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Online shoppers’ perceptions of e-retailers’ ethics, cultural orientation,...

AbstractPurpose– This study aims to examine the impact of cultural orientation on consumer perceptions regarding the ethics of online retailers (CPEOR), and to understand the influence of CPEOR on...

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Recommending quality book reviews from heterogeneous websites

AbstractPurpose– In recent years, readers have limited amounts of time to pick the right books to read from a market that is filled with similar types of books. Aiming to read only good books, readers...

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Sense of virtual community and knowledge contribution in a P3 virtual...

AbstractPurpose– The aim of this paper is to employ the perspectives of uses and gratification theory and experiential marketing to investigate the antecedents of virtual community (VC) members’...

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Modelling Utilitarian-Hedonic Dual Mediation (UHDM) in the Purchase and Use...

AbstractPurpose - Purpose: It is assumed that consumers consume games to experience hedonic and utilitarian value. However, there is no conceptual model or empirical evidence that supports this...

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Urban and Rural Differences: Multilevel Latent Class Analysis of Online...

AbstractPurpose - The purpose of this article is to investigate urban and rural differences for online activities and e-payment behavior patterns.Design/methodology/approach - This study applied the...

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Public Contributions to Private-Collective Systems: The Case of Social...

AbstractPurpose - This study provides a theoretical extension to he private-collective model of information sharing along with an empirical test with users of a social bookmarking...

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The influence of the components of storytelling blogs on readers' travel...

AbstractPurpose - The research goal of this study was to determine how storytelling blogs affect readers' intention to adopt travel products.Design/methodology/approach - The present study proposes a...

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Why People Share Knowledge in Virtual Communities? - The Use of Yahoo! Kimo...

AbstractPurpose - The purpose of this paper is to answer the question: why Google Answers and Yahoo! Kimo Knowledge+, both virtual communities built on users asking and answering questions with...

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Consumer Reviews: Reviewer Avatar Facial Expression and Review Valence

AbstractPurpose - This study explores how the facial expression of the reviewer’s avatar interacts with the valence of the consumer review to influence consumer purchase...

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Modeling utilitarian-hedonic dual mediation (UHDM) in the purchase and use of...

AbstractPurpose– It is assumed that consumers consume games to experience hedonic and utilitarian value. However, there is no conceptual model or empirical evidence that supports this hypothesis in the...

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Urban and rural differences: Multilevel latent class analysis of online...

AbstractPurpose– The purpose of this article is to investigate urban and rural differences for online activities and e-payment behavior patterns. Design/methodology/approach– This study applied the...

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Public contributions to private-collective systems: the case of social...

AbstractPurpose– The aim of this study is to provide a theoretical extension to the private-collective model of information sharing along with an empirical test with users of a social bookmarking...

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The influence of the components of storytelling blogs on readers’ travel...

AbstractPurpose– The purpose of this study was to determine how storytelling blogs affect readers’ intention to adopt travel products. Design/methodology/approach– The present study proposes a...

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Why people share knowledge in virtual communities?: The use of Yahoo! Kimo...

AbstractPurpose– The purpose of this paper is to answer the question: why Google Answers and Yahoo! Kimo Knowledge+, both virtual communities built on users asking and answering questions with...

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Consumer reviews: reviewer avatar facial expression and review valence

AbstractPurpose– The purpose of this paper is to explore how the facial expression of the reviewer's avatar interacts with the valence of the consumer review to influence consumer purchase decisions....

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Measuring the sociocultural appeal of SNS games in Taiwan

AbstractPurpose - This study explores the sociocultural appeal of SNS game content from the point of view of the human emotions aroused by the interaction between the players and the games....

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Examining the Mediating Effect of Positive Moods on Trust Repair in E-Commerce

AbstractPurpose - The purpose of this research is to investigate the impact of causal attributions (locus, stability, and controllability attributes) on trust violations and the coping strategies...

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The role of online informediaries for consumers: a dual perspective about...

AbstractPurpose - The purpose of this study is to find the role of online informediaries on the perspective of price comparison and information aggregator. Specifically, we want to explain how the...

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The determinants of consumer behavior towards email advertisement

AbstractPurpose - The aim of this study was to develop a theoretical model of email advertising effectiveness and to investigate differences between permission-based email and spamming. By examining...

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Factors Influencing Sociability in Educational MMORPGs – A Fuzzy AHP Approach

AbstractPurpose - Sociability is considered to be important to the success of educational MMORPGs. The purpose of this study was to assess the relative weights of these sociability factors we garnered...

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