media richness theory
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Author(s):  
Adi Sumandiyar ◽  
Muh. Najib Husain ◽  
Marsia Sumule G ◽  
Indra Nanda ◽  
Sutiyana Fachruddin

The COVID-19 pandemic has struck the world, prompting the enforcement of stay-at-home policies to halt the spread of COVID-19. Indonesia is not exempted from this situation. The COVID-19 pandemic has necessitated social distance due to social distancing, quarantine, and isolation to minimise the spread of the virus. During the COVID-19 pandemic, an online learning system was used. The ideal learning methods in the new normal era are blended learning and hybrid learning methods. Online learning demands the attention of the communicant so that the message conveyed by the communicator can run effectively. If hybrid learning as an instructional medium can be appropriately utilised, the learning objectives can be achieved. However, in previous studies, the blended learning method still needs to be evaluated so that its application can run well and as expected. Because communication transactions that can overcome various frames of reference or clarify difficulties to transfer understanding in a timely manner are considered rich, the media richness theory is applied in this study. This study aims to know how effective hybrid learning is in Southeast Sulawesi during the COVID-19 pandemic. The method used in this research is phenomenology by involving junior high school teachers in Southeast Sulawesi. Based on this study’s data analysis findings, the Effectiveness of the hybrid learning model in Southeast Sulawesi during the COVID-19 outbreak is decided by students’ and parents’ desire to monitor their children.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Abhishek Behl ◽  
Brinda Sampat ◽  
Sahil Raj

PurposeGig workers form the backbone of any crowdsourcing platform where they showcase their talent and choose a job of their choice and freedom. The study explores the role of information quality (IQ) and social-mediated dialogue (SMD) in evaluating gig worker engagement and productivity on crowdsourcing platforms. The authors also propose to understand how gig worker productivity could be improved under the moderating effect of game elements.Design/methodology/approachA conceptual model was developed and empirically tested by integrating media richness theory and dialogic public relation theory. Data were collected from gig workers that are involved in crowdsourcing activities for the past three years. An overall sample of 346 gig workers contributing to at least one of the crowdsourcing platforms was collected. The authors tested the hypotheses using Warp PLS 7.0. Warp PLS 7.0 uses partial least square (PLS) structured equation modeling (SEM) and has been used widely to test path analytical models.FindingsResults reveal that the information quality plays an essential role in the SMD, thereby fostering gig workers' productivity and engagement, which could be improved in the presence of game elements due to their nature of supporting rewards. However, engagement in the platform leading to improved productivity was not supported.Practical implicationsThe study lays practical foundations for crowdsourcing platforms as it sets the importance of both IQ and dialogic communication channels. The two-way communication between gig workers and the platforms via accurate, timely, valuable and reliable information forms the key to the task's success. The introduction of the right game element will help to achieve better engagement and productivity.Originality/valueThis study also offers a new dimension to media richness theory and dialogic public relation theory in crowdsourcing platforms. The results would help platform designers and gig employers understand gig workers' quality and performance in a platform economy. The study uniquely positions itself in the area of crowdsourcing platforms by using game elements.


2021 ◽  
Vol 12 (2) ◽  
pp. 152-161
Author(s):  
Susilowati Susilowati ◽  
Titi Widaningsih ◽  
Toto Soebandoro

The impact that occurred during the COVID-19 pandemic with the determination to work from home (WFH) which resulted in the obstruction of face-to-face communication activities with customers, thus requiring a strategy to establish relationships and maintain good communication with customers. The purpose of this study is to identify and describe the strategy of customer relations and the use of video conferencing using Zoom Cloud Meeting. The concept of Customer Relations Strategy used is Qutlip and Wood and Smith's Computer Mediated Communication (CMC) Theory and Daft and Lengel's Media Richness Theory. Research at PT Mandiri Cipta Sejahtera uses a qualitative approach with descriptive methods and uses the postpositivism paradigm. Data analysis uses Huberman and Miles data analysis, namely Data Reduction by collecting field data such as interviews, videos of the Zoom Meeting, data from the company's website and social media. The results of the study: (1) the company's customer strategy has met the stages of the customer relations strategy, namely; Fact Finding, Planning and programming, Taking action and communicating, evaluation, and the company has carried out customer relations activities, namely superior service to customers, excellent service (service off excellence) and good relations with customers (good relationship). (2) In the use of Zoom Cloud Meetings as a media resource, the implementation of Zoom Meetings is not fully media capable of sending many signals, and able to provide immediate feedback, can perform various languages, symbols and share data, also able to focus on delivering messages. Keywords: Strategi Customer Relations, Video Konfrensi,  Computer Mediated Communications, Kekayaan Media 


Author(s):  
Daphna Yeshua-Katz ◽  
Stav Shapira ◽  
Limor Aharonson-Daniel ◽  
A. Mark Clarfield ◽  
Orly Sarid

During the first COVID-19 wave, we conducted a Zoom and WhatsApp digital group intervention that promoted community-dwelling older individuals’ mental health. Based on the media richness theory (MRT) and affordances approach, in this study we used netnography to explore how Zoom and WhatsApp technological affordances/constraints matched intervention tasks and increased intervention performance. We identified four Zoom and WhatsApp affordances: temporality, interactivity, multimediality, and portability. Empirically, our findings indicate how an information-rich media (i.e., high levels of multimediality) can be helpful in conducting complicated intervention tasks, whereas information-lean media (i.e., ongoing communication through text messages) can support simple tasks such as remote intervention management. Theoretically, our study expands on previous MRT media characteristics with the affordances approach and examines how the match between media affordances and task characteristics contributes to intervention performance. We offer recommendations for the research and design of future digital interventions.


2021 ◽  
Vol 14 (8) ◽  
pp. 347
Author(s):  
Peter Konhäusner ◽  
Robert Seidentopf

In the marketing mix, promotion is mentioned as using the communication channels available to present and market the product or service at hand. In recent years, social media has risen as an influential marketing communication channel in digital space. Apart from end-to-end direct messengers and video communication in times of the COVID-19 pandemic, the social media channel Clubhouse offers an audio-only experience. The current research lacks analysis of the potential influence of the hyped social network. Due to the novelty of the channel and the absence of text messages as well as visual stimuli, questions regarding the impact that usage of this social media channel might have on crowdfunding, a means of rising popularity in alternative financing, have arisen. The study builds upon the media richness theory of Daft and Lengel as well as the channel expansion theory of Carlson and Zmud. Besides literature research, explorative expert interview analyses were applied to answer the research question at hand. The main findings include different approaches to foster the opportunities of Clubhouse for marketing crowdfunding campaigns in line with insights about the user group of Clubhouse as well as development options for the platform.


2021 ◽  
Vol 16 (6) ◽  
pp. 1960-1972
Author(s):  
Rashed Salem Alhaimer

This study examined social media’s role in various levels of research, development, and performance within enterprises in Kuwait. The research incorporated four inductive case analyses in various sectors. The case studies epitomize the supply chain of Kuwaiti enterprises, including small and medium-sized enterprises (SMEs). Media richness theory and social exchange effectuation theory were utilized to create an effective theory and a theoretical framework. This study collected data via a questionnaire completed by 100 managers employed by Kuwaiti SMEs specialized in the food sector and interviews with eight managers. Numerical data were analyzed via SPSS software, while textual data were analyzed by applying thematic analysis. The results of this study suggest that Kuwaiti companies should adopt social media platforms and other novel, innovative outlets to publicize their organizations and maximize performance. Social media richness and openness tend to determine the supplier selection process in most Kuwaiti enterprises, leading to positive transactional and social impacts on entrepreneurship.


2021 ◽  
Author(s):  
Maria Kandaurova

Virtual Reality (VR) technology has reached the mainstream market and is in the early stages of being used for charitable purposes. The aim of this research is to investigate and explain the effects of VR on empathy, guilt, responsibility, and donation of time and money in the social marketing context. Supported by the media richness theory (MRT) and the social presence theory (SPT), the results of three experimental studies suggest that VR, when compared to traditional two-dimensional video media (VM), increases empathy, increases responsibility, and encourages higher intention to donate and volunteer towards a social cause. Furthermore, it was shown that VR counteracts the negative effects of social exclusion on prosocial behaviour. In socially excluded participants, VR enhanced the level of guilt and social responsibility, leading to a higher intention to volunteer. Surprisingly, VR was not effective in promoting higher intention of money donation in socially excluded participants.


2021 ◽  
Author(s):  
Maria Kandaurova

Virtual Reality (VR) technology has reached the mainstream market and is in the early stages of being used for charitable purposes. The aim of this research is to investigate and explain the effects of VR on empathy, guilt, responsibility, and donation of time and money in the social marketing context. Supported by the media richness theory (MRT) and the social presence theory (SPT), the results of three experimental studies suggest that VR, when compared to traditional two-dimensional video media (VM), increases empathy, increases responsibility, and encourages higher intention to donate and volunteer towards a social cause. Furthermore, it was shown that VR counteracts the negative effects of social exclusion on prosocial behaviour. In socially excluded participants, VR enhanced the level of guilt and social responsibility, leading to a higher intention to volunteer. Surprisingly, VR was not effective in promoting higher intention of money donation in socially excluded participants.


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