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Erratum to “How do consumers perceive and process online overall vs. individual text-based reviews? Behavioral and eye-tracking evidence” [Information & Management 60/5 (2023) 103795] “消费者如何看待和处理在线总体评论与基于文本的个人评论?”行为和眼动追踪证据”[信息与管理60/5 (2023)103795]
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-01 Epub Date: 2025-05-30 DOI: 10.1016/j.im.2025.104182
Jia Jin , Ailian Wang , Cuicui Wang , Qingguo Ma
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引用次数: 0
Unveiling the paradox of NFT digital scarcity: Impacts of digital scarcity on online trading and social behaviors NFT数字稀缺性悖论的揭示:数字稀缺性对网络交易和社会行为的影响
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-01 Epub Date: 2025-07-06 DOI: 10.1016/j.im.2025.104205
Hua Lu , Xin (Robert) Luo , Shuang (Sara) Ma , Runyu Chen
Embracing the scarcity principle, we explore the effect of digital scarcity in nonfungible tokens (NFTs) on users’ online trading behaviors and social interactions (e.g., considering them as gifts). Using a dataset obtained from the NFTGo platform, we find that digital scarcity facilitates social behaviors but hinders trading behaviors. Notably, the influences of digital scarcity are more pronounced when there is less uncertainty (e.g., higher consistency of rarity evaluation and stronger impact of influencers). This research not only enriches the NFT literature with fresh insights into social and trading behaviors, but also extends the scarcity principle to the digital realm.
采用稀缺性原则,我们探讨了不可替代代币(nft)中的数字稀缺性对用户在线交易行为和社交互动的影响(例如,将其视为礼物)。利用NFTGo平台的数据集,我们发现数字稀缺性促进了社会行为,但阻碍了交易行为。值得注意的是,数字稀缺性的影响在不确定性较小的情况下更为明显(例如,稀缺性评估的一致性更高,影响者的影响更强)。该研究不仅丰富了NFT文献,为社会和交易行为提供了新的见解,而且将稀缺原理扩展到数字领域。
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引用次数: 0
The dark side of virtual status systems: Exploring the impact of status loss on user engagement 虚拟状态系统的阴暗面:探索状态丢失对用户粘性的影响
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-01 Epub Date: 2025-07-08 DOI: 10.1016/j.im.2025.104208
Ruonan Zhang , Zhaoyang Yu
In the contemporary landscape of online platforms, virtual status systems, represented by badges, titles, and ranks, play a crucial role in user identification and engagement. Prior research highlights the positive impacts of virtual status awards on user engagement. However, the potential negative effects of status loss remain underexplored. This study addresses this gap by examining the detrimental impact of virtual status loss on user engagement, emphasizing the varying intensity of the impact across multiple successive time points during users’ subsequent engagements. Utilizing reinforcement theory and accountability theory, it investigates how status loss affects user engagement. The findings suggest that status loss reduces the frequency of user engagement significantly and results in a stronger short-term shock that gradually diminishes. This effect is more intense for users with newly gained status, while those who have gained status multiple times experience weaker shocks. Additionally, losing status leads to a decline in the effort and quality of users’ contributions, with stronger negative impacts on engagement dimensions that users previously valued more. This study provides a nuanced understanding of the dual nature of virtual status systems, offering insights to optimize status-related user engagement strategies and enhance the development of online platforms.
在当代网络平台中,以徽章、头衔和等级为代表的虚拟身份系统在用户识别和参与方面发挥着至关重要的作用。先前的研究强调了虚拟地位奖励对用户粘性的积极影响。然而,地位丧失的潜在负面影响仍未得到充分探讨。本研究通过考察虚拟状态损失对用户粘性的不利影响来解决这一差距,强调了在用户后续粘性中多个连续时间点的不同影响强度。利用强化理论和问责理论,它研究了状态损失如何影响用户参与度。研究结果表明,状态丧失会显著降低用户参与的频率,并导致更强烈的短期冲击,这种冲击会逐渐减弱。对于新获得地位的用户来说,这种影响更为强烈,而那些多次获得地位的用户则会受到较弱的冲击。此外,失去地位会导致用户贡献的努力和质量下降,对用户之前更看重的参与度维度产生更大的负面影响。本研究对虚拟状态系统的双重性质提供了细致入微的理解,为优化与状态相关的用户参与策略和促进在线平台的发展提供了见解。
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引用次数: 0
Optimal revenue model for Q&A platforms: Paid or free viewership? 问答平台的最佳盈利模式:付费还是免费?
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-01 Epub Date: 2025-06-11 DOI: 10.1016/j.im.2025.104198
Haiyang Feng , Muzi Li , Wenfan Zhao , Nan Feng
This paper examines the conditions under which a paid viewership model generates more profits for Q&A platforms compared to a free viewership model. We find that when the unit cost of answer quality is low, the platform should adopt the free viewership model to attract more viewers. Otherwise, the paid viewership model is more profitable, as it incentivizes both askers and answerers to engage more actively. While the answerer consistently benefits more under the paid viewership model, active askers are better off only when the viewership fee remains low.
本文考察了付费收视模式比免费收视模式为问答平台带来更多利润的条件。我们发现,当回答质量的单位成本较低时,平台应该采用免费观看模式来吸引更多的观众。否则,付费观看模式更有利可图,因为它能激励提问者和回答者更积极地参与进来。在付费观看模式下,回答者总是受益更多,而主动提问者只有在观看费用保持较低的情况下才会受益。
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引用次数: 0
Who cares if we get hacked? The development and testing of a measure of information security apathy 谁在乎我们被黑了?开发和测试一种衡量信息安全冷漠的方法
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-01 Epub Date: 2025-05-13 DOI: 10.1016/j.im.2025.104166
Alan R. Dennis , Sanjay Goel , Jenny Huang , Kevin J. Williams
We develop a construct called information security apathy, which we define as the extent to which individuals lack interest in information security. In Study 1, we develop and refine a scale to measure information security apathy, assess its content and its convergent, discriminant, and predictive validity, and show that it is distinct from and more stable over time than seven security motivation and attitude constructs used in prior research. In Study 2, we examine the relative effects of security apathy and security knowledge on security decisions by presenting users with a series of security situations and asking what security actions they would be likely to take. We also investigate the personality factors that influence security apathy. In Study 3, we again examine the relative effects of security apathy (and security knowledge) and its personality correlates, but this time when job responsibilities pose strong competing priorities to security compliance, a situation in which apathy should be particularly important. Studies 2 and 3 show that security apathy has a medium to large effect on security decisions—a noticeably larger effect than security knowledge. Our measure of security apathy offers researchers a better ability to predict security compliance and organizations a better way of assessing where to focus their security efforts (reducing apathy versus providing training).
我们开发了一个称为信息安全冷漠的结构,我们将其定义为个人对信息安全缺乏兴趣的程度。在研究1中,我们开发并完善了一个衡量信息安全冷漠的量表,评估其内容及其收敛、判别和预测效度,并表明它与先前研究中使用的七个安全动机和态度结构不同,并且随着时间的推移更稳定。在研究2中,我们通过向用户展示一系列安全情况并询问他们可能采取的安全行动,来检查安全冷漠和安全知识对安全决策的相对影响。本研究亦探讨了人格因素对安全冷漠的影响。在研究3中,我们再次检查了安全冷漠(和安全知识)及其人格相关性的相对影响,但是这一次,当工作职责对安全遵从性构成强烈的竞争优先级时,冷漠应该特别重要。研究2和3表明,安全冷漠对安全决策有中等到较大的影响——明显大于安全知识的影响。我们对安全冷漠的度量为研究人员提供了更好的预测安全遵从性的能力,并为组织提供了更好的方法来评估在哪里集中他们的安全工作(减少冷漠与提供培训)。
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引用次数: 0
Good becomes better? Temporarily acquired virtual badges and the signaling effects on online healthcare platforms 好变得更好?临时获得的虚拟徽章及其在在线医疗平台上的信号效应
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-01 Epub Date: 2025-07-06 DOI: 10.1016/j.im.2025.104204
Yunting Wang , Ran (Alan) Zhang , Min Zhang , Xitong Guo
Online healthcare platforms (OHPs) have become increasingly popular among physicians and patients. To facilitate patients’ demand for physicians’ services, some OHPs introduce non-financial, gamification designs such as temporarily acquired virtual badges. These badges are awarded periodically based on physicians’ recent performance, subject to acquisition, retention, and loss. However, the impact of such strategies on patients is unclear and is understudied. We fill this gap by examining the signaling effects of temporarily acquired virtual badges on patients’ subsequent participation in online consultations. We find that the acquisition and retention of such badges can improve patients’ participation in online consultations. In addition, we identify factors that moderate these effects, including physicians’ seniority and altruism. Our findings provide theoretical explanations and practical implications.
在线医疗保健平台(ohp)在医生和患者中越来越受欢迎。为了促进患者对医生服务的需求,一些ohp引入了非财务的游戏化设计,例如临时获得的虚拟徽章。这些徽章是根据医生最近的表现定期颁发的,受获得、保留和损失的影响。然而,这些策略对患者的影响尚不清楚,研究还不够充分。我们通过检查临时获得的虚拟徽章对患者随后参与在线咨询的信号效应来填补这一空白。我们发现这些徽章的获取和保留可以提高患者对在线咨询的参与度。此外,我们确定了调节这些影响的因素,包括医生的资历和利他主义。我们的研究结果提供了理论解释和实践意义。
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引用次数: 0
What makes video gaming productive or addictive? Differential effect of self-determined motivation and need frustration on adolescents’ video gaming 是什么让电子游戏富有成效或令人上瘾?自主动机与需求挫折对青少年电子游戏行为的差异影响
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-01 Epub Date: 2025-05-28 DOI: 10.1016/j.im.2025.104186
Hoon S. Choi , Eui Jun Jeong , Dan J. Kim
This study aims to clarify an ongoing controversy among stakeholders in the video game domain by examining the differential effect of self-determined motivation and need frustration on adaptive game use and game addiction. The findings reveal that the factors related to self-determined motivation are more closely linked to adaptive game use. Conversely, those about need frustration are more tightly associated with game addiction. The results suggest that adolescents’ game addiction mainly stems from need frustration arising from an unsatisfactory reality. Academic stress emerges as the primary driver of the transition from adaptive game use to game addiction.
本研究旨在通过研究自我决定动机和需求挫折对适应性游戏使用和游戏成瘾的不同影响,澄清电子游戏领域利益相关者之间持续存在的争议。研究结果表明,与自我决定动机相关的因素与适应性游戏使用的关系更为密切。相反地,那些关于需求挫败感的内容则与游戏成瘾密切相关。结果表明,青少年游戏成瘾主要源于对现实不满意而产生的需求挫败感。学业压力成为从适应性游戏使用到游戏成瘾转变的主要驱动力。
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引用次数: 0
The effect of the realism degree of avatars in social virtual worlds: The perspective of self-presentation 社交虚拟世界中虚拟角色的现实程度影响:自我呈现的视角
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-01 Epub Date: 2025-05-27 DOI: 10.1016/j.im.2025.104185
Jiahui Huang , Minxue Huang , Mengmeng Zhan , Dawei Guan
Avatars, serving as a medium for users’ self-presentation, play a significant role in bridging the real and virtual worlds. Limited research has considered users’ desire to present their “hoped-for possible selves” when examining the effect of avatar design. This study addresses this gap by conducting four empirical investigations of the impact of avatar appearance design, particularly realism, on users’ continuing intention to use virtual products. It was found that low-realism avatars, as opposed to high-realism ones, increased users’ continuing use intention. Wishful identification and immersive experience serially mediated the avatar realism effect. The moderating role of users’ familiarity with other avatars was also examined, suggesting that when users were familiar with other avatars, the impact of avatar realism diminished. These findings provide significant contributions to the existing literature and offer actionable guidance for the design of avatars within social virtual environments.
化身作为用户自我展示的媒介,在连接现实世界和虚拟世界方面发挥着重要作用。在检验虚拟形象设计的效果时,有限的研究考虑了用户希望展示他们“希望的可能的自我”的愿望。本研究通过对虚拟形象外观设计(尤其是现实主义)对用户持续使用虚拟产品意愿的影响进行四项实证调查,解决了这一差距。研究发现,与高逼真度的虚拟形象相比,低逼真度的虚拟形象增加了用户的持续使用意愿。一厢情愿的认同和沉浸式体验依次介导了虚拟现实主义效应。用户对其他虚拟形象的熟悉程度也起到了调节作用,表明当用户熟悉其他虚拟形象时,虚拟形象现实性的影响减弱。这些发现为现有文献提供了重要的贡献,并为社交虚拟环境中的化身设计提供了可操作的指导。
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引用次数: 0
In-game content purchase motivations (IGCPMs): Conceptualization, scale development, and validation 游戏内置内容购买动机(igcpm):概念化、规模开发和验证
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-01 Epub Date: 2025-07-07 DOI: 10.1016/j.im.2025.104207
Ali Hussain , Linda D. Hollebeek , Ben Marder , Ding Hooi Ting
Despite the rapid growth of virtual content purchases in online games, understanding of how to measure gamers’ motivations to purchase such in-game content lags behind to date, exposing an important gap in the literature. Addressing this gap, we take a self-determination theory perspective to conceptualize in-game content purchase motivations (IGCPMs) as a player’s drive for autonomy, competence, and relatedness in online games that leads the individual to purchase in-game virtual content. Following established scale development procedures, we conceptualize, develop, and validate an eight-dimensional, 30-item IGCPM scale. As a formative higher-order construct, IGCPMs comprise three second-order factors (i.e., autonomy, competence, and relatedness motivations), which are each composed of particular facets: (i) players’ autonomy motivation comprises creativity, choice, and uniqueness, (ii) their competence motivation includes dominance, achievement, and skillfulness, and (iii) their relatedness motivation comprises social interaction and social affiliation. The findings generate pertinent implications for gaming researchers (e.g., by applying the proposed scale) and developers, manufacturers, and marketers (e.g., by allowing them to deduce players’ key IGCPMs).
尽管在线游戏中的虚拟内容购买迅速增长,但对于如何衡量玩家购买此类游戏内容的动机的理解仍然滞后,这暴露了文献中的一个重要空白。为了解决这一问题,我们采用自我决定理论的视角将游戏内内容购买动机(igcpm)定义为玩家在在线游戏中追求自主性、能力和相关性的驱动力,从而导致个人购买游戏内虚拟内容。遵循既定的量表开发程序,我们概念化,开发和验证一个八维,30个项目的IGCPM量表。作为形成性高阶结构,igcpm包括三个二阶因素(即自主性、能力和关联性动机),每个因素都由特定方面组成:(i)玩家的自主性动机包括创造力、选择和独特性,(ii)他们的能力动机包括支配性、成就和熟练性,(iii)他们的关联性动机包括社会互动和社会隶属关系。这些发现为游戏研究人员(例如,通过应用拟议的规模)、开发商、制造商和营销人员(例如,通过推断玩家的关键igcpm)提供了相关的启示。
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引用次数: 0
How social crowding impacts mobile shopping: A perspective from information processing 社交拥挤如何影响移动购物:信息处理视角
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-01 Epub Date: 2025-06-18 DOI: 10.1016/j.im.2025.104197
Jia Jin , Qingsong Liu , Yufeng Yang , Baojun Ma , Yu Pan
This research investigates how social crowding affects mobile purchase behavior through a scenario-based questionnaire, field research, and eye-tracking experiment, from the perspective of information processing. We find that social crowding reduces consumers’ purchase intentions, mediated by focused attention. This impact is more pronounced for search products compared to experience products, highlighting the moderating role of product type. Eye-tracking results show that under high social crowding, total fixation counts decrease only for search products and mediate the effect of social crowding on mobile consumption, supporting the idea that reduced focused attention impedes information processing and lowers purchase intentions across product types.
本研究从信息加工的角度,通过场景调查问卷、实地调研和眼动追踪实验,探讨社交拥挤对移动购买行为的影响。我们发现,社会拥挤降低了消费者的购买意愿,并以注意力集中为中介。与体验产品相比,搜索产品的这种影响更为明显,突出了产品类型的调节作用。眼动追踪结果显示,在高度社交拥挤的情况下,总注视次数仅在搜索产品上减少,并在社交拥挤对移动消费的影响中起到中介作用,支持了注意力集中减少阻碍了信息处理,降低了产品类型的购买意愿的观点。
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引用次数: 0
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Information & Management
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