E-commerce use in urbanising China: the role of normative social influence

2016 ◽  
Vol 35 (5) ◽  
pp. 357-367 ◽  
Author(s):  
Shizhan Zhu ◽  
Juan Chen
2012 ◽  
Author(s):  
Wendi Adair ◽  
Christine Klamert ◽  
Thiam Phouthonephackdy ◽  
Huadong Yang

2011 ◽  
Vol 204-210 ◽  
pp. 174-177 ◽  
Author(s):  
Pei Wen Liao ◽  
Chien Yu ◽  
Chin Cheh Yi

The study, based on the unified theory of acceptance and use of technology (UTAUT), investigates the determinants of e-learning acceptance. We create a cross-level variable of the incentive and social influence to explore with the other variable context effect and the interaction effects in the acceptance of e-learning. Data collected from 932 respondents in Taiwan were tested against the research model using the hierarchical linear model approach. This model improved Yu, Liao, Wen’s research to detailed intended the learning environment. The results showed that individual-level variables (performance expectations, effort expectancy, perceived behavioral control), and group-level variables (incentive, social influence) have a positive effect on behavioral intention. The incentive has an effect on behavioral intention through the moderating role of manager influence.


2021 ◽  
Vol 5 (2) ◽  
pp. 5
Author(s):  
Aatish Neupane ◽  
Derek Hansen ◽  
Jerry Alan Fails ◽  
Anud Sharma

This article reviews 103 gamified fitness tracker apps (Android and iOS) that incorporate step count data into gameplay. Games are labeled with a set of 13 game elements as well as meta-data from the app stores (e.g., avg rating, number of reviews). Network clustering and visualizations are used to identify the relationship between game elements that occur in the same games. A taxonomy of how steps are used as rewards is provided, along with example games. An existing taxonomy of how games use currency is also mapped to step-based games. We show that many games use the triad of Social Influence, Competition, and Challenges, with Social Influence being the most common game element. We also identify holes in the design space, such as games that include a Plot element (e.g., Collaboration and Plot only co-occur in one game). Games that use Real-Life Incentives (e.g., allow you to translate steps into dollars or discounts) were surprisingly common, but relatively simple in their gameplay. We differentiate between task-contingent rewards (including completion-contingent and engagement-contingent) and performance-contingent rewards, illustrating the differences with fitness apps. We also demonstrate the value of treating steps as currency by mapping an existing currency-based taxonomy onto step-based games and providing illustrations of nine different categories.


1991 ◽  
Vol 68 (3_suppl) ◽  
pp. 1185-1186 ◽  
Author(s):  
Richard H. Evans

This research examined a diffusion model that included normative social influence. Findings were based on responses of 137 undergraduate business school students who served as subjects and examined the product, athletic shoes, and indicate that normative social influence may be included in the diffusion model by using Newton's Method to provide a good fit with the data.


2017 ◽  
Vol 81 (5) ◽  
pp. 49-66 ◽  
Author(s):  
Jannik Meyners ◽  
Christian Barrot ◽  
Jan U. Becker ◽  
Jacob Goldenberg

2020 ◽  
Vol 4 (1) ◽  
pp. 174
Author(s):  
Miharni Tjokrosaputro ◽  
Cokki Cokki

Tujuan penelitian ini adalah untuk mengetahui apakah keinovatifan dapat memoderasi peran pengaruh sosial terhadap minat pembelian kopi Starbucks sebagai produk hijau. Penelitian ini menggunakan metode survey. Responden adalah 100 konsumen Starbucks. Teknik pengambilan sampel adalah convenience sampling. Teknik pengumpulan data menggunakan kuesioner. Teknik analisis data menggunakan Partial Least Square-Structural Equation Modeling. Hasil penelitian menunjukkan bahwa pengaruh sosial berpengaruh terhadap niat membeli kopi Starbucks dan keinovatifan konsumen tidak memoderasi peran pengaruh sosial terhadap minat pembelian kopi Starbuck sebagai produk hijau. The purpose of this study was to determine whether innovativeness can moderate the role of social influence in the purchase intention of Starbucks coffee as a green product. Respondents were 100 Starbucks consumers. The sampling technique is convenience sampling. Data collection techniques using a questionnaire by survey method. Data analysis techniques using Partial Least Square-Structural Equation Modeling. The results showed that social influence had effect on Starbucks coffee purchase intentions and consumer innovativeness did not moderate the role of social influence on the purchase intention of Starbuck coffee as a green product. This might be due to brand equity factors, collectivistic culture and limited sample size, which can be suggested for future researchers.


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