In today's competitive environment, cultural diversity plays a significant role.
Build engaged audiences through publishing by curation.
Your new post is loading...
•1006 adults in a nationally representative sample completed an online survey.
•Online and offline political behaviors are often seen as occupying separate spheres.
•Research shows the most common online behavior was signing a petition.
•The most common offline one was voting.
•Conclusions suggest most citizens perceive political acts as communicative.
Since the infancy of the Internet, scholars have posited that the medium would mobilize and engage citizens, yet the reality has proven it to be more nuanced and complex. This project examines citizens’ motivations to engage in politics online, assessing how people are driven by both a desire to influence government as well as to communicate political ideas to others. We explore the ways these two behaviors are perceived by citizens in online versus offline contexts. We also examine how such perceptions can predict certain behaviors, such as “friending” a candidate and messaging with friends about politics. We find that these behaviors are indeed perceived differently among citizens, and that perceptions predict the likelihood of participating in online political forums.
To read the rest, you need to access a library's database or go to http://www.sciencedirect.com/science/article/pii/S0747563213001611
Self-serviced online banking system (OBS) has transformed the banking services to 24hrs/7days available online. The importance of online banking service and its impacts on users and the banking industry have been widely discussed. However, the retention of loyal users in the sense about how to motivate light users to become heavy users and its link with the confirmation of OBS quality are overlooked. This paper introduces information system (IS) success factors and the concept of commitment assurance to empirically investigate OBS users’ continued to use intentions. Results reveal that OBS system and service qualities are significantly important as they are antecedences of OBS user satisfaction. Heavy users show their self-interests in maintaining good relationship with the bank and the differences between heavy and light users are confirmed. Discussions and suggestions for promoting online banking service are given.
To read the rest, you need to access a library's database or go to http://aisel.aisnet.org/amcis2013/eBusinessIntelligence/GeneralPresentations/10/
Adoption research on Social Network Sites (SNSs) indicates that all three popular Technology Acceptance Model (TAM) constructs, Perceived Ease of Use, Perceived Enjoyment, and Perceived Usefulness, influence the Behavioral Intention to Use SNSs. In contrast, little is known about the specific antecedents of Perceived Enjoyment and Perceived Usefulness in an SNS context. We address this gap by studying whether Perceived Belonging, which we describe as the degree to which a person feels connected to and accepted by other individuals, has an influence on these two constructs. After surveying 415 students and applying a structural equation modeling approach, we confirm thatPerceived Belonging positively influences both Perceived Enjoyment and Perceived Usefulness and, hence, also indirectly influences overall SNS adoption behavior.
To read the rest, you need to access a library's database or go to http://aisel.aisnet.org/amcis2013/SocialTechnicalIssues/GeneralPresentations/11/
The Martini Effect refers to being constantly connected to people through mobile devices; research into mobile phone use reports that its use may be related to feelings of connectedness. Social Networking Sites (SNSs) are becoming increasingly popular among early adolescents with the majority using them to stay in contact with existing friends. In addition, many adolescents use a range of mobile devices to access these sites. The present study compared feelings of belonging to the friendship group between SNS users who used a mobile device and those who did not. A self-report questionnaire was completed by 337 early adolescent SNS users (11–13 years, mean age = 12.28 years, SD = 0.73). Mobile device users were found to have significantly higher levels of belonging than non-mobile device users and this relationship was partially mediated by the frequency of use of SNSs. It is suggested that these mobile devices not only afford an opportunity for increased use of SNSs and therefore increased interaction with friends but that mobile device SNS users feel constantly connected to their friends.
To read the rest, you need to access a library's database or go to http://mmc.sagepub.com/content/1/2/237.short
Evolution of information technologies facilitates new forms of communication and enables emergence of virtual communities. One key question which has been debated among researchers is whether virtual communities represent bona fide communities or if they are better described as networks of individuals. We draw on research in traditional offline communities, which emphasizes psychological sense of community as the focal construct for understanding community dynamics, and we develop a nomological framework of antecedents and consequences associated with sense of community. We evaluate the framework in a survey of 638 Facebook users. We find that sense of place associated with the social networking site and social interactions contribute to the development of sense of community among social networking site users. We also find that sense of community is a key attitudinal factor affecting information sharing and intentions to remain a member of the social networking site.
To read the rest, you need to access a library's database or go to http://aisel.aisnet.org/amcis2013/VirtualCommunities/GeneralPresentations/9/
Location-based mobile games (LBMGs) are games that people play while moving through physical spaces. Research has shown that they can impact individuals’ experience of their surrounding space and their mobility decisions. Extending that research, this article looks at the gaming elements of the location-based social network (LBSN) Foursquare, analyzing how Foursquare’s gaming elements can impact people’s mobility decisions. Through an analysis of qualitative interviews, the goal of this study is to draw from the concepts of hybrid space, spatial legibility, and gamification to show how Foursquare’s gaming elements can add a playful layer to physical spaces and discuss the impacts of the application designers’ goal of turning “life into a game.”
To read the rest, you need access to a library's database or go to http://mmc.sagepub.com/content/1/2/248.short