Predictors for the adoption of e-democracy: an empirical evaluation based on a citizen-centric approach

2020 ◽  
Vol 14 (3) ◽  
pp. 523-544 ◽  
Author(s):  
Omar Hujran ◽  
Emad Abu-Shanab ◽  
Ali Aljaafreh

Purpose This study aims to explore the factors influencing the intention to use e-democracy. The literature depicted conflicting results regarding such domain and especially in the Middle East, where the authors aim at establishing a solid view of the discipline. Design/methodology/approach A research model was developed based on the theory of planned behavior, technology acceptance model and unified theory for acceptance and use of technology-2. The model hypothesized that perceived public value (PPV), ease of use and enjoyment are major antecedents of attitudes, and subjective norms (SNs), perceived behavioral control (PBC) and attitudes are significant predictors of behavioral intentions. A quantitative cross-sectional design was used. A questionnaire was used to explore Jordanian citizens’ perceptions regarding the research model constructs. A sample of 302 Jordanian citizens filled the surveys based on their awareness of e-democracy concepts and their willingness to participate in the study. This study uses the structural equation modeling approach with partial least square as an analysis method. Findings Findings indicated that PPV, perceived ease of use and enjoyment jointly determine the attitudes of citizens toward e-democracy. Results also suggest that attitudes, PBC and SNs have a significant effect on citizen’s intention to use e-democracy. Finally, this research supported the role of enjoyment as the most significant determinant of citizen’s attitude toward using e-democracy. Research limitations/implications This study is limited by its small sample size and newly developed Arabic instrument. Still, results imply that more research is needed to replicate and validate the instrument and support the role of the selected research constructs. Public institutions are required to make e-democracy applications enjoyable and easy to use. They also need to demonstrate its value to the public. Originality/value To the best of the authors’ knowledge, this study is one of the few studies to explore e-democracy and the first to conduct an empirical study (survey-based) in Jordan. The foundation of the study depended on three robust theories in the technology adoption theories.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Andreia Ferreira ◽  
Graça Miranda Silva ◽  
Álvaro Lopes Dias

PurposeRetailers are increasingly using self-service technologies to improve customer experience and reduce costs. The purpose of this study is to identify factors that could explain the level of continuance intention of mobile self-scanning applications in retail. Based on previous theoretical streams, the present study integrates technology readiness (TR) and service quality into the technology acceptance model.Design/methodology/approachUsing data collected through an online survey of 217 users of a mobile self-scanning application of a large supermarket chain operating in Portugal, the study uses partial least squares structural equation modeling to test the proposed hypotheses.FindingsThe results indicate that the continuance usage of the self-scanning apps is directly driven by users' satisfaction and perceived usefulness. Findings also show that TR has a positive and significant impact on ease of use and perceived usefulness. Ease of use has a positive impact on users' satisfaction and perceived usefulness but has no direct effect on the continuance intention to use the application. Perceived quality has a positive direct effect on satisfaction and a positive indirect effect on continuance intention. Finally, need for interaction has a negative effect on TR.Originality/valueThis work contributes to a better understanding of the emerging market for mobile self-scanning applications in retail applications, particularly relevant in a digital transition context.


Author(s):  
Ali Sadikin ◽  
Akhmad Habibi ◽  
Erick Sanjaya ◽  
Dwi Candra Setiawan ◽  
Try Susanti ◽  
...  

<p>In the age of digital era where the Internet is playing an important and dominant role, the concern of the higher education to ensure that the Internet within the reach of the students is very important. However, little research has been reported to indicate the success of the concern in Indonesia. Therefore, This study was conducted to assess factors influencing Indonesian PSTs’ satisfaction (ST) and intention to use (IU) the Internet for learning through technology acceptance model (TAM). Data was gathered from a total of 596 pre-service teachers (PSTs) from five universities in Indonesia. The measurement and assessment of the model were developed through a partial least square structural equation modeling (PLS-SEM). The results informed that Indonesian PSTs’ ST was strongly influenced by perceived ease of use (PEU) and IU. Besides, PSTs’ IU was predicted by Attitude (AT), PU and PEU.<em> </em></p>


2018 ◽  
Vol 12 (4) ◽  
pp. 418-431 ◽  
Author(s):  
Pascal Kowalczuk

PurposeVoice-activated smart speakers such as Amazon Echo and Google Home were recently developed and are gaining popularity. Understanding and theorizing the underlying mechanisms that encourage or impede consumers to use smart speakers is fundamental for enhancing acceptance and future development of these new devices. Therefore, building on technology acceptance research, this study aims to develop and test an acceptance model for investigating consumers’ intention to use smart speakers.Design/methodology/approachFirst, antecedents that may significantly affect the usage intention of smart speakers were identified through an explorative approach by a netnographic analysis of customer reviews (N= 2,186) and Twitter data (N= 899). Afterward, these results and contemporary literature were used to develop and validate an acceptance model for smart speakers. Structural equation modeling (SEM) was used to test the proposed hypotheses on data collected from 293 participants of an online survey.FindingsBesides perceived ease of use and perceived usefulness, the quality and diversity of a system, its enjoyment, consumer’s technology optimism and risk (surveillance anxiety and security/privacy risk) strongly affect the acceptance of smart speakers. Among these variables, enjoyment had the strongest effect on behavioral intention to use smart speakers.Originality/valueThis is the first study that incorporates netnography and SEM for investigating technology acceptance and applies it to the field of interactive smart devices.


2019 ◽  
Vol 20 (1) ◽  
pp. 109-126 ◽  
Author(s):  
Taejung Kim ◽  
Weisheng Chiu

PurposeThe purpose of this paper is to investigate consumers’ acceptance and use of sports and fitness wearable devices based on technology readiness (TR). In addition, the technology readiness and acceptance model (TRAM) will be used to investigate consumers’ intention to use sports wearable devices (for simplicity, sports wearable devices will be simplified to the term “sports wearables”).Design/methodology/approachConvenience sampling was conducted from Korean consumers (n=247). Data were analyzed by partial least squares–structural equation modeling using SmartPLS 3.0.FindingsThe results found that positive TR has a positive influence on perceived ease of use (PEOU) and perceived usefulness (PU), and negative TR had a negative influence on PEOU and PU. PEOU had a positive influence on perceived usefulness (PU). Both PEOU and PU led to intention to use sports wearable devices. Also, the multi-group analysis found a positive correlation between TR and PEOU for especially male users.Originality/valueThe findings of this study provide a better understanding of consumers’ behavioral intent to use sports wearables. Particularly, it also provides evidence that the TRAM is an appropriate framework for predicting users’ intention to use sports wearables. This study also stresses the important role of TR in consumers’ psychological processes leading up to the actual use of novel sports wearables.


2019 ◽  
Vol 22 (1) ◽  
pp. 21-45 ◽  
Author(s):  
Isaac Wiafe ◽  
Felix Nti Koranteng ◽  
Thomasina Tettey ◽  
Ferdinand A. Kastriku ◽  
Jamal-Deen Abdulai

Purpose Although information and communication technology has become a significant driver for organizational efficiency and effectiveness, there is inadequate empirical research on technology acceptance in the maritime industry especially in developing countries. Literature on how behavior and attitude influence technology acceptance is non-existent. This study therefore aims to augment existing literature on technology acceptance in developing countries with particular emphasis on the maritime industry. Design/methodology/approach The study extended the unified theory of acceptance and use of technology (UTAUT) model to investigate the factors that affect the acceptance and use of INTTRA: a multi-carrier booking and shipping system designed to facilitate ocean trade worldwide. Responses from 198 subjects, collected through a questionnaire, were analyzed using partial least square structural equation modeling. Findings The research model confirmed significant influences of performance expectancy, facilitating conditions, anxiety and attitude towards use on users’ intention to use INTTRA. In contrast, social influence, effort expectancy and self-efficacy did not significantly influence intention to use. Although these findings confirm some proposed relationships in the UTAUT model, it contradicted the cultural dimension argument that developing countries with higher degrees of femininity pay less attention to performance and high attention to social influence. Research limitations/implications The study contributes to knowledge in the area of information systems and technology acceptance in developing countries. Particularly, it seeks to expand literature on adoption within the maritime industry. The study is limited to the sample used for the study, as it used participants from only one country. However, the findings are not generalized for the entire maritime industry but rather Ghana. Originality/value The originality of the study is derived from the provision of literature on adoption within the maritime industry in developing countries. It also provided evidence that challenges existing knowledge on characteristics of countries that exhibits high level of femininity culture as proposed by Hofstede.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Paula Bitrián ◽  
Isabel Buil ◽  
Sara Catalán

PurposeThis study integrates self-determination theory (SDT) and the technology acceptance model (TAM) to explore how gamification increases users' motivation and intention to use personal financial management (PFM) apps, and how it facilitates their adoption.Design/methodology/approachData from 208 users of the Mint app were analyzed using partial least squares structural equation modeling.FindingsThe results showed that gamifying PFM apps satisfies users' needs for competence and autonomy and enhances their autonomous motivation to use them. Users' motivation increases their perceptions of ease of use and usefulness of the apps and causes them to develop more favorable attitudes toward them. The findings also confirmed a relationship between users' attitudes toward PFM apps and the behavioral intention to use them.Research limitations/implicationsTo investigate the generalizability of results, studies using other PFM apps would be useful. The cross-sectional nature of the research also limits its causal inference.Practical implicationsThis research provides support for the use of gamification in PFM apps and offers suggestions that may help fintech companies and banks to persuade users to engage with their apps.Originality/valueAlthough gamification is a trending topic, few studies have explored its use in the finance industry. Drawing on SDT and the TAM, this study extends previous research and adds new insights into the effects of gamification in this context.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Shang Gao ◽  
Ying Li

Purpose The purpose of the research is to investigate users’ adoption of blockchain-based games in China. Design/methodology/approach This research applied existing technology diffusion theories to develop a research model to examine users’ adoption of blockchain-based games. As a result, a research model with nine research hypotheses was developed. The developed research model was empirically tested using data collected from a survey of 210 blockchain-based games users. Structural equation modeling was applied to analyse the collected data. Findings The results indicated that seven of nine research hypotheses were supported. It was found that trust, perceived usefulness, perceived enjoyment and perceived ease of use were key determinants for users’ behavioural intention to use blockchain-based games. The most influential relationship in the research model appeared to be the effect of perceived usefulness on users’ behavioural intention to use blockchain-based games. However, subjective norms did not have significant positive impacts on users’ behavioural intention to use blockchain-based games. Practical implications The regulatory support from governmental authorities is essential to provide additional legal certainty to build users’ trust in playing blockchain-based games. Blockchain-based games providers should arrange the training program targeted to the general users to enhance their understanding of the key features associated with blockchain-based games. Blockchain-based games developers should come up with good design solutions to maximize user enjoyment with blockchain-based games by considering additional entertainment elements. Originality/value To the best of the authors’ knowledge, this study is first of its kind in investigating the adoption of blockchain-based games from users’ perspectives. This study contributes to the existing literature on the adoption of blockchain technology.


2021 ◽  
Vol 4 (1) ◽  
pp. 14
Author(s):  
Ummul Hairah ◽  
Edy Budiman

The challenge of implementing the online service public system from the user side of the system is the acceptance and use of technology. User characteristics for accepting or rejecting the use of the system for various reasons (digital literacy) for the adoption of new technologies such as the Online Single Submission (OSS) system. The research purpose is to offer a theoretical model of the Technology Acceptance Model (TAM) to evaluate the use and acceptance of users to the OSS system at the Investment Service and One-Stop Integrated Service of the Samarinda City during the Covid-19 pandemic. The method used to measure the variable effects using Partial Least Square - Structural Equation Modeling (PLS-SEM) on perceived ease of use (usability) and perceived usefulness, behavior intention to use, and Attitude toward Using the Online Single Submission system. Based on the results of testing the hypothesis H0 proposed is accepted. OSS system users find it useful to assist in completing work (licensing process). That perceived Ease of Use, Perceived Usefulness have a positive effect and significant on the Behaviour Intention to Use adopt the OSS system for users and have a goodness of fit.


Author(s):  
Rifaldi Majid

Islamic FinTech is growing rapidly and has become a new alternative of financing for micro, small, and medium enterprises (MSME) which are the backbone of the national economy. This study aims to examine the role of religiosity level of MSMEs actors on the intention to use Islamic FinTech. This research employed Partial Least Square - Structural Equation Modeling (PLS-SEM) method. The data collected using an online questionnaire adapted from previous research, then distributed to 100 Indonesian MSME actors and analyzed using smart PLS. The main result indicated religiosity plays a positively significant role in explaining the intention to use Islamic FinTech. In addition, Perceived Usefulness (PU), Perceived Ease of Use (PEOU), and Subjective Norm (SN) were also found to be influential, while both, Attitude Toward Behavior (ATB) and Perceived Behavioral Control (PBC), have no significant effect on behavioral intention. This research implicates the need for collaboration between the Financial Services Authority (OJK) as the regulator with Islamic FinTech institutions to improve literacy, providing incentives, strengthening consumer data protection, as well as integrating the values from the religious angle in the concept and practice of FinTech product and services that are based on Islamic guideline in order to attract the users from MSME actors.


Kybernetes ◽  
2019 ◽  
Vol 48 (6) ◽  
pp. 1278-1300 ◽  
Author(s):  
Alejandro García-Jurado ◽  
Pilar Castro-González ◽  
Mercedes Torres-Jiménez ◽  
Antonio L. Leal-Rodríguez

Purpose This research has three main objectives. First, it examines influence of gamification on the behavioral intention to use an e-commerce platform. Second, it analyzes the role of the flow state given its importance in terms of behavior in online environments. Finally, the study aims to detect and analyze differences between Millennials and Generation X. Design/methodology/approach The theoretical basis for this study stems from technology acceptance model. The extended model incorporates gamification and the optimal state of intrinsic motivation, flow state, as additional constructs. An online consumer panel was used to collect data from 253 Spanish Amazon users. A structural equation modeling, partial least squares, is proposed and multi-group moderation was studied. Findings Gamification in Millennials has positive and significant indirect effects on behavioral intention through the flow state. In the case of the Generation X, it has been detected that flow interferes in its perception of ease of use. The behavioral intention of using the Web page is directly correlated with the purchase intention. Companies should offer a fun interface to Millennials and an environment easier to use to the Generation X, for gamification to be successful. Originality/value This study expands the research scope in gamification by focusing on e-commerce sector, a field where scientific research is still scarcely developed. It emphasizes the importance of flow as mediator. Age differences confirm the need for segmentation when applying gamification and marketing strategies in e-commerce.


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