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You are lying! How misinformation accusations spread on Twitter 你在撒谎!虚假信息指控是如何在Twitter上传播的
3区 管理学 Q1 BUSINESS Pub Date : 2023-09-21 DOI: 10.1108/intr-07-2022-0572
Ashish S. Galande, Frank Mathmann, Cesar Ariza-Rojas, Benno Torgler, Janina Garbas
Purpose Misinformation is notoriously difficult to combat. Although social media firms have focused on combating the publication of misinformation, misinformation accusations, an important by-product of the spread of misinformation, have been neglected. The authors offer insights into factors contributing to the spread of misinformation accusations on social media platforms. Design/methodology/approach The authors use a corpus of 234,556 tweets about the 2020 US presidential election (Study 1) and 99,032 tweets about the 2022 US midterm elections (Study 2) to show how the sharing of misinformation accusations is explained by locomotion orientation. Findings The study findings indicate that the sharing of misinformation accusations is explained by writers' lower locomotion orientation, which is amplified among liberal tweet writers. Research limitations/implications Practitioners and policymakers can use the study findings to track and reduce the spread of misinformation accusations by developing algorithms to analyze the language of posts. A limitation of this research is that it focuses on political misinformation accusations. Future research in different contexts, such as vaccines, would be pertinent. Practical implications The authors show how social media firms can identify messages containing misinformation accusations with the potential to become viral by considering the tweet writer's locomotion language and geographical data. Social implications Early identification of messages containing misinformation accusations can help to improve the quality of the political conversation and electoral decision-making. Originality/value Strategies used by social media platforms to identify misinformation lack scale and perform poorly, making it important for social media platforms to manage misinformation accusations in an effort to retain trust. The authors identify linguistic and geographical factors that drive misinformation accusation retweets.
众所周知,错误信息是很难对付的。尽管社交媒体公司一直致力于打击错误信息的发布,但错误信息传播的一个重要副产品——错误信息指控却被忽视了。作者对导致虚假信息指控在社交媒体平台上传播的因素提出了见解。设计/方法/方法作者使用关于2020年美国总统选举的234,556条推文(研究1)和关于2022年美国中期选举的99,032条推文(研究2)的语料库来展示如何通过运动方向来解释错误信息指控的共享。研究发现,作者较低的运动倾向解释了错误信息指控的分享,这种倾向在自由主义推文作者中被放大。从业人员和政策制定者可以通过开发算法来分析帖子的语言,利用研究结果来跟踪和减少错误信息指控的传播。这项研究的一个局限性是它关注的是政治错误信息指控。未来在不同背景下的研究,如疫苗,将是相关的。作者展示了社交媒体公司如何通过考虑推文作者的移动语言和地理数据来识别包含错误信息指控的信息,这些信息有可能成为病毒式传播。早期识别包含错误信息指控的信息有助于提高政治对话和选举决策的质量。社交媒体平台用于识别错误信息的独创性/价值策略缺乏规模且表现不佳,因此社交媒体平台管理错误信息指控以保持信任非常重要。作者确定了推动错误信息指控转发的语言和地理因素。
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引用次数: 0
The diffusion process of product-harm misinformation on social media: evidence from consumers and insights from communication professionals 社交媒体上产品危害错误信息的传播过程:来自消费者的证据和传播专业人士的见解
3区 管理学 Q1 BUSINESS Pub Date : 2023-09-19 DOI: 10.1108/intr-07-2022-0571
Zifei Fay Chen, Yang Cheng
Purpose This study aims to propose a model that delineated the diffusion process of product-harm misinformation on social media. Drawing on theoretical insights from cue diagnosticity and corporate associations, the proposed model mapped out how consumers' information skepticism and perceived content credibility influence their perceived diagnosticity of the product-harm misinformation and corporate ability (CA) associations with the company being impacted, which in turn influenced their trust toward the company and negative word-of-mouth (NWOM) intention. Design/methodology/approach A survey was conducted with 504 US consumers to empirically test the proposed model. Following the survey, in-depth interviews were conducted with 11 communication professionals regarding the applicability of the model. Findings When exposed to product-harm misinformation on social media, consumers' perceived diagnosticity of misinformation was negatively impacted by their information skepticism and positively impacted by perceived content credibility of misinformation. Perceived diagnosticity of product-harm misinformation negatively impacted consumers' CA associations, which then led to decreased trust and increased NWOM intention. Findings from the interviews further supported the diffusion process and provided insights on strategies to combat product-harm misinformation. Strategies shared by the interviewees included preparedness and social listening, proactive outreach and building strong CA associations as preventative measures. Originality/value This study incorporates the theoretical frameworks of cue diagnosticity and corporate associations into the scholarship of misinformation and specifically addresses the unique diffusion process of product-harm misinformation on social media. This study provides insights and tangible recommendations for communication professionals to combat product-harm misinformation.
本研究旨在建立一个描述社交媒体上产品危害错误信息传播过程的模型。利用线索诊断性和企业关联的理论见解,该模型描绘了消费者的信息怀疑主义和感知内容可信度如何影响他们对产品损害错误信息的感知诊断性和与受影响公司的企业能力(CA)关联,进而影响他们对公司的信任和负面口碑(NWOM)意愿。设计/方法/方法对504名美国消费者进行了调查,以实证检验所提出的模型。调查结束后,我们对11位传播专业人士就模型的适用性进行了深入访谈。当消费者接触到社交媒体上的产品危害错误信息时,他们对错误信息的感知诊断性受到信息怀疑主义的负面影响,并受到错误信息内容可信度的积极影响。感知产品危害错误信息的诊断性对消费者的CA关联产生负面影响,从而导致信任降低和NWOM意愿增加。访谈的结果进一步支持了传播过程,并为打击产品危害错误信息的战略提供了见解。受访者分享的策略包括准备和社会倾听、积极的外联和建立强大的CA协会作为预防措施。原创性/价值本研究将线索诊断和企业关联的理论框架纳入错误信息研究,并专门研究了社交媒体上产品伤害错误信息的独特传播过程。本研究为通信专业人员提供了打击产品危害错误信息的见解和切实可行的建议。
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引用次数: 0
Public information sharing in enterprise social networks: a communication privacy management perspective 企业社交网络中的公共信息共享:通信隐私管理视角
3区 管理学 Q1 BUSINESS Pub Date : 2023-09-18 DOI: 10.1108/intr-09-2022-0745
Yu Wang, Daqing Zheng, Yulin Fang
Purpose The advancement of enterprise social networks (ESNs) facilitates information sharing but also presents the challenge of managing information boundaries. This study aims to explore the factors that influence the information-control behavior of ESN users when continuously sharing information. Design/methodology/approach This study specifies the information-control behaviors in the “wall posts” channel and applies communication privacy management (CPM) theory to analyze the effects of the individual-specific factor (disposition to value information), context-specific factors (work-relatedness and information richness) and risk-benefit ratio (public benefit and public risk). Data on actual information-control behaviors extracted from ESN logs are examined using multilevel mixed-effects logistic regression analysis. Findings The study's findings show the direct effects of the individual-specific factor, context-specific factors and risk-benefit ratio, highlighting interactions between the individual motivation factor and ESN context factors. Originality/value This study reshapes the relationship of CPM theory boundary rules in the ESN context, extending information-control research and providing insights into ESNs' information-control practices.
摘要企业社交网络的发展促进了信息共享,但也带来了信息边界管理的挑战。本研究旨在探讨ESN用户在持续信息共享过程中信息控制行为的影响因素。本研究明确了“贴墙”渠道中的信息控制行为,并运用沟通隐私管理(CPM)理论分析了个体特定因素(信息价值倾向)、情境特定因素(工作相关性和信息丰富性)和风险收益比(公共利益和公共风险)的影响。从ESN日志中提取的实际信息控制行为数据使用多级混合效应逻辑回归分析进行检验。研究结果显示了个体特定因素、情境特定因素和风险收益比的直接影响,突出了个体动机因素与ESN情境因素之间的相互作用。本研究重塑了ESN语境下CPM理论边界规则的关系,拓展了信息控制研究,为ESN的信息控制实践提供了启示。
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引用次数: 0
The effect of social commerce attributes on customer engagement: an empirical investigation 社交商务属性对客户参与的影响:一项实证调查
3区 管理学 Q1 BUSINESS Pub Date : 2023-09-15 DOI: 10.1108/intr-03-2022-0165
Abdelsalam Busalim, Linda D. Hollebeek, Theo Lynn
Purpose Social commerce (s-commerce) offers community-based platforms that facilitate customer-to-customer interactions and the development of customers' social shopping-based experience. While prior research has addressed the role of customer engagement (CE) in boosting s-commerce-based sales and performance, insight into the effect of s-commerce attributes on CE remains tenuous. Addressing this gap, this study examines the role of specific s-commerce attributes (i.e. community, collaboration, interactivity and social dynamics) on CE, which is, in turn, proposed to impact customers' repurchase- and electronic word of mouth (eWOM) intention. Design/methodology/approach A web-based survey was deployed to target users of a popular s-commerce platform, Etsy.com. Partial least squares structural equation modeling (PLS-SEM) was, then, used to analyze the survey data collected from 390 users. Findings The results reveal that the four examined attributes positively affect CE. The findings also demonstrate CE's positive effect on customers' repurchase- and eWOM intention. Originality/value Though CE has been identified as a key s-commerce performance indicator, little remains known about the role of specific s-commerce attributes in driving CE, as, therefore, explored in this research. Specifically, the authors examine the role of s-commerce-based community, collaboration, interactivity and social dynamics on CE. Their analyses also corroborate that CE, in turn, drives customers' post-purchase (i.e. repurchase/eWOM) intention. Managerially, our findings can be used to develop more engaging s-commerce platforms.
社交商务(s-commerce)提供以社区为基础的平台,促进客户对客户的互动,并开发客户的社交购物体验。虽然先前的研究已经解决了客户参与(CE)在促进基于s-commerce的销售和绩效方面的作用,但对s-commerce属性对CE的影响的洞察仍然很薄弱。为了解决这一差距,本研究考察了特定的s-commerce属性(即社区、协作、交互性和社会动态)对CE的作用,进而提出了影响客户再购买和电子口碑(eom)意愿的建议。设计/方法/方法一项基于网络的调查是针对流行的电子商务平台Etsy.com的用户进行的。然后,采用偏最小二乘结构方程模型(PLS-SEM)对390名用户的调查数据进行分析。结果显示,四种被测属性对CE有正向影响。研究结果还表明,电子商务对消费者的再购买意愿和eom意愿有积极的影响。独创性/价值虽然企业绩效已被确定为关键的s-commerce绩效指标,但对于特定的s-commerce属性在推动企业绩效方面的作用,我们知之甚少,因此,本研究将对此进行探讨。具体来说,作者研究了基于电子商务的社区、协作、互动性和社会动态在电子商务中的作用。他们的分析也证实了,CE反过来会推动顾客的购后(即回购/eWOM)意愿。在管理方面,我们的研究结果可用于开发更具吸引力的电子商务平台。
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引用次数: 0
Enterprise social media usage and social cyberloafing: an empirical investigation using the JD-R model 企业社交媒体使用与社交网络漫游:基于JD-R模型的实证研究
3区 管理学 Q1 BUSINESS Pub Date : 2023-09-14 DOI: 10.1108/intr-04-2021-0239
Liang Ma, Xin Zhang, Peng Yu
Purpose One of the most important challenges confronting enterprise managers is that of controlling employees' social cyberloafing. The use of enterprise social media entails opportunities for cyberloafing. However, previous research on how enterprise social media use affects cyberloafing is rather limited. Using the job demands-resources (JD-R) model, this paper proposes a research model to investigate the relationship between enterprise social media usage and employees' social cyberloafing behavior. Design/methodology/approach Structural equation modeling was performed to test the research model and hypotheses. Surveys were conducted in an online platform in China, generating 510 employees' data for analysis. Findings First, both public social media and private social media used for work-related and social-related purposes have a positive effect on employees' job engagement. Further, job engagement has a negative effect on employees' social cyberloafing. Second, the use of public social media for work-related and social-related purposes has no effect on employees' emotional exhaustion. However, work-related private social media usage has a negative effect on employees' emotional exhaustion, and social-related private social media usage has a positive effect on employees' emotional exhaustion. Further, employees' emotional exhaustion has a positive effect on employees' social cyberloafing. Third, there are significant differences in the effects of enterprise social media on employees' social cyberloafing between male and female employees. Originality/value First, this paper contributes to the social cyberloafing literature by establishing a relationship between enterprise social media usage and social cyberloafing in relation to the dual influence mechanism. Second, it contributes to the JD-R model by clarifying how the use of enterprise social media with different motivations affects social cyberloafing through a mediation mechanism, namely, an enabling mechanism and a burden mechanism. Third, this paper also contributes to the social cyberloafing literature by revealing the boundary condition, namely gender, between enterprise social media use and employees' social cyberloafing.
企业管理者面临的最重要的挑战之一是控制员工的社交网络闲逛。企业社交媒体的使用带来了网络闲逛的机会。然而,以往关于企业社交媒体使用如何影响网络闲逛的研究相当有限。本文运用工作需求-资源(job demand -resources, JD-R)模型,提出了企业社交媒体使用与员工社交网络闲逛行为之间关系的研究模型。设计/方法/方法采用结构方程建模来检验研究模型和假设。调查是在中国的一个在线平台上进行的,产生了510名员工的数据进行分析。首先,公共社交媒体和用于工作相关和社会相关目的的私人社交媒体对员工的工作投入都有积极的影响。此外,工作投入对员工的社交网络闲逛有负向影响。其次,出于工作和社交目的而使用公共社交媒体对员工的情绪耗竭没有影响。然而,与工作相关的私人社交媒体使用对员工的情绪衰竭有负面影响,与社交相关的私人社交媒体使用对员工的情绪衰竭有积极影响。此外,员工的情绪耗竭对员工的社交网络闲逛有正向影响。第三,企业社交媒体对男女员工社交网络闲逛的影响存在显著差异。首先,本文通过建立企业社交媒体使用与社会网络闲逛之间的双重影响机制关系,为社会网络闲逛文献做出贡献。其次,阐明了不同动机的企业社交媒体使用如何通过一种中介机制(即使能机制和负担机制)影响社会网络闲逛,有助于构建JD-R模型。第三,本文还通过揭示企业社交媒体使用与员工社交网络闲逛之间的边界条件,即性别,为社交网络闲逛文献做出贡献。
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引用次数: 0
Exploring the diffusion of digital fashion and influencers' social roles in the Metaverse: an analysis of Twitter hashtag networks 探索数字时尚的传播和网红在虚拟世界中的社会角色:对Twitter标签网络的分析
3区 管理学 Q1 BUSINESS Pub Date : 2023-09-13 DOI: 10.1108/intr-09-2022-0727
HaeJung Maria Kim, Swagata Chakraborty
Purpose The study aims to explore the digital fashion trend within the Metaverse, characterized by non-fungible tokens (NFTs), across Twitter networks. Integrating theories of diffusion of innovation, two-step flow of communication and self-efficacy, the authors aimed to uncover the diffusion structure and the influencer's social roles undertaken by social entities in fostering communication and collaboration for the advancement of Metaverse fashion. Design/methodology/approach Social network analysis examined the critical graph metrics to profile, visualize, and cluster the unstructured network data. The authors used the NodeXL program to analyze two hashtag keyword networks, “#metaverse fashion” and “#metawear,” using Twitter API data. Cluster, semantic, and time series analyses were performed to visualize the contents and contexts of communication and collaboration in the diffusion of Metaverse fashion. Findings The results unraveled the “broadcast network” structure and the influencers' social roles of opinion leaders and market mavens within Twitter's “#metaverse fashion” diffusion. The roles of innovators and early adopters among influencers were comparable in collaborating within the competition venues, promoting awareness and participation in digital fashion diffusion during specific “fad” periods, particularly when digital fashion NFTs and cryptocurrencies became intertwined with the competition in the Metaverse. Originality/value The study contributed to theory building by integrating three theories, emphasizing effective communication and collaboration among influencers, organizations, and competition venues in broadcasting digital fashion within shared networks. The validation of multi-faceted Social Network Analysis was crucial for timely insights, highlighting the critical digital fashion equity in capturing consumers' attention and driving engagement and ownership of Metaverse fashion.
该研究旨在探索以Twitter网络上的不可替代代币(nft)为特征的Metaverse中的数字时尚趋势。结合创新扩散理论、传播两步流理论和自我效能理论,揭示社会实体在促进跨界时尚传播与合作中所扮演的扩散结构和影响者的社会角色。设计/方法/方法社交网络分析检查了关键的图表指标,以描述、可视化和聚类非结构化网络数据。作者使用NodeXL程序分析了两个标签关键字网络,“#metaverse fashion”和“#metawear”,使用Twitter API数据。通过集群分析、语义分析和时间序列分析,可视化了以Metaverse方式传播的通信和协作的内容和上下文。研究结果揭示了“广播网络”结构以及意见领袖和市场专家在Twitter“#metaverse时尚”传播中的社会角色。创新者和早期采用者在比赛场地内的合作,在特定的“时尚”时期促进对数字时尚传播的认识和参与,特别是当数字时尚nft和加密货币与虚拟世界的竞争交织在一起时,在影响者中扮演的角色是相当的。本研究整合了三个理论,强调在共享网络中传播数字时尚时,影响者、组织和比赛场地之间的有效沟通和协作,有助于理论构建。多面社交网络分析的验证对于及时洞察至关重要,突出了数字时尚在吸引消费者注意力、推动Metaverse时尚参与和所有权方面的关键价值。
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引用次数: 0
A review of the literature on the metaverse: definition, technologies, and user behaviors 关于元宇宙的文献综述:定义、技术和用户行为
3区 管理学 Q1 BUSINESS Pub Date : 2023-09-12 DOI: 10.1108/intr-08-2022-0687
Zhongyun Zhou, Zidie Chen, Xiao-Ling Jin
Purpose As a sociotechnical system, the metaverse has sparked heated discussion. However, concerns abound that the concept is “old wine in a new bottle” used for capital hype. The mixed definitions of the metaverse and unclear relationships between its technical features and user behaviors have greatly impeded its design and application. Therefore, the authors aim to sort out the metaverse definition and properties, analyze its technical features in various contexts and unveil the mechanisms leading to user behaviors. Design/methodology/approach The authors conduct a literature review on the definition, technical features and user behaviors of/in the metaverse. Findings First, the authors identify two main categories of the metaverse definition and find a mixed conceptualization. Second, the authors present technologies and technical features in the diverse contexts of the metaverse. Third, the authors summarize the effect of technical features on user behaviors from a sociotechnical perspective. Originality/value The authors analyze the definition, technical features, user behaviors of the metaverse and their theoretical foundations. Based on these findings, the authors propose a theoretical framework unveiling how social and technical elements affect user behaviors in the metaverse. In conclusion, the study offers a research agenda for future studies.
作为一个社会技术系统,元宇宙引发了热烈的讨论。然而,人们普遍担心,这一概念是“新瓶装旧酒”,被用于资本炒作。对虚拟世界的模糊定义及其技术特征与用户行为之间的不明确关系,极大地阻碍了虚拟世界的设计和应用。因此,作者旨在梳理元宇宙的定义和属性,分析其在不同语境下的技术特征,揭示导致用户行为的机制。设计/方法/方法作者对/在元宇宙中的定义、技术特征和用户行为进行了文献综述。首先,作者确定了元宇宙定义的两个主要类别,并发现了一个混合的概念化。其次,作者介绍了不同背景下的技术和技术特征。第三,从社会技术的角度总结了技术特征对用户行为的影响。作者分析了虚拟世界的定义、技术特征、用户行为及其理论基础。基于这些发现,作者提出了一个理论框架,揭示了社会和技术因素如何影响虚拟世界中的用户行为。总之,本研究为今后的研究提供了一个研究议程。
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引用次数: 1
Avatar design in Metaverse: the effect of avatar-user similarity in procedural and creative tasks 《虚拟世界》中的虚拟角色设计:虚拟角色与用户在程序性和创造性任务中的相似性
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2023-09-08 DOI: 10.1108/intr-08-2022-0691
Runge Zhu, Cheng Yi
PurposeThrough the lens of self-perception theory, this paper investigates how avatar design (i.e. avatar user similarity) affects users' self-awareness and shapes their task engagement and performance in the Metaverse.Design/methodology/approachThe authors conducted a 2 (avatar user similarity: high vs low) × 2 (task type: procedural vs creative) lab experiment and collected data from questionnaires, the recording of users' behavior during tasks and their actual task performance.FindingsThe results show that higher avatar user similarity leads to higher task engagement in general. Furthermore, while a similar avatar promotes users to regulate their behaviors and achieve better performance in a procedural task, high similarity also inhibits users' creativity by invoking habitual thinking, resulting in worse performance in generating original ideas in a creative task.Originality/valueThis study is expected to contribute to the information systems literature by revealing the value of avatar design and providing new perspectives on improving users' experiences in the Metaverse.
目的通过自我感知理论的视角,研究虚拟化身设计(即虚拟化身用户相似度)如何影响用户的自我意识,并影响用户在虚拟世界中的任务参与和表现。设计/方法/方法作者进行了2(虚拟角色用户相似度:高vs低)× 2(任务类型:程序性vs创造性)实验室实验,并从问卷调查、用户在任务期间的行为记录和实际任务表现中收集数据。研究结果表明,头像用户相似度越高,任务参与度越高。此外,虽然相似的头像可以促进用户规范自己的行为,在程序性任务中获得更好的表现,但高相似度也会通过调用习惯性思维来抑制用户的创造力,从而导致用户在创造性任务中产生原创想法的表现更差。原创性/价值本研究旨在通过揭示虚拟形象设计的价值,并为改善虚拟世界用户体验提供新的视角,从而为信息系统文献做出贡献。
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引用次数: 0
Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs) 探讨Proteus效应与大型多人在线角色扮演游戏(mmorpg)意图之间的关系
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2023-09-04 DOI: 10.1108/intr-07-2022-0487
Seungjong Sun, Jang-Hyun Kim, Kwan Min Lee, Dongyan Nan
PurposeMassive multiplayer online role-playing games (MMORPGs) are representative metaverse games that are thriving in academia and the industry. This study aims to develop an integrated model based on Yee's motivations and the Proteus effect to explore individuals' intentions of playing MMORPGs.Design/methodology/approachThe data were gathered by conducting an online survey (n = 441) for the players of World of Warcraft, an MMORPG. The collected data were analyzed with a structural equation model.FindingsThe outcomes of this research reveal that the Proteus effect positively influenced the intentions of the players to play the game via mediations of social, immersion, achievement motivations and enjoyment. Furthermore, the players influenced by the Proteus effect, which enables avatar embodiment and identification, exhibited a stronger intention to play MMORPGs.Originality/valueThis research is one of the first attempts to establish a theoretical framework involving the Proteus effect and Yee's motivations. In addition, the findings of this study imply that the Proteus effect should be considered when investigating the individual experience of metaverse games.
目的大型多人在线角色扮演游戏(MMORPG)是在学术界和行业中蓬勃发展的具有代表性的元宇宙游戏。本研究旨在开发一个基于Yee动机和Proteus效应的综合模型,以探索个人玩MMORPG的意图。设计/方法/方法通过对《魔兽世界》(一种MMORPG)玩家进行在线调查(n=441)来收集数据。使用结构方程模型对收集的数据进行分析。研究结果表明,Proteus效应通过社交、沉浸、成就动机和享受等中介因素对玩家玩游戏的意图产生了积极影响。此外,受Proteus效应影响的玩家表现出更强的玩MMORPG的意愿。Originality/value这项研究是首次尝试建立一个涉及Proteus效果和Yee动机的理论框架。此外,这项研究的结果表明,在调查元宇宙游戏的个人体验时,应该考虑Proteus效应。
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引用次数: 1
Augmented reality in the metaverse market: the role of multimodal sensory interaction 元宇宙市场中的增强现实:多模态感官交互的作用
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2023-08-31 DOI: 10.1108/intr-08-2022-0670
Chongyang Chen, Kem Z. K. Zhang, Zhaofang Chu, Matthew Lee
PurposeIn the growing information systems (IS) literature on metaverse, augmented reality (AR) technology is regarded as a cornerstone of the metaverse which enables interaction services. Interaction has been identified as a core technology characteristic of metaverse shopping environments. Based on previous human–technology interaction research, the authors further explicate interaction to be multimodal sensory. The purpose of this study is thus to better understand the unique nature of interaction in AR technology and highlight the technology's benefits for shopping in metaverse spaces.Design/methodology/approachAn experiment has been conducted to empirically examine the authors' research model. The authors use the structural equation modeling (SEM) approach to analyze the collected data.FindingsThis study conceptualizes image, motion and touchscreen interactions as the three dimensions of multimodal sensory interaction, which can reflect visual-, kinesthetic- and haptic-based sensation stimulation. The authors' findings show that multimodal sensory interaction of AR activates consumers' intention to purchase via a psychological process. To delineate this psychological process, the authors use feelings-as-information theory to posit that experiential factors can influence cognitive factors. More specifically, multimodal sensory interaction is shown to increase multisensory experience and spatial presence, which can effectively reduce product uncertainty and information overload. The two outcomes have been considered to be key issues in online shopping environments.Originality/valueThis study is one of the first ones that shed light on the multimodal sensory peculiarity of AR interactions in the extant IS literature. The authors further highlight the benefits of AR in addressing major online shopping concerns about product uncertainty and information overload, which are largely overlooked by prior research. This study uses feelings-as-information theory to explain the impacts of AR interactions, which reveal the essential role of the experiential process in sensory-enabling technologies. This study enriches the existing theoretical frameworks that mostly focus on the cognitive process. The authors' findings about AR interactions provide noteworthy guidelines for the design of metaverse environments and extend the authors' understanding of how the metaverse may bring benefits beyond traditional online shopping settings.
在越来越多的信息系统(IS)文献中,增强现实(AR)技术被认为是实现交互服务的元世界的基石。交互被认为是虚拟购物环境的核心技术特征。在前人对人机交互研究的基础上,作者进一步将人机交互解释为多模态的感官交互。因此,本研究的目的是为了更好地理解AR技术中交互的独特性,并强调该技术在虚拟空间购物中的好处。设计/方法/方法进行了一项实验,对作者的研究模型进行了实证检验。作者采用结构方程建模(SEM)方法对收集到的数据进行分析。本研究将图像、运动和触屏交互概念化为多模态感官交互的三个维度,可以反映基于视觉、运动和触觉的感觉刺激。研究结果表明,增强现实的多模态感官交互作用通过心理过程激活了消费者的购买意愿。为了描述这一心理过程,作者使用感觉即信息理论假设经验因素可以影响认知因素。更具体地说,多模态感官交互显示出增加多感官体验和空间存在,可以有效地减少产品的不确定性和信息过载。这两个结果被认为是在线购物环境中的关键问题。原创性/价值本研究是现有is文献中第一个阐明AR相互作用的多模态感官特性的研究之一。作者进一步强调了AR在解决网上购物对产品不确定性和信息过载的担忧方面的好处,这些问题在很大程度上被先前的研究所忽视。本研究运用感觉即信息理论来解释AR交互的影响,揭示了体验过程在感官激活技术中的重要作用。本研究丰富了现有的主要关注认知过程的理论框架。作者关于AR交互的发现为虚拟世界环境的设计提供了值得注意的指导方针,并扩展了作者对虚拟世界如何带来传统在线购物环境之外的好处的理解。
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引用次数: 3
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Internet Research
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