic annotation framework for digital images was proposed. On this basis, taking histories images, advertising images and biomedical images as examples, by integrating the characteristics of images in these specific domains with related domain knowledge, the general semantic annotation framework for digital images was customized to form a domain annotation ontology for the images in a specific domain. The application of semantic annotation of digital images, such as semantic retrieval, visual analysis and semantic reuse, were also explored.\u0000\u0000\u0000Findings\u0000The results showed that the semantic annotation framework for digital images constructed in this paper provided a solution for the semantic organization of the content of images. On this basis, deep knowledge services such as semantic retrieval, visual analysis can be provided.\u0000\u0000\u0000Originality/Value\u0000The semantic annotation framework for digital images can reveal the fine-grained semantics in a multi-dimensional and hierarchical way, which can thus meet the demand for enrichment and retrieval of digital images.\u0000","PeriodicalId":330882,"journal":{"name":"Electron. Libr.","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125467803","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Purpose Although internet plus government platforms (IPGPs) are being increasingly used by citizens around the world, questions emerge regarding the public adoption, utilization and use of IPGPs. This study aims to explore the determinants of citizens’ differentiated IPGPs usage behaviors. Design/methodology/approach An analytical framework has been built upon the rational choice theory and the cultural dimension theory. The present study draws on a survey of 866 citizens from Guangzhou, Wuhan and Chengdu. Findings The empirical findings suggest that the perceived functional benefits and personalization features both significantly affect citizens’ informational, service and participatory uses of IPGPs, to varying degrees. Furthermore, long-term orientation plays a moderating role in the relationship between perceived functional benefits and the service use of IPGPs. Originality/value The findings demonstrate that the public’s rational choice of a new digitalized service channel depends on to what extent and to what degree the absolute and relative benefits they consider important compare to other possible channels. Users also consider how the new service channel satisfies their personalized demands of digitalized services. Also, users’ long-term orientation can affect their rational choices by adjusting the perceived functional benefits of the channel when that channel is used for service transactions.
{"title":"Determining the types of internet plus government platform usage behaviour in selected cities of China","authors":"Ge Wang, Qiang Chen, Shenghua Xie","doi":"10.1108/el-06-2021-0117","DOIUrl":"https://doi.org/10.1108/el-06-2021-0117","url":null,"abstract":"Purpose Although internet plus government platforms (IPGPs) are being increasingly used by citizens around the world, questions emerge regarding the public adoption, utilization and use of IPGPs. This study aims to explore the determinants of citizens’ differentiated IPGPs usage behaviors. Design/methodology/approach An analytical framework has been built upon the rational choice theory and the cultural dimension theory. The present study draws on a survey of 866 citizens from Guangzhou, Wuhan and Chengdu. Findings The empirical findings suggest that the perceived functional benefits and personalization features both significantly affect citizens’ informational, service and participatory uses of IPGPs, to varying degrees. Furthermore, long-term orientation plays a moderating role in the relationship between perceived functional benefits and the service use of IPGPs. Originality/value The findings demonstrate that the public’s rational choice of a new digitalized service channel depends on to what extent and to what degree the absolute and relative benefits they consider important compare to other possible channels. Users also consider how the new service channel satisfies their personalized demands of digitalized services. Also, users’ long-term orientation can affect their rational choices by adjusting the perceived functional benefits of the channel when that channel is used for service transactions.","PeriodicalId":330882,"journal":{"name":"Electron. Libr.","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116788724","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Purpose The purpose of the research is to investigate users’ adoption of blockchain-based games in China. Design/methodology/approach This research applied existing technology diffusion theories to develop a research model to examine users’ adoption of blockchain-based games. As a result, a research model with nine research hypotheses was developed. The developed research model was empirically tested using data collected from a survey of 210 blockchain-based games users. Structural equation modeling was applied to analyse the collected data. Findings The results indicated that seven of nine research hypotheses were supported. It was found that trust, perceived usefulness, perceived enjoyment and perceived ease of use were key determinants for users’ behavioural intention to use blockchain-based games. The most influential relationship in the research model appeared to be the effect of perceived usefulness on users’ behavioural intention to use blockchain-based games. However, subjective norms did not have significant positive impacts on users’ behavioural intention to use blockchain-based games. Practical implications The regulatory support from governmental authorities is essential to provide additional legal certainty to build users’ trust in playing blockchain-based games. Blockchain-based games providers should arrange the training program targeted to the general users to enhance their understanding of the key features associated with blockchain-based games. Blockchain-based games developers should come up with good design solutions to maximize user enjoyment with blockchain-based games by considering additional entertainment elements. Originality/value To the best of the authors’ knowledge, this study is first of its kind in investigating the adoption of blockchain-based games from users’ perspectives. This study contributes to the existing literature on the adoption of blockchain technology.
{"title":"An empirical study on the adoption of blockchain-based games from users' perspectives","authors":"Shang Gao, Ying Li","doi":"10.1108/el-01-2021-0009","DOIUrl":"https://doi.org/10.1108/el-01-2021-0009","url":null,"abstract":"\u0000Purpose\u0000The purpose of the research is to investigate users’ adoption of blockchain-based games in China.\u0000\u0000\u0000Design/methodology/approach\u0000This research applied existing technology diffusion theories to develop a research model to examine users’ adoption of blockchain-based games. As a result, a research model with nine research hypotheses was developed. The developed research model was empirically tested using data collected from a survey of 210 blockchain-based games users. Structural equation modeling was applied to analyse the collected data.\u0000\u0000\u0000Findings\u0000The results indicated that seven of nine research hypotheses were supported. It was found that trust, perceived usefulness, perceived enjoyment and perceived ease of use were key determinants for users’ behavioural intention to use blockchain-based games. The most influential relationship in the research model appeared to be the effect of perceived usefulness on users’ behavioural intention to use blockchain-based games. However, subjective norms did not have significant positive impacts on users’ behavioural intention to use blockchain-based games.\u0000\u0000\u0000Practical implications\u0000The regulatory support from governmental authorities is essential to provide additional legal certainty to build users’ trust in playing blockchain-based games. Blockchain-based games providers should arrange the training program targeted to the general users to enhance their understanding of the key features associated with blockchain-based games. Blockchain-based games developers should come up with good design solutions to maximize user enjoyment with blockchain-based games by considering additional entertainment elements.\u0000\u0000\u0000Originality/value\u0000To the best of the authors’ knowledge, this study is first of its kind in investigating the adoption of blockchain-based games from users’ perspectives. This study contributes to the existing literature on the adoption of blockchain technology.\u0000","PeriodicalId":330882,"journal":{"name":"Electron. Libr.","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124653267","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Language archiving involves the collection and curation of a variety of language materials. As an emerging language archive, CoRSAL caters to a range of different language depositors with different research needs. As such, we have developed a workflow process that can accommodate this diversity.
{"title":"Creating workflow for mediated archiving in CoRSAL","authors":"Merrion Dale","doi":"10.12794/langarc1851174","DOIUrl":"https://doi.org/10.12794/langarc1851174","url":null,"abstract":"Language archiving involves the collection and curation of a variety of language materials. As an emerging language archive, CoRSAL caters to a range of different language depositors with different research needs. As such, we have developed a workflow process that can accommodate this diversity.","PeriodicalId":330882,"journal":{"name":"Electron. Libr.","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134098570","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Purpose Gamification is a growing field of study that has not been touched by Nigerian academic librarians. This study aims to explore the awareness, perception and readiness of academic librarians on the application of gamification to library services. Design/methodology/approach This study adopts an interpretive research design and a qualitative research approach. This involves using semi-structured interviews to collect data for the study. Purposive sampling technique was used to select a sample of 20 participants but only 15 participated in the study. Participants were interviewed on their lived experience as to gamification; hence, phenomenology research method was adopted for the study. Thematic analysis was used to analyze collected data. Findings The findings of the study show that most of the academic librarians in Nigeria were not aware of gamification to library services. However, the few that were aware knew about the gamification of library service through their personal academic reading. It was shown that there is a link between awareness and positive perception of gamification to library services. It was found that most of the academic librarians did not have a positive perception of applying gamification to library services in Nigeria. Results show that important factors to consider in readiness towards application of gamification to academic library services in Nigeria include library management support, librarians’ technical know-how and IT compliance. Originality/value The findings of this study will provide insights as to academic librarians’ awareness, perception and readiness in applying gamification to library services in Nigeria and may provide insights into other developing Africa countries at large.
{"title":"Application of gamification to library services: awareness, perception, and readiness of academic librarians in Nigeria","authors":"I. Adeyemi, Adedoyin Oluwatosin Esan, Abdul Aleem","doi":"10.1108/el-05-2021-0096","DOIUrl":"https://doi.org/10.1108/el-05-2021-0096","url":null,"abstract":"\u0000Purpose\u0000Gamification is a growing field of study that has not been touched by Nigerian academic librarians. This study aims to explore the awareness, perception and readiness of academic librarians on the application of gamification to library services.\u0000\u0000\u0000Design/methodology/approach\u0000This study adopts an interpretive research design and a qualitative research approach. This involves using semi-structured interviews to collect data for the study. Purposive sampling technique was used to select a sample of 20 participants but only 15 participated in the study. Participants were interviewed on their lived experience as to gamification; hence, phenomenology research method was adopted for the study. Thematic analysis was used to analyze collected data.\u0000\u0000\u0000Findings\u0000The findings of the study show that most of the academic librarians in Nigeria were not aware of gamification to library services. However, the few that were aware knew about the gamification of library service through their personal academic reading. It was shown that there is a link between awareness and positive perception of gamification to library services. It was found that most of the academic librarians did not have a positive perception of applying gamification to library services in Nigeria. Results show that important factors to consider in readiness towards application of gamification to academic library services in Nigeria include library management support, librarians’ technical know-how and IT compliance.\u0000\u0000\u0000Originality/value\u0000The findings of this study will provide insights as to academic librarians’ awareness, perception and readiness in applying gamification to library services in Nigeria and may provide insights into other developing Africa countries at large.\u0000","PeriodicalId":330882,"journal":{"name":"Electron. Libr.","volume":"218 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115523406","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}