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Does personality matter? Understanding the impacts of real-self and avatar personality traits on metaverse satisfaction 个性重要吗?了解真实自我和虚拟人格特质对元世界满意度的影响
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2024-11-26 DOI: 10.1108/intr-01-2024-0018
Shuiqing Yang, Kang Lin, Xi Wang, Yixiao Li, Yuangao Chen, June Wei

Purpose

The metaverse enables users to create their own avatars in a shared virtual space, giving rise to a new avatar personality that differs from their real-self personality. The aim of this research is to explore how users' real-self and avatar personalities may affect their behavioral engagement and satisfaction in the metaverse context.

Design/methodology/approach

This research applies self-discrepancy theory to investigate how the big five traits of both real-self and avatar personalities influence users' engagement and satisfaction in the metaverse. The present research employed a mixed-methods approach, beginning with a qualitative study to identify prevalent personality cues among users on metaverse social media platforms. Subsequently, a quantitative study was conducted to further validate the findings of the qualitative study.

Findings

The results indicated that avatar personality scored higher than the real-self personality in the dimensions of openness, conscientiousness and extraversion, while scored lower in the dimensions of agreeableness and neuroticism. Both real-self and avatar personality traits positively influenced metaverse satisfaction via behavioral engagement in the metaverse. Notably, avatar personality traits had a stronger impact on behavioral engagement compared to real-self personality traits, which further influence metaverse satisfaction.

Practical implications

The present study offers practical insights for metaverse developers and managers to enhance user satisfaction by focusing on users’ big five traits of both real-self and avatar personality. It suggests implementing personalized tools, organizing personality-based social activities and other initiatives to encourage user’s behavioral engagement and ultimately enhance metaverse satisfaction.

Originality/value

Unlike existing research that concentrates on a single facet of personality traits, this research employs a mixed-methods approach to conceptualize users' real-self personality and avatar personality, further exploring their impacts on metaverse satisfaction.

目的元宇宙使用户能够在共享虚拟空间中创建自己的化身,从而产生不同于真实人格的新化身人格。本研究旨在探讨用户的真实自我人格和化身人格会如何影响他们在元宇宙环境中的行为参与度和满意度。本研究采用了混合方法,首先进行定性研究,以确定元海外社交媒体平台用户中普遍存在的个性线索。研究结果表明,虚拟人格在开放性、自觉性和外向性方面的得分高于真实人格,而在合意性和神经质方面的得分较低。真实自我和虚拟人格特质都会通过在虚拟世界中的行为参与对虚拟世界的满意度产生积极影响。值得注意的是,与真实人格特质相比,化身人格特质对行为参与度的影响更大,而真实人格特质会进一步影响元海外满意度。 本研究为元海外开发者和管理者提供了实用的见解,通过关注用户的真实人格和化身人格的五大特质来提高用户满意度。原创性/价值不同于现有研究集中于人格特质的单一方面,本研究采用混合方法对用户的真实人格和虚拟人格进行概念化,进一步探讨它们对元海外满意度的影响。
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引用次数: 0
Does social presence drive customer brand engagement and purchase intention in the fashion retail metaverse? The moderating role of self-efficacy 社交存在是否会推动时尚零售元世界中顾客的品牌参与度和购买意向?自我效能的调节作用
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2024-11-25 DOI: 10.1108/intr-01-2024-0030
Durgesh Agnihotri, Pallavi Chaturvedi, Kriti Swarup, Anshul Mathur, Vikas Tripathi, Nripendra Singh

Purpose

The study investigates the relationship between social presence dimensions and customer brand engagement (CBE) as well as the relation between customer brand engagement and purchase intention (PI) in the fashion retail metaverse with self-efficacy moderating between CBE and PI.

Design/methodology/approach

The data were gathered by conducting an online survey (n = 476) from young adults exposed to fashion retail metaverse platforms. The collected data were analyzed using structural equation modeling.

Findings

The findings discovered that social presence dimensions positively impact CBE, which substantially impacts the PI of young consumers in the fashion retail metaverse. The findings demonstrate that self-efficacy moderates the relationship between CBE and PI.

Research limitations/implications

This study uses cross-sectional data in the fashion retail metaverse for young consumers. Future studies can use longitudinal data in the context of other industries and demographic profiles to assess changing customer behavior.

Practical implications

This study implies that customer experiences can be enriched through social presence dimensions, helping brands adapt their offers to create more engaging and rewarding customer interactions. It offers insights for brand managers aiming to augment the relationship between CBE and PI.

Originality/value

The study uniquely explores the relationship between social presence dimensions and CBE within the fashion retail metaverse. It examines self-efficacy as a moderator between CBE and PI, providing fresh insights into consumer behavior in the fashion retail metaverse.

目的本研究探讨了社交存在维度与顾客品牌参与度(CBE)之间的关系,以及顾客品牌参与度与时尚零售元网平台上的购买意向(PI)之间的关系,其中自我效能在CBE和PI之间起调节作用。研究结果发现,社交存在维度对 CBE 有积极影响,而 CBE 对时尚零售元网平台上年轻消费者的 PI 有重大影响。研究局限/意义本研究使用的是时尚零售元网中年轻消费者的横截面数据。本研究表明,可以通过社会存在维度丰富顾客体验,帮助品牌调整其产品,以创造更有吸引力和更有回报的顾客互动。该研究为旨在增强 CBE 与 PI 之间关系的品牌管理者提供了见解。它将自我效能作为 CBE 和 PI 之间的调节因素进行了研究,为时尚零售元网中的消费者行为提供了新的见解。
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引用次数: 0
Can digital transformation alleviate corporate fraud? Evidence from China 数字化转型能否缓解企业欺诈?来自中国的证据
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2024-11-21 DOI: 10.1108/intr-01-2024-0031
Duo Shang, Dongliang Yuan, Xinmei Wu, Dehui Li

Purpose

The aim of this paper is to explore the relationship between digital transformation and corporate fraud.

Design/methodology/approach

This paper uses panel data of Chinese listed corporations from 2010 to 2021 and captures digital transformation from the perspectives of awareness and investment by extracting related content from annual reports. Our work investigates whether and how digital transformation influences corporate fraud and examines the moderating effects of the legal environment, media environment and privacy concerns.

Findings

Our findings show that digital transformation, captured either from awareness or actual investment, can significantly alleviate corporate fraud. Our results are robust in a set of endogeneity tests and robustness checks. Additionally, we confirm that digital transformation alleviates corporate fraud through two mechanisms: improving internal monitoring and boosting information flow. Additionally, this alleviating effect is more pronounced for corporations with fewer privacy concerns and in worse legal and media environments.

Practical implications

Our findings provide insights for policymakers to motivate corporations to engage in digital transformation for fraud prevention. We also offer guidelines for corporations to improve their awareness and actual investments in digital transformation and take advantage of its governance effect in preventing corporate fraud.

Originality/value

Overall, we highlight the governance role of digital transformation in alleviating corporate fraud and provide policy implications for regulators in emerging economies to regard digital transformation as an effective tool for fraud prevention.

本文采用 2010 年至 2021 年中国上市企业的面板数据,通过从年报中提取相关内容,从意识和投资两个角度捕捉数字化转型。我们的研究工作探讨了数字化转型是否以及如何影响企业欺诈,并研究了法律环境、媒体环境和隐私问题的调节作用。研究结果我们的研究结果表明,从意识或实际投资角度捕捉到的数字化转型可以显著缓解企业欺诈。在一系列内生性检验和稳健性检验中,我们的结果是稳健的。此外,我们还证实,数字化转型通过改善内部监控和促进信息流动这两种机制来缓解企业欺诈。我们的研究结果为政策制定者提供了启示,以激励企业进行数字化转型,从而预防欺诈。原创性/价值总之,我们强调了数字化转型在缓解企业欺诈方面的治理作用,并为新兴经济体的监管者提供了政策启示,使其将数字化转型视为预防欺诈的有效工具。
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引用次数: 0
Gameful systems for corporate sustainability: systematic review, conceptual framework and research agenda on gamification and sustainable employee behavior in companies 促进企业可持续发展的游戏系统:关于游戏化和企业员工可持续行为的系统回顾、概念框架和研究议程
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2024-11-21 DOI: 10.1108/intr-06-2024-1000
Jeanine Kirchner-Krath, Samanthi Dijkstra-Silva, Benedikt Morschheuser, Harald F.O. von Korflesch

Purpose

Given the urgency of corporate engagement in sustainable development, companies seek ways to involve their employees in sustainability efforts. In this regard, gamified systems have gained attention as a novel tool to promote sustainable employee behavior. However, as the research field matures, researchers and practitioners are confronted with a scattered academic landscape that makes it difficult to grasp how gamification can be designed to engage employees in sustainable behavior and to understand how gamification effects unfold at psychological, behavioral and corporate levels of sustainability.

Design/methodology/approach

This paper uses a systematic literature review to consolidate the existing knowledge on gamification designs and their effects on sustainable employee behavior.

Findings

Studies have explored a variety of utilitarian and achievement-, immersion- and social-related gameful affordances to promote positive behavior- and system-related psychological effects as a basis for employee engagement in sustainable behavior. However, the evidence regarding their impact on rational decision-making processes and overcoming the intention-action gap inherent in sustainability is still limited. Nevertheless, several studies in focused areas indicate the potential to elicit behavioral changes that drive sustainability outcomes at the corporate level as well.

Originality/value

Our study provides three main contributions. First, we develop a conceptual framework that illustrates how gamification can drive sustainable behavior in the workplace. Second, we derive seven agenda points to guide future research on gamification for corporate sustainability. Third, we deduce three practical approaches to use gamification as a strategic intervention to promote sustainable behavior in organizations.

目的鉴于企业参与可持续发展的紧迫性,企业想方设法让员工参与到可持续发展工作中来。在这方面,游戏化系统作为一种促进员工可持续行为的新工具受到了关注。然而,随着研究领域的不断成熟,研究人员和从业人员面临着一个分散的学术环境,很难把握游戏化如何设计来吸引员工参与可持续发展行为,也很难理解游戏化效应如何在心理、行为和企业可持续发展层面上展开。本文通过系统的文献综述,整合了有关游戏化设计及其对员工可持续行为影响的现有知识。研究结果研究人员探索了各种功利性、成就性、沉浸性和社交性的游戏功能,以促进积极的行为和系统相关的心理效应,为员工参与可持续行为奠定基础。然而,关于游戏对理性决策过程的影响以及克服可持续发展固有的意图-行动差距的证据仍然有限。尽管如此,一些重点领域的研究表明,这些研究也有可能引发行为变化,从而推动企业层面的可持续发展成果。首先,我们建立了一个概念框架,说明游戏化如何推动工作场所的可持续行为。其次,我们提出了七个议程要点,以指导未来有关游戏化促进企业可持续发展的研究。第三,我们推导出三种实用方法,将游戏化作为一种战略干预措施,促进组织中的可持续行为。
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引用次数: 0
Why do people customize avatars in the metaverse? Curiosity and SOR model perspective 为什么人们要在元宇宙中自定义头像?好奇心和 SOR 模型视角
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2024-11-20 DOI: 10.1108/intr-11-2023-1042
Suhyoung Ahn, Byoungho Ellie Jin, Hyesim Seo

Purpose

The metaverse, a virtual space where one can build and explore with others using avatars, is drawing global interest. Then questions arise: What drives consumers to customize their avatars and purchase virtual items in the metaverse? Who customizes and purchases virtual items more than others? To find the answers, this study tested a research model that explains why consumers customize their avatars and buy virtual items in the metaverse.

Design/methodology/approach

Based on the stimuli-organism-response model, this study posits that metaverse characteristics (i.e. escapism, visual attractiveness, social interaction and autonomy) arouse consumers’ curiosity toward the metaverse, which in turn evokes avatar customization behavior and virtual item purchase intention. Survey data from 501 metaverse-experienced consumers in both the US and Korea are analyzed.

Findings

The result revealed that all four metaverse characteristics were found to stimulate consumers’ curiosity. Consumers’ curiosity enhances avatar customization behavior and purchase intention of the virtual items. Further, avatar customization behavior increases the purchase intention of virtual items.

Practical implications

The findings provide valuable insights into how metaverse platforms can effectively engage consumers by stimulating curiosity, especially through social interaction, and offering extensive avatar customization options and virtual items.

Originality/value

This study highlights how the metaverse’s open-ended experiences, user-driven customization and social interactions – unlike traditional online games – spark consumer curiosity. It emphasizes the pivotal role of curiosity in driving metaverse engagement and highlights the need to consider it as a central construct in future research. Additionally, this study provides managerial implications for virtual item purchases in the metaverse.

目的元宇宙(metaverse)是一个虚拟空间,人们可以使用化身与他人一起构建和探索,它正引起全球的关注。问题随之而来:是什么促使消费者在元宇宙中定制自己的化身并购买虚拟物品?谁比其他人更喜欢定制和购买虚拟物品?为了找到答案,本研究测试了一个研究模型,该模型解释了为什么消费者会在元海外定制他们的头像和购买虚拟物品。研究分析了来自美国和韩国的 501 名具有元海外经验的消费者的调查数据。研究结果显示,所有四个元海外特征都能激发消费者的好奇心。消费者的好奇心增强了虚拟物品的化身定制行为和购买意向。研究结果为元海外平台如何通过激发消费者的好奇心(尤其是通过社交互动)、提供广泛的化身定制选项和虚拟物品来有效吸引消费者提供了宝贵的见解。它强调了好奇心在推动元海外参与中的关键作用,并强调了在未来研究中将好奇心作为核心概念的必要性。此外,本研究还为在元海外购买虚拟物品提供了管理启示。
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引用次数: 0
“I am sorry for judging you”: conceptualizing sentiment reversal among followers in case of falsely alleged social media influencer transgression "我很抱歉对你的评价":在社交媒体影响者被诬陷违规的情况下,对追随者情绪逆转的概念化研究
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2024-11-19 DOI: 10.1108/intr-08-2023-0649
Ishaan Sengupta, Kokil Jain, Arpan Kumar Kar, Isha Sharma

Purpose

Influencer transgressions can disappoint their followers. However, there is a lack of clarity about the effects of a false allegation on an influencer–follower relationship. Drawing from cognitive dissonance and moral reasoning theory, the current study aims to examine how this relationship is shaped across three time periods (before the allegation is leveled, after the allegation is leveled, and when the allegation is found to be baseless).

Design/methodology/approach

We study comments posted by followers of two falsely alleged social media influencers (SMI) on their YouTube and Instagram channels. Latent Dirichlet allocation (LDA) followed by netnography is used for thematic analysis. LDA is a social media topic modeling method that processes a statistically representative set of words to explain the tone and tenor of qualitative conversations. A sentiment analysis of the comments is done using SentiStrength.

Findings

When an allegation is leveled initially, the response from followers is overwhelmingly negative toward the influencer owing to moral coupling. However, when the allegations are proven to be false, the followers return to a positive opinion of the influencer, owing to feelings of dissonance and guilt.

Practical implications

The study contributes to the fields of influencer marketing, cognitive dissonance and moral reasoning. It highlights how endorsers can take advantage of the positive sentiment that arises once an accused SMI’s transgression is proven false.

Originality/value

This study introduces the concept of “Sentiment Reversal,” which is exhibited in the social media space. In this phenomenon, sentiments move from negative to positive toward the falsely accused SMI as they are vindicated of the previous charge.

目的影响者的过失会让追随者失望。然而,虚假指控对影响者与追随者关系的影响尚不明确。本研究从认知失调和道德推理理论出发,旨在研究这种关系在三个时间段(指控之前、指控之后以及指控被认定为毫无根据时)是如何形成的。在进行主题分析时,我们使用了潜在德里希勒分配(LDA)和网络分析法。LDA 是一种社交媒体主题建模方法,用于处理一组具有统计代表性的词语,以解释定性对话的语气和基调。研究结果当指控最初被提出时,由于道德耦合的原因,追随者对有影响力者的反应绝大多数是负面的。然而,当指控被证实为虚假时,由于失调和内疚感,追随者对影响者又恢复了积极的看法。本研究引入了 "情绪反转 "的概念,这一概念在社交媒体领域有所表现。在这种现象中,被诬陷的中小型企业在平反之前的指控后,其情绪会从负面转向正面。
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引用次数: 0
Unveiling factors and contingencies influencing exhaustion in professional esports players: evidence from China 揭示影响职业电竞选手疲惫的因素和突发事件:来自中国的证据
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2024-11-15 DOI: 10.1108/intr-09-2023-0832
Gordon Liu, Yue Meng-Lewis, Weiyue Wang, Yupei Zhao

Purpose

The rapid growth of professional esports has highlighted the lack of a universally recognised governing body to standardise operations and competition rules. This absence presents many challenges. A key concern is the well-being of professional esports players (e-pro-players), who often suffer from exhaustion. This study aims to examine the factors contributing to exhaustion among e-pro-players.

Design/methodology/approach

Using the conservation of resources theory, we developed a framework to explain the factors leading to e-pro-players’ exhaustion and the conditions under which it occurs. We tested this framework with 126 responses in a dyadic survey from e-pro-players and their coaches in China. Additionally, we gathered qualitative insights from 50 interviews with esports stakeholders to provide more context for our quantitative findings.

Findings

Our study found that e-pro-players’ intrinsic motivation to engage in training reduces their exhaustion, while their struggle to cope with uncertainty in esports environments (intolerance of uncertainty) increases it. The effect of intrinsic motivation is weaker for those who believe their talent for playing esports is fixed (entity belief) but stronger for those with high relational identification with their coaches. Additionally, the link between uncertainty intolerance and exhaustion is stronger in players with strong entity beliefs.

Originality/value

Our study sheds light on the factors contributing to e-pro-players’ exhaustion within the partially regulated professional esports environment, a phenomenon that significantly influences their overall well-being. Through the identification and examination of these factors and the conditions under which they affect exhaustion, we deepen the understanding of the drivers of exhaustion for e-pro-players who operate in an industry lacking standardised regulations.

目的 职业电子竞技的快速发展凸显出缺乏一个普遍认可的管理机构来规范运作和竞赛规则。这种缺失带来了许多挑战。职业电竞选手(e-pro-player)的福利是一个关键问题,他们经常会感到精疲力竭。本研究旨在探讨导致电子职业玩家精疲力竭的因素。设计/方法/途径利用资源保护理论,我们建立了一个框架来解释导致电子职业玩家精疲力竭的因素以及发生精疲力竭的条件。我们通过对中国电子竞技选手及其教练的 126 份问卷进行了测试。我们的研究发现,电子竞技职业玩家参与训练的内在动机会减少他们的疲惫感,而他们在电竞环境中应对不确定性的努力(对不确定性的不容忍)会增加他们的疲惫感。对于那些认为自己的电竞天赋是固定的(实体信念)的人来说,内在动机的影响较弱,但对于那些与教练关系认同度高的人来说,内在动机的影响较强。原创性/价值我们的研究揭示了导致电子职业玩家在部分受监管的职业电竞环境中精疲力竭的因素,这一现象严重影响了他们的整体健康。通过识别和研究这些因素及其影响精疲力竭的条件,我们加深了对电子职业玩家精疲力竭驱动因素的理解,因为他们在一个缺乏标准化法规的行业中开展业务。
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引用次数: 0
From attraction to monetization: How do knowledge influencers trigger users’ willingness to subscribe to knowledge products? 从吸引到货币化:知识影响力如何激发用户订阅知识产品的意愿?
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2024-11-15 DOI: 10.1108/intr-07-2023-0595
Xiaoyu Chen, Alton Y.K. Chua

Purpose

This study examines the phenomenon of “knowledge influencers,” individuals who convey expert information to non-expert audiences and attract users to subscribe to their self-created knowledge products. It seeks to address two research questions: (1) What are the antecedents that promote perceived attractiveness of knowledge influencers? and (2) How does perceived attractiveness of knowledge influencers affect users’ willingness to subscribe to knowledge products?

Design/methodology/approach

Guided by self-branding theory, which suggests that individuals strategically shape user perceptions and interactions to create an appealing image, the study employed a sequential mixed-methods approach. Qualitative interviews were conducted with knowledge influencers and their subscribers, followed by a quantitative survey of users with knowledge subscription experience to validate the findings.

Findings

Results suggested that knowledge influencers could enhance their attractiveness to users by promoting perceived professionalism, perceived familiarity, and perceived connectedness. Perceived attractiveness of knowledge influencers could directly affect users’ willingness to subscribe or indirectly through the role of users’ attachment to knowledge influencers.

Practical implications

By understanding the factors driving users’ subscription intentions, platform operators and influencers can refine their strategies to enhance user attachment and optimize monetization opportunities through personalized interactions and tailored content offerings.

Originality/value

This study contributes to the literature by elucidating the relationship between perceived attractiveness and users’ subscription intentions, offering new insights into the dynamics of online knowledge consumption.

目的 本研究探讨了 "知识影响者 "现象,即向非专家受众传递专家信息并吸引用户订阅其自创知识产品的个人。它试图解决两个研究问题:(1) 促进知识影响者感知吸引力的前因是什么?(2) 知识影响者的感知吸引力如何影响用户订阅知识产品的意愿?研究结果表明,知识影响者可以通过提升专业度、熟悉度和联系度来增强对用户的吸引力。通过了解用户订阅意愿的驱动因素,平台运营商和知识影响者可以改进他们的策略,通过个性化互动和量身定制的内容产品来增强用户粘性并优化货币化机会。
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引用次数: 0
Understanding the influence of communication visibility in preventing knowledge sabotage: a knowledge power perspective 了解传播能见度对防止知识破坏的影响:知识权力视角
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2024-11-13 DOI: 10.1108/intr-03-2024-0360
Junli Wang, Ling Yuan, Zhihong Tan

Purpose

This study explores the potential impact of enterprise social media (ESM) communication visibility on knowledge sabotage to reduce knowledge sabotage within organizations.

Design/methodology/approach

We collected data from 389 Chinese employees across three stages and used hierarchical regression analysis and the bootstrap method to test our hypotheses.

Findings

Communication visibility negatively affects knowledge sabotage, and the loss of knowledge power mediates the relationship between communication visibility and knowledge sabotage. Digital work connectivity strengthens the negative relationship between message transparency and loss of knowledge power but weakens the negative relationship between network translucence and loss of knowledge power. Therefore, digital work connectivity plays a dual role.

Practical implications

Managers can encourage employees to share their knowledge advantages through ESM and seek cross-disciplinary knowledge cooperation, which helps restrain knowledge sabotage from the source. At the same time, maintaining appropriate digital work connectivity enables employees to leverage their knowledge interaction advantages of ESM, thereby fostering their knowledge competitiveness.

Originality/value

This study is the first to reveal the internal mechanism (loss of knowledge power) through which ESM communication visibility affects knowledge sabotage and explores the boundary condition (digital work connectivity) impacting the effectiveness of communication visibility. It contributes to a deeper understanding of the inherent nature of knowledge sabotage from an information technology perspective and offers novel technical insights into its management.

本研究探讨了企业社交媒体(ESM)的传播可见性对知识破坏的潜在影响,以减少组织内的知识破坏行为。研究结果传播可见性对知识破坏有负面影响,知识权力的丧失在传播可见性和知识破坏之间起中介作用。数字工作连接加强了信息透明度与知识权力损失之间的负相关,但削弱了网络透明度与知识权力损失之间的负相关。实践意义管理者可以鼓励员工通过ESM分享自己的知识优势,寻求跨领域的知识合作,这有助于从源头上抑制知识破坏。原创性/价值本研究首次揭示了ESM传播能见度影响知识破坏的内部机制(知识权力的丧失),并探讨了影响传播能见度有效性的边界条件(数字工作连接)。它有助于从信息技术的角度深入理解知识破坏的内在本质,并为知识破坏的管理提供了新颖的技术见解。
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引用次数: 0
Value co-creation in live streaming through tourism scenes: a contextual marketing perspective 旅游场景直播中的价值共创:情境营销视角
IF 5.9 3区 管理学 Q1 BUSINESS Pub Date : 2024-11-12 DOI: 10.1108/intr-05-2023-0362
Jun Yu, Chaowu Xie, Songshan Huang

Purpose

This study aims to identify a value co-creation framework for live streaming through tourism scenes (LStTS). It also clarifies the value attributes of LStTS and makes an empirical test.

Design/methodology/approach

The study used a mixed-method approach. In Study 1, a total of 12,216 pieces of viewers’ comments and ten web news reports were coded and analyzed employing a grounded theory approach. In Study 2, data were collected from 587 Douyin e-commerce users. Exploratory factor analysis and partial least squares structural equation modeling were used to test the value co-creation framework of LStTS.

Findings

In Study 1, six value attributes in three categories were identified based on a content analysis of viewers’ comments. In Study 2, a three-order factorial model of value co-creation in LStTS was identified and tested.

Research limitations/implications

Our study is limited by the preponderance of female respondents in the sample and the unique nature of the research context.

Practical implications

Merchants and streamers should consider whether there is a fit between the merchandise and the tourism scene when selecting the tourism scene for live streaming marketing; they can select novel and beautiful natural tourism scenes to attract viewers. Detailed and comprehensive product information should be provided in the process of live streaming marketing and sharing with consumers.

Originality/value

The novelty of our study lies in the provision of a new value co-creation framework in LStTS, which offers a theoretical basis for analyzing the value of the tourism scene in live streaming marketing.

目的本研究旨在确定旅游场景直播(LStTS)的价值共创框架。本研究采用了混合方法。在研究 1 中,采用基础理论方法对 12,216 篇观众评论和 10 篇网络新闻报道进行了编码和分析。在研究 2 中,收集了 587 位豆瓣网电子商务用户的数据。研究结果在研究 1 中,根据对观众评论的内容分析,确定了三个类别中的六个价值属性。实践意义商家和直播平台在选择直播营销的旅游场景时,应考虑商品与旅游场景之间是否契合;可以选择新颖、优美的自然旅游场景来吸引观众。原创性/价值我们研究的新颖之处在于提供了一个新的旅游直播营销价值共创框架,为分析旅游场景在直播营销中的价值提供了理论基础。
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