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Effect of user resistance on the organizational adoption of extended reality technologies: A mixed methods study 用户阻力对组织采用扩展现实技术的影响:一项混合方法研究
IF 21 1区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2023-11-30 DOI: 10.1016/j.ijinfomgt.2023.102731
Henri Jalo , Henri Pirkkalainen

Although organizations are increasingly adopting extended reality (XR) technologies to transform their operations, their adoption has been slower than initially expected. Scholars and practitioners have pointed to user resistance as a potential hindrance to their adoption. This mixed-methods study examines how managerial perceptions of expected employee resistance and organizational value are related to organizational adoption intention. An organizational-level resistance-value adoption model was developed and tested using the structural equation modeling approach with cross-sectional data from 206 European industrial decision makers. The results show that trialability, internal support capabilities, and extant user skills are negatively associated with expected employee resistance. Moreover, mimetic pressures strongly influence value perceptions, whereas expected employee resistance is negatively related to organizational value perceptions and adoption intentions. Perceived value had the strongest positive relationship with adoption intention. A qualitative study consisting of 58 interviews further revealed 12 key conditions affecting the relationships between resistance, value, and adoption intention. As a theoretical contribution, we proposed and validated an integrated resistance-value adoption model that extends our understanding of factors affecting organizational XR adoption. As a practical contribution, practitioners can use the study’s results to help them focus on relevant factors for mitigating user resistance and promoting XR adoption.

尽管组织越来越多地采用扩展现实(XR)技术来转变他们的运营,但他们的采用速度比最初预期的要慢。学者和从业者指出,用户的抵制是采用它们的潜在障碍。这一混合方法的研究探讨了管理层对预期员工阻力和组织价值的看法如何与组织采用意愿相关。采用结构方程建模方法,建立了组织层面的阻力值采用模型,并利用206个欧洲工业决策者的横截面数据进行了检验。结果表明,可试性、内部支持能力和现有用户技能与预期员工阻力呈负相关。此外,模仿压力对价值感知有显著影响,而员工预期阻力与组织价值感知和采用意愿负相关。感知价值与收养意愿的正相关最强。一项由58个访谈组成的定性研究进一步揭示了12个影响抗拒、价值观和采用意愿之间关系的关键条件。作为理论贡献,我们提出并验证了一个集成的阻力值采用模型,该模型扩展了我们对影响组织XR采用的因素的理解。作为一项实际贡献,从业者可以使用研究结果来帮助他们关注减轻用户阻力和促进XR采用的相关因素。
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引用次数: 0
Managing artificial intelligence applications in healthcare: Promoting information processing among stakeholders 管理医疗保健中的人工智能应用:促进利益相关者之间的信息处理
IF 21 1区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2023-11-30 DOI: 10.1016/j.ijinfomgt.2023.102728
Peter Hofmann , Luis Lämmermann , Nils Urbach

AI applications hold great potential for improving healthcare. However, successfully operating AI is a complex endeavor requiring organizations to establish adequate management approaches. Managing AI applications requires functioning information exchange between a diverse set of stakeholders. Lacking information processing among stakeholders increases task uncertainty, hampering the operation of AI applications. Existing research lacks an understanding of holistic AI management approaches. To shed light on AI management in healthcare, we conducted a multi-perspective literature analysis followed by an interview study. Based on the organizational information processing theory, this paper investigates AI management in healthcare from an organizational perspective. As a result, we develop the AI application management model (AIAMA) that illustrates the managerial factors of AI management in healthcare and its interrelations. Furthermore, we provide managerial practices that improve information processing among stakeholders. We contribute to the academic discourse by providing a conceptual framework that increases the theoretical understanding of AI's management factors and understanding of management interrelations. Moreover, we contribute to practice by providing management practices that promote information processing and decrease task uncertainty when managing AI applications in healthcare.

人工智能应用在改善医疗保健方面具有巨大潜力。然而,成功地操作人工智能是一项复杂的工作,需要组织建立适当的管理方法。管理人工智能应用程序需要在不同的利益相关者之间进行有效的信息交换。利益相关者之间缺乏信息处理增加了任务的不确定性,阻碍了人工智能应用的运行。现有的研究缺乏对整体人工智能管理方法的理解。为了阐明医疗保健中的人工智能管理,我们进行了多视角的文献分析,然后进行了访谈研究。基于组织信息处理理论,从组织的角度研究医疗卫生领域的人工智能管理。因此,我们开发了人工智能应用管理模型(AIAMA),该模型说明了医疗保健中人工智能管理的管理因素及其相互关系。此外,我们提供管理实践,以改善利益相关者之间的信息处理。我们通过提供一个概念框架来促进对人工智能管理因素的理论理解和对管理相互关系的理解,从而为学术话语做出贡献。此外,我们通过提供管理实践来促进信息处理,并在管理医疗保健中的人工智能应用程序时减少任务不确定性,从而为实践做出贡献。
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引用次数: 0
I’m a believer! Believability of social media marketing 我是一个信徒!社交媒体营销的可信度
IF 21 1区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2023-11-24 DOI: 10.1016/j.ijinfomgt.2023.102730
Rory Mulcahy , Aimee Riedel , Amanda Beatson , Byron Keating , Shane Mathews

Many firms use social media marketing and implement different message frames as a strategy to persuade consumers, enhance engagement, and to purchase their products. How firms frame social media content to be more believable, however, is not well understood. The main aim of this paper is to understand how social media content can be framed to enhance believability, and how this ultimately leads to improved social media outcomes. Drawing on Prospect Theory and Construal Level Theory and utilizing data from the field in the form of social media posts (n = 1756), and four experimental studies (n = 1141 total participants), and a critical incident study (n = 263 participants) the current research shows that self-gain frame combinations contribute to significantly higher levels of believability. Furthermore, believability was found to mediate the impact of social media message framing on purchase intentions and social media engagement. The practical implications of these findings and exciting new avenues for research are also discussed.

许多公司使用社交媒体营销,并实施不同的信息框架作为一种策略来说服消费者,提高参与度,购买他们的产品。然而,企业如何构建更可信的社交媒体内容还不是很清楚。本文的主要目的是了解如何构建社交媒体内容以提高可信度,以及这最终如何导致改善社交媒体结果。借鉴前景理论和解释水平理论,利用社交媒体帖子形式的现场数据(n = 1756)、四项实验研究(n = 1141)和一项关键事件研究(n = 263),本研究表明,自我收益框架组合显著提高了可信度水平。此外,可信度在社交媒体信息框架对购买意愿和社交媒体参与的影响中起中介作用。本文还讨论了这些发现的实际意义和令人兴奋的新研究途径。
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引用次数: 0
Creatability, achievability, and immersibility: New game design elements that increase online game usage 创造性、可实现性和沉浸性:提高在线游戏使用率的新游戏设计元素
IF 21 1区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2023-11-24 DOI: 10.1016/j.ijinfomgt.2023.102732
Ching-I Teng , Tzu-Ling Huang , Guan-Ling Huang , Chieh-Ni Wu , T.C.E. Cheng , Gen-Yih Liao

Online games are popular technology-enabled applications designed to satisfy a wide range of player needs. Self-determination theory (SDT) has been used in past online game studies to explain player satisfaction, but it is rarely used to examine game design as a trigger for player satisfaction, which reveals a research gap. This gap keeps game makers in the dark about the design of games that effectively satisfy players, throwing gamers’ ongoing game usage into doubt. Aiming to fill this gap, we proposed three new game design elements and examined their impacts on player satisfaction, continuance, and usage. We followed 546 participants who responded to our online survey and permitted us to collect their system-captured game usage data, generating two-wave and two-source data. We found that game achievability and game immersibility are game design elements that satisfy players. Competence satisfaction and autonomy satisfaction—but not relatedness satisfaction—are characteristics that secure players’ continuance and actual usage. Two replication studies were conducted to further verify these findings. Our study extends SDT backward to examine the game-contextualized triggers of satisfaction. These theorized triggers showcase game system design, theoretically clarifying the means of using SDT to design games, and providing practical insights to guide game makers in securing player continuance and actual usage.

在线游戏是一种流行的技术应用程序,旨在满足广泛的玩家需求。在过去的网络游戏研究中,自决理论(SDT)被用来解释玩家满意度,但很少被用来检验游戏设计是玩家满意度的触发因素,这揭示了一个研究空白。这一差距让游戏开发者对能够有效满足玩家的游戏设计一无所知,让玩家对游戏的持续使用产生怀疑。为了填补这一空白,我们提出了三种新的游戏设计元素,并研究了它们对玩家满意度、持续性和使用率的影响。我们跟踪了546名参与在线调查的参与者,并允许我们收集他们的系统捕获的游戏使用数据,生成两波和两源数据。我们发现游戏可实现性和游戏沉浸性是满足玩家的游戏设计元素。能力满意度和自主性满意度是保证玩家持续和实际使用的特征,而非亲缘性满意度。为了进一步验证这些发现,进行了两项重复研究。我们的研究将SDT向后扩展,以检验游戏情境化的满足感触发因素。这些理论化的触发器展示了游戏系统设计,从理论上阐明了使用SDT设计游戏的方法,并为指导游戏制作者确保玩家的持续性和实际使用提供了实际见解。
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引用次数: 0
Bitcoin double-spending risk and countermeasures at physical retail locations 实体零售点的比特币双重消费风险与对策
IF 20.1 1区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2023-11-17 DOI: 10.1016/j.ijinfomgt.2023.102727

This research examines vulnerabilities and potential attacks using Bitcoin payment systems at physical retail locations. It also lays a theoretical and practical foundation for effective countermeasures that ensure the integrity of decentralized transactions and bolster the confidence of both merchants and customers. The study focuses on potential double-spend attacks, particularly in the context of instant payments made via non-custodial crypto wallets. It also evaluates alternatives for instant crypto payments that use alternative coins and second-layer blockchain solutions. Research has indicated that Eclipse, Sybil, Majority, Race, and Finney attacks carry a relatively low risk, especially when payment amounts are limited. The paper identifies Replace-By-Fee attacks as the most significant threat and presents a set of countermeasures. These findings are of great importance to cryptocurrency experts, payment tech researchers, retail enterprises, and stakeholders using non-custodial wallets while exploring decentralized blockchain aspects.

这项研究探讨了在实体零售店使用比特币支付系统的漏洞和潜在攻击。它还为有效的应对措施奠定了理论和实践基础,以确保去中心化交易的完整性,增强商家和客户的信心。研究重点关注潜在的双重消费攻击,尤其是在通过非托管加密钱包进行即时支付的情况下。研究还评估了使用替代币和第二层区块链解决方案的即时加密支付替代方案。研究表明,Eclipse、Sybil、Majority、Race 和 Finney 攻击的风险相对较低,尤其是在支付金额有限的情况下。本文将 "以费代币"(Replace-By-Fee)攻击确定为最严重的威胁,并提出了一套应对措施。这些发现对于加密货币专家、支付技术研究人员、零售企业以及在探索去中心化区块链方面使用非托管钱包的利益相关者具有重要意义。
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引用次数: 0
The dark side of the metaverse: The role of gamification in event virtualization 元宇宙的阴暗面:游戏化在活动虚拟化中的作用
IF 21 1区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2023-11-17 DOI: 10.1016/j.ijinfomgt.2023.102726
Carlos Flavián, Sergio Ibáñez-Sánchez, Carlos Orús, Sergio Barta

The virtualization of cultural events in the metaverse creates opportunities to generate valuable and innovative experiences that replicate and extend in-person events; but the process faces associated challenges. In the absence of relevant empirical studies, the aim of this article is to analyze the positive and negative aspects of the user experience in a cultural event held in the metaverse. A mixed-methods approach is employed to test the proposed hypotheses. The results from three focus groups demonstrated the difficulty that users face in focusing their attention on the main elements of the metaverse, and the inability of this virtual sphere to convey the authenticity of a cultural event. Based on these findings, a metaverse-focused quantitative study was conducted to examine whether perceived gamification mitigate the negative effects of users failing to pay attention in their metaverse experiences. When users increased their attention levels, their ability to imagine the real experience and their perceptions of the authenticity of the cultural event increased, which produced positive behavioral intentions. This is one of the first studies to empirically analyze the tourist experience in the metaverse; managers and policymakers can benefit from the results to hold valuable virtual cultural events.

元网中文化活动的虚拟化为创造有价值的创新体验创造了机会,这些体验可以复制和扩展现场活动;但这一过程也面临着相关的挑战。在缺乏相关实证研究的情况下,本文旨在分析用户在元海外举办的文化活动中的积极和消极体验。文章采用了混合方法来检验提出的假设。三个焦点小组的研究结果表明,用户很难将注意力集中在元宇宙的主要元素上,而且这种虚拟领域无法传达文化活动的真实性。基于这些发现,我们开展了一项以元宇宙为重点的定量研究,探讨游戏化是否能减轻用户在元宇宙体验中注意力不集中所带来的负面影响。当用户提高注意力水平时,他们想象真实体验的能力和对文化活动真实性的感知都会提高,从而产生积极的行为意向。这是第一批对游客在元宇宙中的体验进行实证分析的研究之一;管理者和政策制定者可以从研究结果中获益,举办有价值的虚拟文化活动。
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引用次数: 0
The dark side of virtual agents: Ohhh no! 虚拟代理的阴暗面:哦,不
IF 21 1区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2023-11-08 DOI: 10.1016/j.ijinfomgt.2023.102721
Rania B. Mostafa , Cristiana R. Lages , Ahmed Shaalan

Virtual agents (VAs) are increasingly used by firms to establish relationships with customers. While this form of artificial intelligence offers numerous advantages, adverse outcomes can arise when customers’ expectations of VAs are not met. This paper examines how the disconfirmation of both parasocial interactions with the VA and its anthropomorphic characteristics affects users’ dissatisfaction with the VA. Such dissatisfaction might then influence subsequent behavioural outcomes, specifically spreading negative word-of-mouth about the VA (NWOMVA) and avoiding future use of VAs. Data were gathered from VA users in Egypt and the UAE via an online questionnaire. The findings from the two studies confirm that all direct hypotheses were supported and that dissatisfaction with VAs mediates the relationships between both negative parasocial interaction disconfirmation (NPID) and negative VA anthropomorphism disconfirmation and the behavioural outcomes of NWOMVA and VA avoidance. Thus, this paper offers managers guidelines on the effective characteristics of VAs, namely anthropomorphism and parasocial interaction, which allow them to identify the pitfalls of VAs and take preventive or remedial actions.

虚拟代理(VA)越来越多地被企业用来与客户建立关系。虽然这种形式的人工智能具有诸多优势,但当客户对虚拟代理的期望得不到满足时,也会产生不利的结果。本文探讨了与虚拟代理的寄生互动及其拟人化特征的不确定性如何影响用户对虚拟代理的不满。这种不满意可能会影响随后的行为结果,特别是传播关于虚拟机构的负面口碑(NWOMVA)和避免今后使用虚拟机构。研究人员通过在线问卷从埃及和阿联酋的虚拟机构用户那里收集了数据。两项研究的结果证实,所有直接假设都得到了支持,对虚拟机构的不满意在消极寄生社会互动不确认(NPID)和消极虚拟机构拟人化不确认与NWOMVA和避免使用虚拟机构的行为结果之间起到了中介作用。因此,本文就虚拟机构的有效特征(即拟人化和寄生互动)为管理者提供了指导,使他们能够识别虚拟机构的陷阱并采取预防或补救措施。
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引用次数: 0
Artificial intelligence (AI) futures: India-UK collaborations emerging from the 4th Royal Society Yusuf Hamied workshop 人工智能(AI)的未来:第四届英国皇家学会优素福-哈米德研讨会上出现的印英合作
IF 21 1区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2023-11-07 DOI: 10.1016/j.ijinfomgt.2023.102725
Yogesh K. Dwivedi , Laurie Hughes, Harshad K.D.H. Bhadeshia, Sophia Ananiadou , Anthony G. Cohn, Jacqueline M. Cole, Gareth J. Conduit, Maunendra Sankar Desarkar, Xinwei Wang

“Artificial Intelligence” in all its forms has emerged as a transformative technology that is in the process of reshaping many aspects of industry and wider society at a global level. It has evolved from a concept to a technology that is driving innovation, transforming productivity and disrupting existing business models across numerous sectors. The industrial and societal impact of AI is profound and multifaceted, offering opportunities for growth, efficiency, and improved healthcare, but also raising ethical and societal challenges as the method is integrated into many aspects of human life and work. This editorial is developed by contributors of the 4th Royal Society Yusef Hamied Workshop ( in 2023 devoted to Artificial Intelligence), designed to enhance collaboration between Indian and the UK scientists and to explore future research opportunities. The insights shared at the workshop are shared here.

各种形式的 "人工智能 "已成为一种变革性技术,正在重塑全球工业和社会的许多方面。它已从一个概念发展成为一种技术,正在推动创新、改变生产力和颠覆众多行业的现有商业模式。人工智能对工业和社会的影响是深远和多方面的,它为增长、效率和改善医疗保健提供了机遇,但随着这种方法融入人类生活和工作的许多方面,也提出了伦理和社会挑战。本社论由第四届英国皇家学会尤瑟夫-哈米德研讨会(2023 年,专门讨论人工智能)的撰稿人撰写,旨在加强印度和英国科学家之间的合作,探索未来的研究机会。在此分享研讨会上分享的见解。
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引用次数: 0
A framework for cyber-risk insurance against ransomware: A mixed-method approach 针对勒索软件的网络风险保险框架:一种混合方法
IF 21 1区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2023-11-03 DOI: 10.1016/j.ijinfomgt.2023.102724
Arunabha Mukhopadhyay, Swati Jain

Hackers follow a standard cyber kill chain process and install ransomware payloads using phishing emails on firms belonging to critical industry, resulting in huge losses in revenue, reputation, and customer churn. This study uses a mixed-method explanatory approach to mitigate ransomware attacks. We present the quantitative Ransomware Risk Management Model (R2M2) based on protection motivation theory (PMT). The Ransomware Risk Assessment module based on the threat appraisal component of PMT and the National Institute of Standards and Technology (NIST) guidelines can help the chief information security officer (CISO) to assess the risk using predictive analytics techniques. The Ransomware Risk Quantification module uses collective risk modeling to compute the severity of a ransomware attack on an organization. The Ransomware Risk Mitigation module helps the CISO to minimize the probability and impact of a ransomware attack on their organization by (i) investing in perimeter security technologies and training to ensure prepare, deter, detect, restrain, recover, and review mitigation strategies, (ii) adopting the National Institue of Standards and Technology (NIST) Cybersecurity Framework to ensure business resilience, and (iii) mitigating the residual risk by investing in cyber-risk insurance. We validated the proposed method using a qualitative study by interviewing participants form firms affected by ransomware, managed security service providers, security consultants, and cyber-risk insurers.

黑客遵循标准的网络杀伤链流程,使用网络钓鱼电子邮件对关键行业的公司安装勒索软件,导致收入、声誉和客户流失方面的巨大损失。本研究使用混合方法解释方法来减轻勒索软件攻击。提出了基于保护动机理论(PMT)的定量勒索软件风险管理模型(R2M2)。基于PMT威胁评估组件和美国国家标准与技术研究院(NIST)指南的勒索软件风险评估模块可以帮助首席信息安全官(CISO)使用预测分析技术评估风险。勒索软件风险量化模块使用集体风险建模来计算组织遭受勒索软件攻击的严重程度。勒索软件风险缓解模块帮助首席信息安全官通过以下方式将勒索软件攻击对其组织的可能性和影响降至最低:(i)投资于外围安全技术和培训,以确保准备、阻止、检测、抑制、恢复和审查缓解策略;(ii)采用美国国家标准与技术研究院(NIST)网络安全框架,以确保业务弹性;(iii)通过投资网络风险保险,降低剩余风险。我们通过访谈受勒索软件影响的公司、托管安全服务提供商、安全顾问和网络风险保险公司的参与者,对所提出的方法进行了定性研究。
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引用次数: 0
Elevating students’ lives through immersive learning experiences in a safe metaverse 在安全的元宇宙中通过身临其境的学习体验提升学生的生活品质
IF 21 1区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Pub Date : 2023-11-02 DOI: 10.1016/j.ijinfomgt.2023.102723
Alexandru Capatina , Nina Jane Patel , Kiril Mitrov , Dragos Sebastian Cristea , Adrian Micu , Angela-Eliza Micu

Metaverse platforms devoted to educational purposes are becoming increasingly popular among educators worldwide due to the benefits they offer in elevating students’ lives. This study explores how immersive platform features, blockchain features, a safe learning environment and new learning models contribute to the educational outcomes. Emerging literature on educational Metaverse platforms has been used to develop a genuine conceptual model. The model was tested using data collected from 100 educators located in different countries from worldwide. The data were analyzed using partial least squares structural equation modeling (PLS-SEM), Random Forest and other different feature importance methods, fuzzy-set qualitative comparative analysis (fsQCA), thematic content analysis and Latent Dirichlet Allocation (LDA). The application of PLS-SEM outlines that immersive platform features and safe learning environments positively affects educational outcomes. Random Forest and feature importance methods investigate the predictive power of items included in the model, fsQCA reveals the combinations of these factors that lead to high educational outcomes, while the qualitative insights reveal the key themes emerged from educators’ perspectives on the use of Metaverse platforms. This study contributes to Metaverse literature, which is relatively understudied in the educational sector.

致力于教育目的的 Metaverse 平台因其在提升学生生活品质方面的优势而越来越受到全球教育工作者的青睐。本研究探讨了沉浸式平台功能、区块链功能、安全的学习环境和新的学习模式如何促进教育成果。有关教育 Metaverse 平台的新兴文献被用来开发一个真正的概念模型。该模型利用从全球不同国家的 100 名教育工作者那里收集的数据进行了测试。数据分析采用了偏最小二乘结构方程建模(PLS-SEM)、随机森林和其他不同的特征重要性方法、模糊集定性比较分析(fsQCA)、主题内容分析和潜在德里希勒分配(LDA)。PLS-SEM 的应用概述了身临其境的平台功能和安全的学习环境对教育成果的积极影响。随机森林和特征重要性方法研究了模型中各项目预测能力,fsQCA揭示了导致高教育成果的这些因素的组合,而定性见解则揭示了从教育工作者使用 Metaverse 平台的角度所产生的关键主题。本研究为教育领域研究相对不足的 Metaverse 文献做出了贡献。
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引用次数: 0
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International Journal of Information Management
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