experiential quality
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Author(s):  
Abhay Nath Mishra ◽  
Youyou Tao ◽  
Mark Keil ◽  
Jeong-ha (Cath) Oh

For healthcare practitioners and policymakers, one of the most challenging problems is understanding how to implement health information technology (HIT) applications in a way that yields the most positive impacts on quality and cost of care. We identify four clinical HIT functions which we label as order entry and management (OEM), decision support (DS), electronic clinical documentation (ECD), and results viewing (RV). We view OEM and DS as primary clinical functions and ECD and RV as support clinical functions. Our results show that no single combination of applications uniformly improves clinical and experiential quality and reduces cost for all hospitals. Thus, managers must assess which HIT interactions improve which performance metric under which conditions. Our results suggest that synergies can be realized when these systems are implemented simultaneously. Additionally, synergies can occur when support HIT is implemented before primary HIT and irrespective of the order in which primary HITs are implemented. Practitioners should also be aware that the synergistic effects of HITs and their impact on cost and quality are different for chronic and acute diseases. Our key message to top managers is to prioritize different combinations of HIT contingent on the performance variables they are targeting for their hospitals but also to realize that technology may not impact all outcomes.


2021 ◽  
pp. 231971452110528
Author(s):  
Sudin Bag ◽  
Nilanjan Ray ◽  
Bidisha Banerjee

This article investigates the relationship between experiential quality and behavioural intention of the consumers towards banking services during the pandemic situation. The study also examines the role of experiential satisfaction as a moderator between experiential quality and behavioural intentions. The data are collected through a self-administered structured questionnaire from 560 account holders of public sector banks in India. The data are analysed using PLS-SEM to find the empirical results of the study. The results indicate that the experiential quality positively and significantly influence the behavioural intention of the consumers towards banking services during the crises. Moreover, it is also revealed that experiential satisfaction moderate the relationship between experiential quality and behavioural intention of consumers in public sector banks.


Author(s):  
Michael Wilkinson ◽  
Sean Brantley ◽  
Jing Feng

Virtual reality technology is constantly improving such that a virtual environment is more like a physical one. However, some research evidence suggest that certain virtual reality scenarios are less real than others to human observers (e.g., experience of falling from a high place) leading to potential limitations of using virtual reality as a research tool for certain tasks. Moreover, since the inception of VR research the terms presence and immersion have been somewhat convoluted and at times, even used interchangeably. Using a thematic content analysis based on seventeen articles, a theme for each term emerged. Presence is an experiential quality in virtual environments and immersion is associated with the technical aspects of a virtual system that aide the user in feeling a sense of presence. Several new technologies, as well as more traditional approaches are discussed as potential methods to improve of immersion, and therefore presence, in virtual reality.


2021 ◽  
Vol 11 (17) ◽  
pp. 7846
Author(s):  
Asim Hameed ◽  
Andrew Perkis

Immersive technologies, such as VR, offer first-person experiences using depth perception and spatial awareness that elucidate a sense of space impossible with traditional visualization techniques. This paper looks beyond the visual aspects and towards understanding the experiential aspects of two popular uses of VR in 3D architectural visualization: a “passive walkthrough” and an “interactive walkthrough.” We designed a within-subject experiment to measure the user-perceived quality for both experiences. All participants (N = 34) were exposed to both scenarios and afterwards responded to a post-experience questionnaire; meanwhile, their physical activity and simple active behaviors were also recorded. Results indicate that while the fully immersive-interactive experience rendered a heightened sense of presence in users, overt behaviors (movement and gesture) did not change for users. We discuss the potential use of subjective assessments and user behavior analysis to understand user-perceived experiential quality inside virtual environments, which should be useful in building taxonomies and designing affordances that best fit these environments.


2021 ◽  
Vol 12 (1) ◽  
pp. 41-48
Author(s):  
Endang Sulistya Rini ◽  
Beby Karina Fawzeea Sembiring ◽  
Yeni Absah

Abstract The purpose of this study is to look at the influence of experiential quality on revisit intention through experiential satisfaction. The population in this study is tourists, of an unknown population number, who have already visited Lake Toba. Based on Malhotra’s theory, with the number of respondents of 324, the sampling method used is accidental sampling. The data analysis in this study is descriptive analysis and statistical analysis of PLS-SEM using Smart-PLS software. The results of this study show that experiential quality has a positive and significant effect on experiential satisfaction variables. Experiential quality has a positive and significant effect on variable revisit intention, and experiential satisfaction has a positive and significant effect on variable revisit intention through experiential satisfaction. The implication of this research is that experience is an important thing to research where good and bad experiences can make tourists revisit to the visited tourist attractions.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Hung-Che Wu ◽  
Chi-Han Ai ◽  
Ya-Yuan Chang ◽  
De-Quan Wang ◽  
Tsung-Pao Wu

Purpose The purpose of this paper is to use the Macau gaming industry as a case study to discuss the multifaceted relationships involving experiential quality, experiential relationship quality and future experiential intentions. Design/methodology/approach In this study, 566 usable responses were collected from casino gamblers who had gaming experience in one casino of Macau. Findings According to the study results, the dimensions of experiential quality (hedonics, involvement, surprise, fun, gambler contact and physical environment) had a positive effect on experiential satisfaction, which in turn led to experiential trust. Both experiential trust and experiential satisfaction positively influenced experiential commitment. Moreover, experiential trust, experiential satisfaction and experiential commitment positively affected future experiential intentions. Originality/value The main contribution of this research is that it has added to the body of knowledge about the interplay between the dimensions of experiential quality, the dimension of experiential relationship quality and future experiential intentions, which can be fruitful for the gaming industry.


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