
Zach W.Y. LeeDurham University | DU · Durham University Business School
Zach W.Y. Lee
Doctor of Philosophy
About
28
Publications
22,800
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1,654
Citations
Citations since 2017
Introduction
Publications
Publications (28)
Employees' nonwork use of information technology (IT), or cyberslacking, is of growing concern due to its erosion of job performance and other negative organizational consequences. Research on cyberslacking antecedents has drawn on diverse theoretical perspectives, resulting in a lack of cohesive explanation of cyberslacking. Further, prior studies...
Bystanders Join in Cyberbullying on Social Networking Sites: The Deindividuation and Moral Disengagement Perspectives
Cyberbullying on social networking sites escalates when bystanders join in the bullying. Bystanders’ joining-in behaviors reinforce the abuse, expose victims to a larger audience, and encourage further abuse by signaling their appro...
Blockchain technology has been advocated as a possible solution to enduring trust issues among trading partners in trade finance. We conducted in-depth interviews with industry experts to examine how blockchain technology influences the trust relationships among trading partners. Our results show that the technology enhances trust relationships by...
Cyberbullying on social networking sites is an emerging societal issue that has drawn significant scholarly attention. The purpose of this study is to consolidate the existing knowledge through a literature review and analysis. We first discuss the nature, research patterns, and theoretical foundations. We then develop an integrative framework base...
Massively multiplayer online role‐playing game (MMORPG) addiction presents a serious issue worldwide and has attracted increasing attention from academic and other public communities. This article addresses this critical issue and fills research gaps by proposing and testing a research model of MMORPG addiction. Building on the conceptual foundatio...
While many retailers have turned to omnichannel retailing to remain competitive, engaging customers across channels has become one of the biggest challenges they face. Drawing on social exchange theory, we proposed and tested a research model of customer engagement in the context of omnichannel retailing. Structural equation modeling was employed t...
Cyberdeviance, intentional use of information technology (IT) in the workplace that is contrary to the explicit and implicit norms of the organization and that threatens the well-being of the organization and/or its members, is an important research stream that has gained attention in academia and industry. Prior studies have treated different form...
Purpose
This study aimed at examining the effects of inhibiting, motivating, and technological factors on users’ intention to participate in the sharing economy.
Design/methodology/approach
A self-reported online survey was conducted among Uber users in Hong Kong. A total of 295 valid responses were collected. The research model was empirically...
Online impulse buying has drawn increasing scholarly attention across disciplines. However, little effort has been made to evaluate the status of research and consolidate the findings in the literature. To address this research gap, we conducted a systematic review of studies of online impulse buying, and used the stimulus–organism–response framewo...
Social networking sites (SNSs) have evolved as the centre for daily social interactions. However, some users experience difficulties in managing their incessant urges to use the site, and result in spending excessive amount of time on the platform. While the research on the dark side of SNS use is gaining momentum, the theoretical understanding of...
Social networking sites (SNSs) have evolved as the centre for daily social interactions. However, some users experience difficulties in managing their incessant urges to use the site, and result in spending excessive amount of time on the platform. While the research on the dark side of SNS use is gaining momentum, the theoretical understanding of...
Purpose
– The purpose of this paper is to examine the relative impacts of perceived cost, perceived benefits, and social influence on self-disclosure behaviors in social networking sites under an integrated theoretical framework.
Design/methodology/approach
– Building upon social exchange theory and privacy calculus theory, an integrated model was...
With the advance of information technologies and widespread deployment of data services, users can access social networking sites (SNSs) almost anytime and anywhere, resulting in an incessant urge to check SNSs. Till now, little is known about the precursors of urge and its role in the development of SNS excessive use. Therefore, we proposed and te...
【Full-text available on request】With keen competition in the online game industry, game developers and publishers are finding new ways to induce players’ to spend money on subscriptions and virtual items. As the online game itself provides a highly engaging environment, this study examines online sales from the perspective of customer engagement. W...
The primary objective of this paper is to develop and validate an instrument for massively multiplayer online game (MMOG) addiction. Three stages of instrument development were undertaken to achieve this objective: item generation, scale development, and instrument testing. The results of a confirmation factor analysis confirmed the existence of se...
Today, organizations require additional efforts to develop new streams of revenue as competition is intense and new customers are hard to secure at a mature stage. The advent of social networking sites serves as an alternative tactic for organizations to form online brand communities, engage customers and hence foster brand loyalty. This article pr...
Despite a rising concern over this emerging global issue, theoretical understanding of the excessive use of massively multiplayer online games (MMOGs) is lacking in the mainstream IS literature. In this study, we proposed a research model to theoretically explain the development of the excessive use of MMOGs with the positive-negative reinforcement...
Social networking sites (SNSs), combined with the rapid growth trajectory of mobile devices, and widespread deployment of mobile data services, have evolved as a primary platform for daily social interaction. While the majority of users enjoy frequent interactions with their friends and family members, some users suffer from incessant urges to chec...
Online gaming has become one of the most popular forms of online leisure activity today. Massively multiplayer online game (MMOG), being highly persistent and immersive, is however often presented as being potentially dangerous of leading to problematic use. Despite a rising concern over this emerging societal challenge, the theoretical understandi...
Web 2.0 creates a new world of collaboration. Many online communities of practice have provided a virtual Internet platform for members to create, collaborate, and contribute their expertise and knowledge. To date, we still do not fully understand how members evaluate their knowledge-sharing experiences, and how these evaluations affect their decis...
With the rise of the Internet, the new phenomenon of problematic use of online games has emerged, particularly with the popular genre of massively multiplayer online games (MMOGs). Currently, there are a growing number of reported cases of problematic MMOGs use and related negative outcomes. Though the concept of problematic MMOGs use has received...
Social networking sites (SNSs) have become new phenomena in social communication and interaction patterns which have profound impact in the way people communicate and connect with one another. The aim of this study is to test the advanced cognitive-behavioral model of generalized problematic Internet use (GPIU) in the context of Face book use. The...
Social networking sites (SNSs) have become new phenomena in social communication and interaction patterns which have profound impact in the way people communicate and connect with one another. The aim of this study is to test the advanced cognitive-behavioral model of generalized problematic Internet use (GPIU) in the context of Face book use. The...
The main objective of this paper is to show how loneliness affects problematic Facebook use. We integrated the concept of loneliness in the advanced cognitive-behavioral model of generalized problematic Internet use and empirically tested the model with 200 Facebook users. Our findings suggested that loneliness predisposes individuals to the develo...
The Internet has empowered consumers. More and more marketers attempt to harness the power of word-of-mouth communication in the online environment. In this paper, we attempt to explore the underlying motives for consumers engaging in both positive and negative eWOM communication. The findings reported here indicate that consumers engage in positiv...