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Too good to be true? The impact of distinction badges on patient satisfaction with online healthcare services 好得令人难以置信?区分徽章对在线医疗保健服务患者满意度的影响
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-07-09 DOI: 10.1016/j.im.2025.104209
Hualong Yang , Le Wang , Xin (Robert) Luo , Jiahui Mo , Dan Li
Online healthcare services are increasingly recognized as a crucial element in the innovation of medical service delivery. However, these services are still in a nascent stage. The supply of doctors’ services is crucial for the survival and development of online healthcare platforms. Especially, how to motivate the service supply of doctors effectively has always been a challenge faced by online healthcare platforms. Gamification, such as distinction badges, is touted as a potential remedy for these issues. Despite the widespread implementation of distinction badges in healthcare management to motivate doctors’ behavior, their effects on patient satisfaction are not yet well-established. To explore these questions, we formulated four hypotheses based on the expectation confirmation theory and tested them through an econometric analysis and a controlled laboratory experiment. Our research revealed that distinction badges did not enhance patient satisfaction; instead, they led to a decrease. Our empirical findings suggest that doctors with high-ranking titles and those from key hospitals experienced a less negative impact from distinction badges. Conversely, doctors without such titles and from non-key hospitals faced a more pronounced negative effect. Additionally, the adverse impact of distinction badges was more significant for doctors who were more active contributors online. Our study not only contributes to the literature on decision-making for online healthcare services and gamification but also offers valuable practical recommendations for gamification designers and platform decision-makers seeking to improve patient satisfaction.
在线医疗保健服务日益被认为是医疗服务提供创新的关键因素。然而,这些服务仍处于起步阶段。医生服务的供给对网络医疗平台的生存和发展至关重要。尤其是如何有效激励医生的服务供给,一直是网络医疗平台面临的挑战。游戏化,如荣誉徽章,被吹捧为解决这些问题的潜在方法。尽管在医疗保健管理中广泛实施区分徽章以激励医生的行为,但其对患者满意度的影响尚未建立。为了探究这些问题,我们在期望确认理论的基础上提出了四个假设,并通过计量分析和实验室对照实验对这些假设进行了检验。我们的研究表明,区分徽章并没有提高患者的满意度;相反,它们导致了减少。我们的实证研究结果表明,职称高的医生和重点医院的医生受到荣誉徽章的负面影响较小。相反,没有此类头衔和来自非重点医院的医生面临更明显的负面影响。此外,对于那些在网上更活跃的医生来说,荣誉徽章的负面影响更为显著。我们的研究不仅有助于在线医疗服务和游戏化决策的文献,而且为游戏化设计师和平台决策者寻求提高患者满意度提供了有价值的实用建议。
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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 : 2025-07-08 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
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 : 2025-07-07 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
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 : 2025-07-06 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
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 : 2025-07-06 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
Momentum effects in crowdsourcing contest platforms 众包竞赛平台的动量效应
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-07-05 DOI: 10.1016/j.im.2025.104206
Tengjian Zou , Zike Cao
Members of a crowdsourcing contest platform usually participate in multiple contests over time. Their performance in these contests can create a performance trajectory, producing positive or negative momentum. Although such momentum is a pervasive phenomenon in practice, it has largely been overlooked in the crowdsourcing contest literature. The broader literature on momentum posits that it can affect individuals’ cognition and change their behavior. We leverage insights from this literature to investigate how momentum influences contestants’ performance and the underlying mechanisms. We show that contestants’ momentum is positively associated with their contest performance by motivating contestants to engage in more learning activities (including learning from others and learning from own experience) between contests and exert more effort during contests. By adopting momentum theory as a novel theoretical lens, our study enriches the crowdsourcing contest literature by showing that momentum is a novel and impactful determinant of individuals’ contestant performance. Besides, whereas classical momentum theory asserts that motivation explains the positive relationship between momentum and performance, we extend the boundary of momentum theory by showing that contestants’ motivation manifests in their learning activities and effort in the context of crowdsourcing contest platforms. Taken together, our study offers important practical implications for the design and governance of crowdsourcing contest platforms.
众包竞赛平台的成员通常会在一段时间内参加多个竞赛。他们在这些比赛中的表现可以创造一个表现轨迹,产生积极或消极的势头。尽管这种势头在实践中是一种普遍现象,但在众包竞赛文献中,它在很大程度上被忽视了。关于动量的更广泛的文献假设它可以影响个体的认知并改变他们的行为。我们利用这些文献的见解来研究动量如何影响参赛者的表现和潜在的机制。我们发现,选手的动力与比赛成绩呈正相关,激励选手在比赛期间参与更多的学习活动(包括向他人学习和从自己的经验中学习),并在比赛中付出更多的努力。通过采用动量理论作为一种新颖的理论视角,我们的研究丰富了众包竞赛文献,表明动量是个体参赛者表现的一个新颖且有影响力的决定因素。此外,经典动量理论认为动机解释了动量与成绩之间的正相关关系,而我们扩展了动量理论的边界,表明在众包竞赛平台的背景下,参赛者的动机体现在他们的学习活动和努力中。综上所述,我们的研究为众包竞赛平台的设计和治理提供了重要的实际意义。
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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 : 2025-06-18 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
Within- and cross-group spillover effects in influencer marketing: The heterogeneity between micro- and macro-influencers 影响者营销中的群体内和跨群体溢出效应:微观和宏观影响者之间的异质性
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-06-16 DOI: 10.1016/j.im.2025.104202
Li Ji , Xingyu Chen , Ling Jiang , Justin T. Huang
The meteoric growth of social media has driven firms to leverage influencers in their advertising campaigns, with a preference for those possessing a larger follower base. However, existing research has predominantly examined the role of influencer popularity in isolation, neglecting the interdependencies among influencers within a firm’s campaign. In contrast, this study categorizes influencers into two groups—macro- and micro-influencers—based on their popularity, and examines the effect of within- and cross-group spillovers on influencers’ conversion performance. Leveraging data from a real marketing campaign comprising 163 promotional videos of 111 influencers over a 38-month period and utilizing a fixed-effects panel data regression, we found that both within- and cross-group spillovers are significant solely among micro-influencers. Based on these findings, we discuss the theoretical implications for advertising planning and managerial implications for marketing managers seeking to optimize their influencer marketing expenditure.
社交媒体的飞速发展促使公司在广告活动中利用有影响力的人,他们更喜欢那些拥有更多粉丝基础的人。然而,现有的研究主要是孤立地考察了影响者受欢迎程度的作用,而忽略了公司活动中影响者之间的相互依赖性。相反,本研究根据受欢迎程度将影响者分为宏观和微观影响者两类,并考察了群体内和跨群体溢出对影响者转化绩效的影响。利用来自真实营销活动的数据,包括111位网红在38个月期间的163个宣传视频,并利用固定效应面板数据回归,我们发现群体内和跨群体溢出效应仅在微观网红中显着。基于这些发现,我们讨论了广告规划的理论意义和营销经理寻求优化他们的网红营销支出的管理意义。
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引用次数: 0
Toward multilevel research on private information disclosure: A systematic review and future agenda 私人信息披露的多层次研究:系统回顾与未来展望
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-06-15 DOI: 10.1016/j.im.2025.104201
Mingxin Zhang, Reeva Lederman, Ofir Turel
Through a systematic literature review, we unravel current theorizing on private information disclosure (PID). We note that existing models of PID have mainly taken an individual-level perspective. In line with current understanding of privacy management, we posit that PID should be more systematically understood as a multilevel phenomenon, for two reasons. First, the disclosed information sometimes concerns multiple stakeholders beyond oneself. Second, disclosing private information can often be affected by hierarchically structured (nested) humans within social units. To this end, we propose a multilevel theoretical framework together with future recommendations, aimed at inspiring future multilevel PID research.
本文通过系统的文献综述,梳理了目前有关私人信息披露的理论研究现状。我们注意到,现有的PID模型主要采取个人层面的视角。根据目前对隐私管理的理解,我们认为PID应该被更系统地理解为一个多层次的现象,原因有二。首先,披露的信息有时涉及自身以外的多个利益相关者。其次,公开私人信息通常会受到社会单位中等级结构(嵌套)的人的影响。为此,我们提出了一个多层次的理论框架和未来的建议,旨在启发未来的多层次PID研究。
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引用次数: 0
Stop it or not? Effect of platform’s governance on firms’ online review manipulation 住手还是不住手?平台治理对企业在线评论操纵的影响
IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-06-12 DOI: 10.1016/j.im.2025.104200
Wen Zhang , Xuan Zhang , Qiang Wang , Jian Li , Zhenzhong Ma
E-commerce firms engaged in online review manipulation mislead online consumers in their purchasing decision-making and undermine the credibility of the platform they are using. Although researchers have proposed various measures to combat review manipulation, few studies have considered platforms’ revenues from an economic perspective and explored how platforms affect the review manipulation of two asymmetrical firms. To fill this research gap, this paper develops a three-player game model to systematically explore the impact of review manipulation governance imposed by a platform on itself and on two asymmetrical firms offering substitutable commodities on the same platform. The results reveal that governance helps firms avoid situations in which they should engage in manipulation due to competitive pressures. Furthermore, even in the presence of governance, both firms may become trapped in a prisoner’s dilemma. Even if the platform imposes review manipulation governance, both firms and the platform can benefit from manipulation. We also consider the temporal effects of governance on the platform’s revenue and validate whether it is beneficial for the platform to impose review manipulation governance in the long run. Quantitative analysis is conducted to elucidate the benefits that can be attained by the three parties under different circumstances. This analysis holds practical significance for e-commerce platforms and firms seeking to impose appropriate measures pertaining to review manipulation.
操纵在线评论的电子商务公司误导了在线消费者的购买决策,破坏了他们使用的平台的可信度。尽管研究人员提出了各种措施来打击评论操纵,但很少有研究从经济角度考虑平台的收入,并探讨平台如何影响两个不对称公司的评论操纵。为了填补这一研究空白,本文建立了一个三人博弈模型,系统地探讨了一个平台强加的评论操纵治理对其自身以及在同一平台上提供可替代商品的两家不对称企业的影响。结果表明,治理有助于企业避免由于竞争压力而导致的操纵行为。此外,即使存在治理,两家公司也可能陷入囚徒困境。即使平台实施审查操纵治理,公司和平台都可以从操纵中受益。我们还考虑了治理对平台收入的时间效应,并验证了从长远来看,对平台实施审查操纵治理是否有益。通过定量分析,阐明在不同情况下三方可以获得的利益。这一分析对电子商务平台和企业寻求实施与审查操纵有关的适当措施具有实际意义。
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引用次数: 0
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