Analyzing Factors Influencing Behavior Intention to Use Snapchat and Instagram Stories

2017 ◽  
Vol 4 (2) ◽  
pp. 75-81 ◽  
Author(s):  
Vincent Valiant Coa ◽  
Johan Setiawan

Snapchat, and Instagram are two social networks which recently gain their users after adopting such a feature called "Story" which allows a certain post to be disappeared after a certain time. This research takes up this technology trends analyzing the factors that probably affect the behavioral intention to use Snapchat and Instagram stories among generation Z. Factors are analyzed using Structural Equation Modeling, with basis model and variables from Technology Acceptance Model. Data collection was targeted to finished within 1 week using online questionnaire with respondent from Jakarta and Tangerang for 100 respondent that are using both Snapchat stories and Instagram Stories. There are two tools researcher usually use to analyze Structural Equation Modeling: SPSS AMOS and LISREL. In this research, researchers choose AMOS. From six hypothesis proposed for Snapchat analysis, four hypothesis is accepted, while the other two are rejected. Meanwhile, on Instagram Stories analysis, five hypothesis is accepted and one hypothesis is rejected. This study finds out the Social Presence is an exogenous variable which has a major role in affecting other variables. While Perceived Enjoyment influenced the behavioral intention to use Snapchat and Instagram Stories the most. Index Terms—Structural Equation Modeling, Technology Acceptance Model, influence, generation Z, Snapchat, Instagram REFERENCES [1] L. Chin and Z. Ahmad, "Perceived Enjoyment and Malaysian Consumers’ Intention to Use a Single Platform EPayment", SHS Web of Conferences, vol. 18, 2015. [2] M. Ariff, T. Shan, N. Zakuan, N. Ishak and M. Wahi, "Examining Users' E-Satisfaction in the Usage of Social Networking Sites; Contribution from Utilitarian and Hedonic Information Systems", IOP Conference Series: Materials Science and Engineering, vol. 58, 2014. [3] K. Hassanein and M. Head, "Manipulating perceived social presence through the web interface and its impact on attitude towards online shopping", International Journal of HumanComputer Studies, vol. 65, no. 8, pp. 689-708, 2007. [4] P. Surendran, "Technology Acceptance Model: A Survey of Literature", 2012. [5] F. Davis, "Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology", MIS Quarterly, vol. 13, no. 3, p. 319, 1989

2019 ◽  
Vol 2019 ◽  
pp. 1-18
Author(s):  
Dongxiao Gu ◽  
Salman Khan ◽  
Ikram Ullah Khan ◽  
Safeer Ullah Khan

Consumer adoption of mobile-based tourism shopping is an emerging but overlooked area in tourism research. Given the paybacks and potential scope of this new channel, this study attempts to bridge the gap by proposing a multimediation model investigating mobile tourism shopping (MTS) in a developing country, Pakistan. In particular, we applied structural equation modeling through partial-least-squares structural equation modeling (PLS-SEM) on 396 responses collected from mobile respondents who recently purchased tourism products using a mobile device(s). It was discovered that social presence, directly and indirectly, influences tourist intentions towards MTS. The results further show that the tourists’ perception of compatibility and relative advantages of MTS have insignificant influence on their intention to accept a mobile device(s) for tourism shopping. The findings and implications of the study furnish new vistas to research discourse and managerial significance. Economically, this research contributes to knowledge that could increase income and create jobs in the host country.


Author(s):  
Reza Etemad-Sajadi ◽  
Michael C. Sturman

AbstractThe objective of this study was to understand how consumers react and respond to a service experience provided by the robot, Pepper. To form our predictions, we applied and tested an extended version of the technology acceptance model (TAM). For the method, pre-recorded gestures were used to attract people to interact with Pepper, and participants were asked to pose questions to the robot for 5 to 10 min. Then, we distributed a questionnaire to these participants to gather data on their impressions of the interaction. Based on a final sample of 180 respondents, we used structural equation modeling (SEM) to test our hypotheses. Our results showed the fundamental importance of Social Presence when it comes to the use of robots. Social presence had a direct positive effect on Usefulness, Trust, and Emotional Appeal, and significant indirect effects through all three paths on Intention to Use. Moreover, The Fear of Robots negatively impacted the Intention to Use. We also found that when people were in discussion with the robot, they completely forgot that a human concierge is controlling the robot from another place. This study provides important insights into how and why consumers react to a service-providing robot, which is an important stream of research as this technology becomes more feasibly implemented in the hospitality industry.


TEMATIK ◽  
2016 ◽  
Vol 3 (2) ◽  
pp. 51-60
Author(s):  
Yuyun Tresnawati, M.Kom

Abstrak : Penelitian ini bertujuan untuk memberikan bukti empiris tentang pengaruh sistem pembelajaran berbasis  edmodo terhadap motivasi dan  hasil belajar peserta didik di SMK Negeri 4 Bandung dengan menggunakan TAM (Technologi Acceptance Model).  Penggunaan model TAM didasarkan pada kenyataan bahwa sejauh ini TAM merupakan sebuah konsep yang dianggap paling baik dalam menjelaskan perilaku pengguna terhadap sistem teknologi informasi baru. Penelitian ini berjudul “Analisis Penerimaan Sistem Pembelajaran Berbasis Edmodo Bagi Peserta Didik Dengan Menggunakan Technology Acceptance Model  (Study Kasus  Pada SMKN  4 Bandung)”. Populasi penelitian ini adalah siswa SMK Negeri 4 Bandung kelas XI dan XII rumpun Teknik Informatika. Metode sampling yang digunakan dalam penelitian ini adalah purposive sampling, yang mengambil metode pengambilan sampel dengan didasarkan pada kriteria tertentu. Kriteria sampel penelitian ini adalah siswa yang aktif pada semester ganjil tahun pembelajaran 2015/2016. Analisis multivariat yang dilakukan menggunakan Structural Equation Modeling (SEM) dengan software AMOS (Analysis Of Moment Structure), Hasil penelitian ini membuktikan hanya 5 hipotesis diterima dari total 9 hipotesis yang diajukan. Hanya pada hubungan berikut yang terbukti mempunyai pengaruh positif : a)  Perceived Ease of Use (PEOU) terhadap  Perceived Usefulness (PU),  b) Attitude Toward Using ( ATU) terhadap  Perceived Enjoyment (PE),c) Attitude Toward Using (ATU) terhadap Perceived Usefulness (PU),d) Attitude Toward Using (ATU) terhadap  Perceived Ease of Use (PEOU) e) Attitude Toward Using ( ATU) terhadap   Behavioral Intention to Use (BITU), f) Actual Usage (AU)  terhadap  Behavioral Intention to Use (BITU). Hal ini membuktikan bahwa penggunaan sistem pembelajaran berbasis aplikasi edmodo tidak sepenuhnya dapat dijelaskan oleh Technologi Acceptance Model.


2020 ◽  
Vol 6 (2) ◽  
pp. 130-138
Author(s):  
Wawan Laksito Yuly Saptomo ◽  
Elistya Rimawati

Model pembelajaran Blended Learning  adalah sistem yang mengkolaborasikan pembelajaran tatap muka kelas dengan pembelajaran online memanfaatkan E-Learning. Penelitian ini bertujuan untuk mengukur tingkat penerimaan dan perilaku peserta didik terhadap teknologi  dari model pembelajaran Blended Learning. Variabel yang dikembangkan merujuk pada Technology Acceptance Model (TAM), yaitu  model penerimaan pengguna terhadap sistem informasi. Model TAM dikembangkan dari teori psikologis yang menjelaskan bahwa perilaku pengguna sistem berlandaskan pada kepercayaan, sikap, keinginan, dan hubungan perilaku pengguna. Data yang diperoleh dianalisis hubungan struktur variabel dengan Structural Equation Modeling (SEM) menggunakan metode Partial Least Square (PLS). Berdasarkan hasil Analisa PLS dan Boostraping diperoleh nilai Pengaruh Langsung, Pengaruh Tidak Langsung, dan Pengaruh tidak langsung sesuai jalur spesifikasi melalui variabel intervening (Spesific Indirect Efect).


2016 ◽  
Vol 6 (2) ◽  
pp. 136-139
Author(s):  
Andrianus Bennyanto ◽  
Marcelli Indriana

There are many mobile and desktop apps available to use for free. Starting from games to productivity apps. One type of productivity apps is cloud file hosting services such as Dropbox and Google Drive. This study aims to determine how Dropbox and Google Drive are accepted to the users. Not just want to get the factors of acceptance, but to get the root of the acceptance. By using the methodology of technology acceptance model and relying on statistical calculations of structural equation modeling software LISREL, the level of acceptance of these two popular applications will be known. Index Terms - Cloud Fire Hosting Services, Level of Acceptance, Technology Acceptance Model, Structural Equation Modelling, LISREL.


2017 ◽  
Vol 2 (2) ◽  
pp. 403
Author(s):  
Irestrina Elmiradewi ◽  
I Wayan Mustika ◽  
Dani Adhipta

Pendahuluan: ClinicalKey merupakan salah satu mesin pencarian kesehatan yang banyak memberikan informasi kredibel mengenai e-journal, ebook, drug monographs, guidelines, patient education, multimedia, first consult, procedures consult dan lainnya. Saat ini, ClinicalKey merupakan mesin pencarian kesehatan yang dilanggan oleh Fakultas Kedokteran Universitas Kristen Duta Wacana (FK UKDW). Menurut laporan usage report tahun 2014-2015 tingkat penggunaannya sangat rendah jika dibandingan dengan Fakultas Kedokteran lain sehingga FK UKDW memutuskan untuk meningkatkan sosialisasinya. Pada penelitian ini dikaji tingkat kepuasan pengguna ClinicalKey di FK UKDW. Metode: Penelitian ini merupakan penelitian kuantitatif dengan pendekatan korelasi. Pengambilan sampel secara random dengan pengumpulan data menggunakan kuesioner, analisis data bersifat kuantitatif statistik dengan menguji hipotesis yang telah ditetapkan. Model pengukuran kepuasan pengguna menggunakan model Technology Acceptance Model (TAM) dengan teknik analisis data menggunakan Structural Equation Modeling (SEM). Hasil: Dari 200 responden mahasiswa dan dosen di FK UKDW, terdapat 56.6% pengguna merasakan kemudahan dalam menggunakan ClinicalKey, 62.5% pengguna mempercayai ClinicalKey dapat meningkatkan performa, 63.5% pengguna merasa ClinicalKey bagus, 56,5% pengguna ingin terus menggunakan ClinicalKey, 63.5% pengguna cukup sering menggunakan ClinicalKey. Pengujian hipotesis pertama PEU berpengaruh signifikan terhadap PU (β=0.785, p<0.05), hipotesis kedua PEU berpengaruh signifikan terhadap ATU (β=0.418, p<0.05), hipotesis ketiga PU berpengaruh signifikan terhadap ATU (β=0.327, p<0.05), hipotesis keempat PU berpengaruh signifikan terhadap BIU (β=0.445, p<0.05), hipotesis kelima ATU berpengaruh signifikan terhadap BIU (β=0.319, p<0.05) dan hipotesis keenam BIU berpengaruh signifikan terhadap ASU (β=0.908, p<0.05). Hasil tersebut mengungkapkan karakteristik tanggapan responden terhadap ClinicalKey adalah positif. Kesimpulan: Sosialisasi yang dilakukan oleh FK UKDW berhasil dilakukan, tampak dari tanggapan positif pengguna ClinicalKey di FK UKDW


2021 ◽  
Vol 14 (1) ◽  
pp. 341
Author(s):  
Chia-Jung Chang ◽  
Bryan Cheng-Yu Hsu ◽  
Mei-Yen Chen

The outbreak of COVID-19 in 2020 has posed several challenges to the sporting industry, caused by the change in behavior of sporting fans from purchasing event tickets to watching live broadcasts of events on the Internet. This study aims to gain a deeper understanding of fan behavior in this “new normal”. It adopts a technology acceptance model (TAM) to explore the effects of social presence (SP) in the context of online viewing of professional sports. For this purpose, the authors conducted an online survey of viewers who watched NBA sports events on the Amazon Mechanical Turk website using the Together Mode feature of Microsoft Teams. We collected 209 valid questionnaires and performed a partial least squares structural equation modeling analysis. The results showed that the SP-TAM structural model has adequate predictive relevance, and SP has a statistically significant positive relationship with both perceived ease of use and perceived usefulness. The model was thus validated, contributing to the existing body of knowledge on emerging technologies such as the creation of a virtual audience in sports. The study’s findings suggest that technology developers should focus on the effects of SP and emphasize practical functions to increase the use intention of sporting fans. Furthermore, professional sporting leagues should prioritize the use of virtual fan technology to optimize the viewing experience of their fans.


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