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How does Organizational Culture Impact Intention to use Customer Relationship Management Amongst Employees?Vikström, Fredrik January 2016 (has links)
Purpose: The aim of this thesis is to elaborate on if organisational culture has an impact on the intention to use a CRM system. Methodology: The data was collected by use of an online questionnaire, the questions used were created based on the literature review andmeasured according to a 5 point Likert-scale Conclusion: Organisational culture has no meaningful impact on intention touse CRM. This since each of the culture types produced results which were outside acceptable perimeters. Out of the three aspects of the technology acceptance model,attitude has the biggest impact on intention to use CRM. PEOU and PU were not within acceptable perimeters. Neither PU nor PEOU had a statistical significant impact on attitude, leaving attitude as a sole positive contributor to intentionto use CRM. K
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L'intention du consommateur de s'immerger dans les mondes virtuels : l'influence de la présence d'interactions sociales, de la persistance et de l'avatar / The intention of consumer to immerse himself in virtual worlds : the influence of the presence of social interactions, persistence and the avatar.Maumon de Longevialle, Nathalie 10 December 2013 (has links)
L’objet de cette recherche est d’étudier les antécédents de l’intention du consommateur de MMO/MMORPG en nous appuyant sur la définition de Bell (2008), qui propose un consensus quant à la définition des mondes virtuels. Par cette définition, tous les mondes virtuels possèdent trois concepts qui leur sont inhérents : la présence d’interactions sociales, la persistance et l’avatar. Nous avons adapté le modèle de l’acceptation technologique en représentant ces trois concepts par l’identité sociale pour laquelle nous distinguons la communauté du MMO et la communauté de la guilde, la perception du flow et l’avatar. Notre travail suit une démarche hypothético-déductive, qui s’est formalisée par l’élaboration d’une analyse qualitative et d’une analyse quantitative, en utilisant les équations structurelles.Les résultats ont montré que les facteurs motivationnels (Yee 2007) d’accomplissement et d’immersion influencent significativement et positivement la personnalisation des déterminants de l’avatar (le physique, l’habillement et les attitudes), a contrario du facteur de sociabilité qui l’influence négativement. Les trois concepts inhérents aux mondes virtuels ont une influence positive sur l’attitude qui, elle-même, influence positivement l’intention. Notre adaptation du modèle de l’acceptation technologique, en intégrant conjointement les trois concepts des MMO/MMORPG que sont l’identité sociale, la perception du flow et la personnalisation des critères de l’avatar, explique à 27,4 % l’intention du consommateur de mondes virtuels. / The object of this research is to study the antecedents of the consumer’s intention of MMO/MMORPG by supporting the definition of Bell (2008), which is offering a consensus on the definition of the virtual worlds. By this definition, all the virtual worlds have three concepts which are inherent to them: the presence of social interactions, persistence and avatar. We adapted the model of technological acceptance by representing these three concepts by social identity at which we distinguished the MMO community and the Guild community, perception of the flow and avatar. Our work follows a hypothetico-deductive method, which was formalized by the development of a qualitative and a quantitative analysis, using structural equations method. The results showed that the motivational factors (Yee 2007) of achievement and immersion influence significantly and positively the personalization of the determinants of the avatar (physique, clothing and attitudes), a contrario of the factor of sociability which influences it negatively. The three concepts which are inherent to virtual worlds have a positive influence on the attitude which, itself, influences positively the intention. Our adaptation of the model of technological acceptance, by jointly integrating the three concepts of the MMO/MMORPG which are social identity, perception of the flow and personalization of the criteria of the avatar, explains to 27,4% the consumer’s intention of virtual worlds.
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Using Instructional Software to Improve Oral Performance of Taiwanese Speakers of EnglishChen, Yentzu 01 January 2009 (has links)
Taiwanese society perceives English as an important skill; most people expend significant efforts and resources to learn English. However, Taiwanese education focuses exclusively on traditional teaching in language courses, overlooking interactions and cultural concepts. Thus, students' ability to communicate orally in English remains relatively low. Existing literature indicates that Computer-Assisted Language Learning (CALL) can enrich language learning as computers provide many functions to enhance lectures in a meaningful and effective manner. In particular, CALL can incorporate speech recognition software to help develop oral language and practice pronunciation. Integrating CALL technology into traditional language courses may improve Taiwanese students' oral performance. The current study utilized learner-centered design and second language acquisition theories as guidelines to identify relevant software; the SECTIONS model and evaluation criteria were used to select the most suitable program for integration into a traditional course.
The experimental design was administered to two sophomore English classes whose students were not majoring in English at a private university in Taiwan over an eight-week period. Pre- and posttests were used to identify language achievement during the study while a questionnaire was administered to determine attitudes toward using the software. Changes in the Spoken English Test (SET) resulting from the treatment were found to have no statistically significant difference, but the experimental group demonstrated greater improvement on the sentence mastery section and vocabulary. The perceived usefulness and the subject norm had a significant and strong influence on the adoption and use of computer technologies in participants' English oral practice.
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Integrating Trust and Computer Self-Efficacy into the Technology Acceptance Model: Their Impact on Customers' Use of Banking Information Systems in JamaicaReid, Michael Hubert 01 January 2008 (has links)
In recent times, there has been a rapid increase in technological initiatives to promote electronic commerce. Delivery of services via the Internet or other remote computing technology now represents the trend for most organizations. In keeping with market trends, the banking industry in Jamaica and other countries worldwide have also adapted a variety of technological initiatives to enhance the delivery of services to remote customers. As these trends continue, there is heightened interest in information systems (IS) research to understand the factors that motivate or encourage individuals to use these technologies. This situation exists because interactions in these environments are significantly different from the traditional face to face settings.
The original Technology Acceptance Model (TAM) has long been studied, modified, and extended by IS researchers as a classical model for understanding individual's intention to use (IU) an IS. According to TAM, IU an IS is based on two constructs: perceived ease of use (PEOU) and perceived usefulness (PU). Researchers have identified other factors such as trust (TRST) and computer self-efficacy (CSE) that impact an individual's IU an IS. In this predictive study, the researcher examined the integration of TRST and CSE into TAM and their overall impact on customers' intentions to use banking information systems (BIS) in Jamaica.
A 32-item Web-based survey instrument was used to collect data from 374 customers of three major banks in Jamaica. A revised TAM model was proposed and SPSS's AMOS 7.0 statistical package was used to perform data analysis and model fit testing based on structural equation modeling (SEM). Results showed that while CSE did not significantly predict TRST and PEOU, it significantly predicted PU. Additionally, TRST significantly predicted both PEOU and PU, and PEOU positively predicted PU and attitude (ATT) towards BIS. Furthermore, PU was a significant predictor of ATT and IU, and ATT significantly impacted IU. The findings also revealed that only TRST varied significantly across males and females and the original TAM had a slightly better fit than the revised TAM. The research laid the foundation for future exploratory studies of TAM in specialized contexts such as BIS in Jamaica.
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An Assessment of the Influence of Functional Diversity and Perceived Information Quality on the Intention to Use Collaboration SystemsSpriggs, Eric M. 01 January 2017 (has links)
The role that perceived information quality has on the intention to use a computer supported collaborative work (CSCW) system in the Federal Highway Administration is the focus of this study. The purpose of this study was to examine the functional diversity of the contributors in a CSCW as a major determinant of perceived information quality. The study relied on the Technology Acceptance Model (TAM), the Theory of Reasoned Action (TRA) and the Theory of Planned Behavior (TPB) to propose a theoretical model which shows that perceived information quality influences perceived risk and trusting belief of the users of these systems. Both perceived risk and trusting belief shape the intention to use a computer supported collaborative work systems. This study conducted a web-based survey to validate the theoretical model. The study focused on the use of computer-supported collaborative work systems in the Federal Highway Administration. This study empirically validated the theoretical model. Scales were developed within the context of the variables (functional diversity, perceived information quality, perceived risk, trusting belief, and intention to use.) to survey discipline members at the Federal Highway Administration.The statistical results showed support for perceived information quality’s positive influence on trusting belief, perceived information quality’s negative influence on perceived risk, perceived risk’s negative influence on the intention to use a CSCW and trusting belief’s positive influence on the intention to use a CSCW. The results also showed there is no statistically significant difference in perceived information quality by functional diversity. This study concluded that the research model showed significant results to support four of the five hypotheses proposed and helped uncover key findings on how perceived information quality can be impacted. This research served as an original contribution to CSCW while working in functionally diverse teams environments.
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Modelling the effects of systems quality, user trust and user satisfaction on purchase intentionMkhatshwa, Mihloti January 2015 (has links)
Thesis (M.M. (Strategic Marketing))--University of the Witwatersrand, Faculty of Commerce, Law and Management, Graduate School of Business Administration, 2015. / The remarkable and apparent growth in the use of mobile technology in society is eccentric. Mobile technology brought about a swift change on how business is conducted and how individual communicate and interact. The increasing number of mobile applications available in app stores could be a challenge for developers as they will be required to stay innovative in order to acquire and maintain a competitive edge. For the mobile application businesses to succeed, owners of these applications need to know and understand their customers and their requirements to be able to meet their demands. Due to the currency of this trend, there seems to be scarcity in terms of academic literature and information intelligence for businesses on the subject. The purpose of the study is therefore to investigate the influence of systems quality, user trust and user satisfaction on purchase intention of mobile applications users in South African.
A quantitative survey was conducted using a sample of 500 internet user in Gauteng Province. The survey questionnaire was designed on Qualtrics. A project manager was appointed to roll out the project that lasted two weeks. After collecting 353 responses, the survey was closed. The results were statistically analysed using the IBM SPSS to draw descriptive statistics. The construct reliability and validity was assessed by conducting Confirmatory Factor Analysis (CFA) using AMOS version 22. The model fit was also assessed by conducting path modelling.
The results of the study indicated some level of significance on all the relationships. However, the results showed a very weak significance level between user satisfaction and purchase intention. In the concluding chapter, a number of recommendations are provided where it was suggested that business should invest and channel their resources towards building trust and reliance with their customers. The limitations of the study were highlighted and the chapter concluded by making suggestions for future research.
Key Words: System Quality, user trust, satisfaction, purchase intension, Technology Acceptance Model (TAM)
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Analyzing the acceptance of Air Taxis from a potential user perspective : Extending the Technology Acceptance Model towards an Urban Air Mobility Acceptance Model (UAMAM)Rohlik, Lucas, Stasch, Sebastian January 2019 (has links)
Background: A continuously growing urban population leads to congested urban areas. As a result, people are wasting time being stuck in traffic. One way of solving this problem is to use the air for moving people. Thus, companies all over the globe are working extensively on approaches for Urban Air Mobility such as air taxis. Purpose: The purpose of this thesis is the identification of key determinants influencing the acceptance of air taxis from a potential user perspective. Thereby, the thesis develops the Urban Air Mobility Acceptance Model (UAMAM) as an extension of the Technology Acceptance Model (TAM). Method: An explanatory online survey was conducted to test the hypotheses in the proposed UAMAM. Data from 321 respondents living in cities larger than one million inhabitants representing the potential target group was collected. Partial Least Squares Structural Equation Modeling (PLS SEM) was used to assess the measurement model in terms of validity and reliability and the structural model in terms of hypotheses testing and strength of relationships between proposed variables. Further, a multigroup analysis has been examined to identify significant differences among groups. Conclusion: The results show that the attitude, which is strongly influenced by the perceived usefulness, as well as subjective norm, travel cost and the personal innovativeness are key determinants affecting the users’ behavioral intention to use air taxis. Further, moderating effects of age on the relation between time saving and behavioral intention as well as on the relation between personal innovativeness and behavioral intention were identified. Additionally, moderating effects of occupational status on the relation between travel cost and behavioral intention were found.
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The Effects of E-payment Methods on Online Purchasing Cancellation : An empirical study on Swedish consumers’ perception of trust and security in e-paymentsScherling, Daniel, Antinoja, Roosa January 2019 (has links)
Abstract Background: Around 45% of Swedish consumers canceled their online purchase in 2018, due to too high delivery fees and issues concerning payments. This research is focusing on e-payments by utilizing the Technology Acceptance Model 3 and its determinants perceived usefulness and perceived ease of use, and how they contribute to the e-payment method decision. Additionally, the relevance of online trust and online security are examined in relation to purchasing cancellations due to trust and security issues in e-payment methods. Purpose: The purpose of this research paper is to understand how Swedish millennial consumers’ perceptions of online security and online trust of e-payment methods effect on online purchasing cancellation. Furthermore, this paper examines how perceptions of usefulness and ease of use contribute as determinants in choosing between e-payment methods according to Swedish millennial consumers. Method: The research is carried out in a qualitative manner by conducting a series of semi-structured face-to-face interviews. Fifteen Swedish millennials contributed to the empirical study. The gathered primary data is analyzed and then presented in chapter 4 and connected to the existing literature in chapter 5. Conclusion: For the Swedish millennials, both online trust and online security are perceived as important determinants when evaluating whether or not the e-payment method could be used. When choosing between different e-payment methods, perceived ease of use seemed to be more important. Additionally, the decisions are made based on which e-payment method is secure, trustworthy, and easy to use. The presence of those determinants also increases perceived usefulness. When making purchases online domestically it appears that perceived ease of use and perceived usefulness weight heavier. While trust and security are given more importance if the purchase is made from a foreign website.
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Företags anpassning till M- Payment – bakomliggande faktorer?Bengtsson, Karin, Bodén, Henrik January 2019 (has links)
I studien undersöks vilka faktorer som påverkar företags anpassning till m-payment. Mobiltelefonen är tätt sammanlänkad med människan i dagens samhälle. I Sydostasien sker en stor del av betalningar redan med mobiltelefonen. Mobile payment (m-payment) förväntas kunna öka integreringen av fler fenomen än bara betalningstjänster – kundrabatter och kundlojalitet är exempel på det som har nämnts i tidigare forskning. Tidigare forskning är emellertid mestadels inriktad på konsumenter, och därför riktar denna studie in sig på företag. Med hjälp av en enkät med utgångspunkt i Technology Acceptance model samt Diffusion of Innovations model undersöks ett urval om 134 företag med 32 svarande. Svaren kodades sedan i en logistisk regressionsmodell samt en kompletterande faktoranalys. Ingen av variablerna i modellen uppvisar statistisk signifikans vilket gör att resultaten från studien inte förklarar vad som påverkar företagens anpassning till m-payment. Storleken på urvalet kan nämnas som en av huvudförklaringarna till avsaknaden av signifikans. En liknande studie med ett större urval föreslås därför i framtida forskning.
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AUGMENTING THE REALITY : Can AR Technology Entice Consumer Engagement? A Quantitative StudyHellgren, André, von Pongracz, Simon January 2019 (has links)
Today, advances in the technological sector spurs invention toward new heights. What can be achieved today was just decades ago science fiction. Recent years, augmented reality has emerged which is explained by Kipper & Rampolla (2012, p. 1) as a technology that combines the real world with virtual objects which creates a supplement to reality. With its ability to strengthen the impressions of reality by weaving the physical and the digital world together, enables it to be used in various settings. The retail industry has been struggling as of late, with e-commerce flourishing on one hand but contrastingly classic brick-and-mortar stores foreclosing by the thousands. Thus, a technology that has the ability to combine these two channels would thus act as a mitigating force enabling customers to virtually try on their clothes or make furniture digitally appear in their living room. There are numerous possibilities with this technology, given that it can be used in different industries as well with examples from the marketing and gaming industries as the most prominent. What is evident is its ability to interact and engage, making it a usable tool for many activities. Thus, through this thesis we study if augmented reality can affect consumer engagement, and if so which attributes of it has significant positive relationships with the dimensions of consumer engagement. In this thesis, we first provide a framework in which to measure augmented reality in general settings quantitatively, through the use of attributes. These attributes consist of; Interactivity, Playfulness (Escapism & Enjoyment), Service Excellence, Aesthetics, Ease of Use and Perceived Usefulness. We then hypothesize the attributes relationship with two dimensions of consumer engagement identified by Hollebeek et al. (2014); Affection and Cognitive Processing. However, Ease of Use and Service Excellence were not tested in this thesis, as a result of unsatisfactory loadings in the factor analysis. Through an online survey, 79 useful responses were collected and used in testing the hypotheses. Significant positive relationships were found for all tested attributes and Affection, and further significant positive relationships were found between Aesthetics and Perceived Usefulness with Cognitive Processing. It is our belief that this thesis further develops and solidify the current work with consumer engagement quantitively by validating the use of a known framework. Further, it adds to the literature by adopting a general definition of the concept of consumer engagement. This thesis also adds to quantitative work with augmented reality by creating and using a framework in which to study the attributes of augmented reality in a general setting, which has not been done previously. For practitioners, this thesis provides insight into which attributes of augmented reality systems should be emphasized in order to maximize consumer engagement. The thesis ends in suggestions for future research, where we call upon further testing on consumer engagement across different contexts with the use of Hollebeek et al.’s (2014) framework. Such work could lead to a universally accepted quantitative scale for measuring consumer engagement. Lastly, adopting the framework for augmented reality presented in this thesis and applying it to further contexts could yield valuable results, and further tests on Ease of Use and Service Excellence to validate their importance for consumer engagement would be of utmost interest.
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