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Effects of lead-usership on the acceptance of media innovations: A mobile augmented reality case

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Abstract

Lead-users are ahead of important trends, which makes them valuable resources when it comes to generate ideas for new products in the early stages of a company's new product development process. In later stages-e.g. just before market entry when prototypes of the new products are available and can be tested-the company's market research usually focuses on average users or representative samples of users since their measured acceptance of the prototypes can be used to predict sales volumes or market shares. However, in the media industry, prototypes of new products are often made publically available as alpha or beta versions and may especially attract high shares of lead-users for testing. In this paper we analyze the potential effects of these biased samples on the prediction of sales volumes or market shares. A sample of lead-users and other users tests the prototype of a mobile augmented reality app. Then, the acceptance of this media innovation is measured applying a lead-usership extended version of the UTAUT2 model. Our results show that behavioral intention and the effects of influencing factors substantially differ between lead-users and other users. We argue that knowing these differences can help to reduce risks of biased prediction of sales volumes or market shares.

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... Ref. [41] probed into how various factors impact the acceptance of media technologies, particularly in the realm of mobile AR. They discerned that these elements had a moderating effect on usage intentions. ...
... The current study seeks to identify the determinants of Metaverse platform adoption intentions in Vietnam, utilizing the UTAUT2 model as its framework. Numerous past research vouch for the UTAUT2 model's aptness as a foundational model for such investigations [41][42][43][44][45][46][47]. ...
... Critical mass theory posits that individuals' actions and behaviors are swayed by group decisions, emphasizing that social influence is a pivotal factor in personal choices [55]. When it comes to technological advancements and system upgrades, individuals often lean toward the consensus of their peers [41,56]. Thus, social influence is recognized as a potent driver in shaping decisions related to new technologies, guiding individuals toward well-informed judgments in product and service adoption [57,58]. ...
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The Metaverse is a blend of our tangible and digital worlds, marking the upcoming direction of the internet sector. This study strives to identify the elements that affect the uptake of Metaverse platforms in Vietnam. To that end, we pinpointed the factors influencing usage intentions using the Extended Unified Theory of Acceptance and Use of Technology (UTAUT2) model and added a new “switching cost” variable. We gathered and examined data from 520 participants, with 230 from Generation Y (Gen Y) and 290 from Generation Z (Gen Z) using the multi-group analysis in structural equation modeling. The findings reveal that elements such as effort expectancy, performance expectancy, facilitating conditions, hedonic motivation, and value price positively affect the intent to embrace Metaverse platforms. While social influence does not impact the entire dataset, it positively influences Gen Y’s intention. On the other hand, the switching cost acts as a hindrance to adopting Metaverse platforms. It is also noteworthy that significant variations exist between Gen Y and Gen Z concerning these factors. These observations are crucial for industry leaders looking to capitalize on the immense opportunities of Metaverse platforms for sustainable growth in the internet sector.
... UTAUT2 is applied to a further object of investigation and is thus further validated in another consumer use context, which is a research task originally demanded for by the developers of UTAUT2 and other researchers [Hong et al. (2014); Mütterlein et al. (2019);Venkatesh et al. (2012Venkatesh et al. ( , 2016]. We further add to the literature on technology acceptance by introducing a modern look at the term technology, and thereby reply to a call for contextualization [Hong et al. (2014)]. ...
... Second, hedonic motivation shows a substantial positive in°uence. The strong impact of the hedonic motivation is similar to the results of previous acceptance studies, which were conducted in the media sector [Indrawati and Haryoto (2015); Mütterlein et al. (2019); Putzke et al. (2010)]. Nevertheless, these studies primarily investigate media of entertaining character (e.g. ...
... Another possible limitation of this study is that its data is based on consumer self-reporting, which could theoretically include socially desirable behavior and strategic response behavior, although no direct connections between dependent and independent variables were revealed to the respondents. Because of the successful new operationalization of technology from the view of the user, future research could also include other potentially important dependent constructs that aim at understanding a user's psychology, such as°ow or immersion [Mütterlein et al. (2019)], as well as testing UTAUT2 with all original items. We further encourage future research to explore other structural elements of use, as well as applying them in a cross-national setting. ...
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This paper investigates drivers of technology acceptance of and payment for digital journalism. Environments in which digital media content and technology are fused from the perspective of the user, have yet to be researched with technology acceptance models. In this paper, we subsume digital journalistic content as such technology and investigate how the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) explains the use of journalism. Further, we extend traditional acceptance research by investigating not only usage, but payment intention and behavior. To this end, we refer to a representative survey of the German online population (N=4240) and estimate effects within the framework of a structural equation model. The results reveal that the traditional model is better suited to explain usage, but can also explain a substantial part of the variance in payment. Above all, price value, hedonic motivation and social influence appear to have the strongest positive effects on intent and behavior. Surprisingly, effort expectancy has a positive influence on paying intent. Managers who engage in content creation should highlight these aspects. The findings further contribute towards a much needed, better understanding of user behavior across technologies.
... Since TAM and UTAUT target the usage of IT in utilitarian productivity-oriented working environments, the frameworks do not fit perfectly with technologies more suited for entertainment purposes (Hsu and Lu, 2004;Mütterlein et al., 2019). For this reason, Venkatesh et al. (2012) extended the UTAUT to fit hedonic consumer environments as well. ...
... Using the UTAUT2 in the case of phablet adoption, i.e. a mobile device combining smartphone and tablet features, Huang and Kao (2015, p. 2) confirmed that the model "can effectively explain and analyze people's technology acceptance behaviors for novel IT products." Mütterlein et al. (2019) applied the UTAUT2 model in the media technology context and tested the influence of lead-usership on consumer acceptance of the prototype of a mobile augmented reality (AR) gaming app. Their results showed that the behavioral intention of lead-users substantially differed from other users. ...
... Further research could focus on a simplified UTAUT2 model incorporating performance expectancy, hedonic motivation and social influence and take additional constructs such as consumer innovativeness (Goldsmith and Hofacker, 1991) or lead-usership (Franke et al., 2006) into account that could potentially increase the explanatory power of the model. For instance, the consumers' willingness to pay for Sport VR (price value) could depend on the adopter group and their lead-user characteristics, indicating innovativeness and lead-usership as moderators (Mütterlein et al., 2019). Further research should also explore the pricing of VR-related sport content in more detail, since technology-savvy sport fanatics might be willing to make a more significant investment than non-technology-savvy individuals (i.e. ...
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Purpose Notwithstanding the dynamics of digital transformation and its relevance for revenue generation in the entertainment industry, empirical research that focused on consumer behavior at the intersection of sport content and media technology acceptance is limited. Virtual reality (VR) is a re-emerging and nowadays commercially available technology that impacts sport consumed through media. The purpose of this paper is to investigate the consumer acceptance of VR technology and highlight the effects of content quality and flow experience as influencing factors of behavioral intention. Design/methodology/approach Based on a literature review, the authors constructed and empirically tested a model that extends the unified theory of acceptance and use of technology (UTAUT2) by considering additional antecedent factors. Participants ( N =570) in the empirical study viewed sport content via VR technology (Sport VR) and completed a survey before and after viewing. The authors conducted factor analysis and structural equation modeling. Findings Three UTAUT2 influencing factors, i.e., performance expectancy, social influence and hedonic motivation, showed significant effects. Furthermore, flow and content quality had positive indirect effects. Thus, the quality of sport content and the state of flow that users experience when immersed in a VR environment are relevant factors that determine the performance expectations of consumers and their Sport VR usage intention. Originality/value This empirical study contributes to knowledge on consumer acceptance of a hedonic technology in a sport media context. Moreover, two factors extended the established UTAUT2 model.
... The original and extended UTAUT models have been used to examine technology acceptance in a number of different sectors, such as healthcare (Chang et al., 2007), e-government (Gupta, Dasgupta & Gupta, 2008;Chan et al., 2010), mobile internet (Venkatesh, Thong & Xu, 2012;Thong et al., 2011), enterprise systems (Chauhan & Jaiswal, 2016;Ling Keong et al., 2012) and mobile banking and apps Mütterlein, Kunz & Baier, 2019). The applications of UTAUT demonstrated a strong dependence of behavioural intention on the two perception factors, namely perceived performance and perceived ease of use. ...
... The applications of UTAUT2 showed that the significance and the strength of behavioural determinants differed across cases. The utilisation of UTAUT2 to investigate the antecedents of mobile app adoption confirmed the role of performance expectancy, social influence, hedonic motivation and habit (Mütterlein, Kunz & Baier, 2019). However, in two other studies investigating mobile banking adoption, the role of social influence was not confirmed (Ajzen, 2011;Baptista & Oliveira, 2015). ...
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Theories are formulated to explain, predict, and understand phenomena and, in many cases, to challenge and extend existing knowledge within the limits of critical bounding assumptions. In social sciences, theories are typically taught as part of modules or utilised in research dissertations. Still despite the opportunities that students have to engage with theories, their exposure is relatively narrow and confined to widely-used theories. Following experiences of teaching/supervision and interaction with PGR and PGT students, this project's aim is to create an online TheoryHub that covers a wide range of theories and act as a starting point for theory exploration in different research and T&L contexts. Find out more about TheoryHub at https://open.ncl.ac.uk
... Research by Mütterlein et al. (Mütterlein et al., 2019) reveals the importance of various drivers, such as functional benefits, ease of use, individual difference variables, attitudes toward the brand, and social norms. Although smart glasses are worn similarly to fashion accessories and capture various personal information, self-presentation benefits and potential privacy concerns seem to influence smart glasses adoption less (Priporas et al., 2017). ...
... AR is rapidly gaining attention worldwide (Craig, 2013;Liao, 2019). As the field of mobile media studies continues to grow, researchers are focusing on new developments and trends in mobile technologies (Liao, 2019;Mütterlein et al., 2019). ...
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... The paper advocates for a cautious and deliberate approach to AI implementation, emphasizing the importance of ongoing research and collaboration among educators, technologists, and policymakers. (Mütterlein, Kunz, and Baier 2019) This research aims to explore how AI has support sustainable development in educational contexts. It provides a detailed examination of how AI can aid educational programs that strive to meet the United Nations' SDGs. ...
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Artificial intelligence (AI) has emerged as a pivotal technology with the potential to revolutionize various sectors, including environmental sustainability. As the world faces unprecedented environmental challenges—ranging from climate change to resource depletion—AI offers innovative solutions that can significantly mitigate these issues. This paper delves into the transformative role of AI in fostering environmental sustainability through its application in diverse areas such as precision agriculture, smart energy management, water conservation, and urban traffic optimization. These AI-driven technologies not only enhance efficiency and productivity but also contribute to the reduction of resource consumption and the minimization of environmental impact. Through a detailed thematic analysis of various case studies, this paper highlights the multifaceted benefits of integrating AI into environmental sustainability initiatives. The findings demonstrate that AI not only aids in optimizing processes and minimizing waste but also deepens our understanding of complex environmental systems, leading to more informed decisionmaking. Moreover, the scalability of AI solutions allows for widespread adoption, amplifying their positive impact on both the economy and the environment. However, the deployment of AI in environmental contexts is not without challenges. Ethical considerations, such as data privacy, algorithmic bias, and the transparency of AI systems, must be addressed to ensure that AI applications are both effective and equitable. Continuous research, innovation, and collaboration among stakeholders are essential to overcoming these challenges and fully harnessing AI's potential for sustainable development. In conclusion, AI presents a viable and promising pathway to addressing some of the most pressing environmental challenges of our time. By leveraging AI technologies, we can achieve a more sustainable future that harmonizes economic growth with the preservation of our planet's natural resources. As the capabilities of AI continue to evolve, so too will its contributions to environmental sustainability, offering new avenues for balancing development with ecological stewardship. Keywords—Artificial Intelligence, Climate change Mitigation, Conservation, Environmental Sustainability, Renewable Energy,.
... Another theoretical approach is the IASAM (Integrated Acceptance and Sustainability Assessment Model) framework [17], based on the UTAUT acceptance model, which discusses the evaluation of technology in terms of acceptance and sustainability. Specific roles of users within acceptance of technology are those of intermediaries [18], who support ecosystem governance by adapting institutional arrangements that foster innovation, and lead-users [19], who affect prototype acceptance and intention to use a media innovation. ...
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This research investigates the elements that affect the adoption of blockchain technology in academic libraries in Nigeria, utilizing the Human, Organization, and Technology (HOT) Fit model. It emphasizes prior technology experience, attitudes towards change, support from top management, organizational preparedness, and perceived ease of integration and compatibility. Employing a quantitative methodology, data were gathered through structured surveys given to librarians, with relationships examined using structural equation modeling (SEM). The results indicate significant influences of prior technology experience (β = 0.32, p < 0.001), attitudes towards change (β = 0.29, p < 0.001), support from top management (β = 0.34, p < 0.001), organizational preparedness (β = 0.27, p < 0.001), and ease of integration (β = 0.31, p < 0.001) on the adoption of blockchain, while also identifying cost concerns and data security risks as major obstacles. This study broadens the application of the HOT Fit model to a novel context, providing a detailed framework for comprehending blockchain adoption in libraries and delivering actionable insights to enhance technology readiness and service provision. The findings make a valuable contribution to the literature by tackling cultural and infrastructural challenges, paving the way for future research on technology adoption in comparable settings.
... The UTAUT theory has received great attention and has been extensively applied in technology acceptance and adoption studies. Examples include mobile banking, enterprise systems, electronic government, and mobile internet (Mütterlein et al., 2019). The UTAUT is a prerequisite for successful information technology implementation. ...
... This high level of enjoyment plays a crucial role in enhancing users' understanding of Metaverse applications by making interaction fun. Users who find a particular technology enjoyable are more likely to consider it valuable and easy to use (Tamilmani et al., 2021), which positively influences their attitude toward the Metaverse (Mütterlein et al., 2019). Based on these insights, we propose the following hypothesis: ...
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The concept of the “Metaverse” is a three-dimensional virtual world that relies on simulations of reality to represent real-life experiences, and it can be classified as the next generation in using the Internet. In this research, we will examine the factors that may influence user acceptance of metaverse and the relationships between these variables highlight how different factors can be examined. The goal of understanding these factors is to determine how Metaverse developers can improve this technology to meet user expectations and enable users to better interact with this technology. To achieve this goal, a sample of 312 students’ participants from different age groups was selected to respond to an online Likert scale questionnaire ranging from) strongly disagree equal) to (strongly agree equal 5). The study found that perceived enjoyment significantly positively influences technology metaverse application. Moreover, perceived curiosity and perceived self-efficacy positively influence technology application metaverse transitions. In addition, perceived ease of use (PEOU) and perceived usefulness (PU) positively influence the attitude toward using the Metaverse technology/application, which means that all the previous factors have an overall positive effect on the attitude toward using the Metaverse technology application.
... In recent years, research on AR has focused on its use and adoption (Faqih & Jaradat, 2021;C.-L. Hsu et al., 2021;Hung et al., 2021;Mütterlein et al., 2019;Yavuz et al., 2021). These studies examined AR in various fields, such as education (Faqih & Jaradat, 2021), tourism (Kourouthanassis et al., 2015), and marketing (Rauschnabel et al., 2019). ...
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Aim/Purpose: This study aims to analyze the factors that influence user addiction to AR face filters in social network applications and their impact on the online social anxiety of users in Indonesia. Background: To date, social media users have started to use augmented reality (AR) face filters. However, AR face filters have the potential to create positive and negative effects for social media users. The study combines the Big Five Model (BFM), Sense of Virtual Community (SVOC), and Stimuli, Organism, and Response (SOR) frameworks. We adopted the SOR theory by involving the personality factors and SOVC factors as stimuli, addiction as an organism, and social anxiety as a response. BFM is the most significant theory related to personality. Methodology: We used a quantitative approach for this study by using an online survey. We conducted research on 903 Indonesian respondents who have used an AR face filter feature at least once. The respondents were grouped into three categories: overall, new users, and old users. In this study, group classification was carried out based on the development timeline of the AR face filter in the social network application. This grouping was carried out to facilitate data analysis as well as to determine and compare the different effects of the factors in each group. The data were analyzed using the covariance-based structural equation model through the AMOS 26 program. Contribution: This research fills the gap in previous research which did not discuss much about the impact of addiction in using AR face filters on online social anxiety of users of social network applications. Findings: The results of this study indicated neuroticism, membership, and immersion influence AR face filter addiction in all test groups. In addition, ARA has a significant effect on online social anxiety. Recommendations for Practitioners: The findings are expected to be valuable to social network service providers and AR creators in improving their services and to ensure policies related to the list of AR face filters that are appropriate for use by their users as a form of preventing addictive behavior of that feature. Recommendation for Researchers: This study suggested other researchers consider other negative impacts of AR face filters on aspects such as depression, life satisfaction, and academic performance. Impact on Society: AR face filter users may experience changes in their self-awareness in using face filters and avoid the latter’s negative impacts. Future Research: Future research might explore other impacts from AR face filter addiction behavior, such as depression, life satisfaction, and so on. Apart from that, future research might investigate the positive impact of AR face filters to gain a better understanding of the impact of AR face filters.
... In addition, we control for sociodemographic variables and consider usage of SVoD as the opposing streaming content offering. Furthermore, since streaming is a relatively new technology compared to television, for example, we include lead usership and media innovativeness to verify that our model is valid for a broader user base than lead users or individuals with a particular affinity for media innovation alone (Camilleri & Falzon, 2021;Mütterlein et al., 2019;Ozer, 2009). Figure 1 depicts the research model and the constructs (see Table A1 in the Appendix for operationalizations). ...
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This study explores the impact of strategic product characteristics (content and system quality), price value, and habit on attitudinal (word of mouth and brand perception) and behavioral (actual usage) outcomes in the context of television companies’ online streaming services (content libraries). The study utilizes structural equation modeling to analyze data from a survey of 1,038 content library users in Germany. The research conceptualizes and validates content quality as a second-order construct comprising four dimensions (actuality, range, relevance, and originality). The study validates system quality as a second-order construct encompassing usability, reliability, and effort expectancy. The results highlight the importance of habit formation in driving actual usage, emphasizing the need for consistent content delivery and personalized content offerings. The results also underscore not only the importance of content quality (particularly actuality, range, and relevance) as a driving factor for usage, brand perception, and word of mouth recommendation, but also that streaming service providers should pay attention to system quality. Overall, the study enriches our understanding of strategies for content libraries, contributing to both theory and practice in the streaming industry.
... It highlights the importance of intentions in shaping usage patterns. By examining the factors influencing mobile banking app adoption using the UTAUT model, we have identified that the "three fundamental UTAUT constructs" are critical antecedents of behavioral intention, consistent with prior research (e.g., Mütterlein et al. 2019). ...
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This study aims to analyze the impact of consumption values on the adoption of NBG’s mobile banking services and the role of customers’ motivation and app adoption in this process. The study reveals users’ attitudes and behavior towards mobile banking by establishing significant connections between selected UTAUT constructs. Based on a critical case of the m-banking services of a leading Greek financial institution, we gathered 418 full-answered questionnaires from a convenience sample of 654 customers to test 18 research hypotheses. The research results confirm that the three selected UTAUT constructs, are antecedents of behavioral intention, supporting the initial assumption. This study analyzes the factors that drive the adoption and usage of mobile banking apps, providing valuable insights for marketing academia and managers.
... The UTAUT theory has received great attention and has been extensively applied in technology acceptance and adoption studies. Examples include mobile banking, enterprise systems, electronic government, and mobile internet (Mütterlein et al., 2019). The UTAUT is a prerequisite for successful information technology implementation. ...
... Consequently, marketing managers and scholars have shown increased interest in augmented reality marketing (ARM), which is evident from the growing practitioner-oriented research (Deloitte-ICC, 2017;BCG, 2018;PwC, 2019;McKinsey, 2020;Deloitte, 2020;Ernst and Young-Mint, 2020) and the scholarly literature (Javornik, 2016;Mütterlein et al., 2019;Rauschnabel et al., 2019;Barhorst et al., 2021). Because of the developing nature of this topic, it becomes imperative to synthesize the existing thematic advancements shaping the research domain. ...
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Purpose Augmented reality (AR) has emerged as a new interactive technology, swiftly transforming the field of marketing. Driven by its rapid uptake in marketing practices, academic research on AR has proliferated. This study aims to offer a holistic view of the past, present and future of augmented reality marketing (ARM) scholarship by analyzing its current and evolving research profile as well as its social and conceptual structures to inspire further research. Design/methodology/approach This study enriches the ARM scholarship by integrating a quantitative bibliometric analysis with a chronological-thematic review and a qualitative content analysis to develop a more comprehensive understanding of this novel area and suggest future research courses. Findings The bibliometric analysis reveals the key performance indicators as well as the social and conceptual structure of the ARM research field. The chronological-thematic review exhibits the advancement of ARM research over time and forecasts the emerging trends for the domain. Finally, the content analysis of recent articles reveals the current research hotspots and provides future research directions. Research limitations/implications The database limits the selection of literature, as the information in databases such as Scopus is updated regularly, resulting in alterations in the number of articles and citations. Practical implications AR developers and brand managers may use this study’s findings to understand the current ARM landscape better and make strategic decisions based on AR adoption and consumption patterns. Originality/value This study is singular in using a mixed methods approach by integrating the findings from bibliometric and content analyses for more reliable results and to offer a holistic perspective of the ARM sector, thereby significantly advancing the field of technology-led marketing.
... Performance expectancy, effort expectancy, facilitating factors and social influence are direct forecasters of usage intention and behaviour [25]. Age, experience, gender and voluntariness of use influence the effect of four important characteristics on usage intention and behavior [26]. The idea was developed by evaluating and combining components from eight earlier models that were used to explain how people used information systems (theory of planned behaviour, motivational model, theory of reasoned action, model of personal computer use, technology acceptance model, social cognitive theory combined theory of technology acceptance model and diffusion of innovations theory). ...
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The idea of storing and managing data on virtualized servers has been brought to life by cloud computing technology allowing apps, individuals and organizations all over the world to connect to data and computing resources anywhere and at any time. Users of cloud computing can share processing power, storage space, bandwidth, memory and software. Because cloud computing is so simple to use, consumers no longer need to invest much in IT infrastructure. However, cloud computing comes with its own challenges with cloud security and privacy being the biggest concerns. Many organizations are uncomfortable with storing their data and applications on systems they do not control. In addition, since cloud services are accessed via internet, there is risk of attack by hackers. It was therefore important to assess security issues and challenges in cloud computing among public institutions in Africa. This study adopted a systematic review of literature. During the selection of studies to be used in a systematic review, the search for empirical studies was done in an extensive manner. Multiple or numerous sources, both printed and computerized were searched.. This study selected studies that were less than 5 years old. In addition, the study selected studies conducted in Kenya, other countries in Africa and around the world. To ensure the quality of the studies, the study selected studies with abstract, introduction, objectives, methods, results/findings and conclusions. The study concludes that challenges and security issues in cloud computing among public institutions include data breach, account hijacking, data loss, denial of service attacks, cloud abuse, malicious insiders, phishing attacks, portability restrictions, backdoor channel attacks, cloud malware injection attacks, shared technology vulnerabilities and lack of confidentiality of corporate data. The researcher therefore recommends that the governments should come up policies to govern and improve cloud computing adoption among public institutions. In addition, the study recommends development of policies to protect data from external hackers and malicious individuals. Policy makers should develop clear policies that require the cloud service providers to safeguard privacy and also security of data they are managing on behalf of institutions. Moreover, the policy makers should come up with policies that guide the provision of penalties to security failures. Also, public institutions should establish an information and communication technology department to come up with strategies to protect data in their organizations.
... However, despite all these recorded achievements, there is a lower rate of adoption of mobile money for financial inclusion in Nigeria. This is because products/services are not necessarily accepted equally by all consumers and some products/services are accepted quicker than others (Mütterlein et al., 2019). The characteristics of the innovation determine the speed of innovation adoption process (Rogers, 1983). ...
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Despite a rigorous policy drive towards financial inclusion in Nigeria, and although the country has a high tele-density ratio, the vast unbanked largely poor remain excluded from the financial sector. Adopting a mixed method approach of the supplier and consumer sides of mobile money, using documentary analysis, focus groups, interviews, and surveys; this article relies on the diffusion of innovations theoretical framework to explore the utility of mobile money with a view to not only assess its application in the enhancement of financial inclusion, but also better tailor the current applications for these low-income users. We identify 4 factors (lack of customer demand and experimenters, lack of integration in the ecosystem, lack of trust and preference for effective local savings scheme and policy short-termism resulting in mobile money operational unsustainability) that are responsible for non-diffusion of mobile money. Our paper reveals interest dynamics that can advance a more long-term mobile money regulatory policy which takes care of the concerns of the unbanked poor.
... While the majority of the studies were conducted in a service context. The selected studies undertaken in this research reveal studies conducted in the context of consumer behavior addressed issues of "online purchasing behavior of consumers who purchase digital and non-digital goods" (Pascual-Miguel et al., 2015), "different drivers of online airline ticket purchasing behavior" (Escobar-Rodríguez and Carvajal-Trujillo, 2013), "effects of lead-usership on the acceptance of media innovations" (Mütterlein et al., 2019), "nonmonetary benefits of mobile commerce" (Shaw and Sergueeva, 2019), "motives that lead consumers to become prosumers" (Halassi et al., 2019), "factors affecting technology adoption and the role of personality on individual usage behavior" (Chipeva et al., 2018), "understanding the needs and preferences of different segments of customers, specifically women" (Ameen and Willis, 2019), "information and communication technologies intention behavior and actual use among older adults" (Macedo, 2017), "critical variables that can attract consumers to open and read the advertisement on the short message service" (Shareef et al., 2017), "impact of moderators and trust on consumer's intention to use a mobile phone for purchases" (Trojanowski and Kułak, 2017), "identification and characterization of the three social commerce shopper segments" (Nadeem et al., 2017), "how e-shopping vehicles are interrelated in regard to consumer reliance upon them for their e-purchasing" (Blake et al., 2017), "understanding Jordanian consumers' online purchase intentions" (Singh et al., 2017), "examine the social commerce intentions of customers" (Sheikh et al., 2017), "analyze perceived risk and drivers of online shopping influencing behavioral intention in India" (Tandon et al., 2016), "online gambling services usage behavior" (Fortes et al., 2016), "factors that influence omnichannel consumers' behavior through their acceptance of and intention to use new technologies during the shopping process" (Juaneda-Ayensa et al., 2016) and "explore and predict the intentions to use and use behaviors of Phablets" (Huang and Kao, 2015). Majority of the studies in the consumer behavior context have either tested online purchase behavior or tested the usage of any services or products. ...
Article
Purpose This study aims to examine the research pattern and growth trends of published research on a unified theory of acceptance and use of technology 2 (UTAUT2) from 2012 to 2019. The study also examines the research scope of UTAUT2 for future researchers. Design/methodology/approach This study has adopted a bibliometric approach followed by a structured literature review analysis to synthesize the research on UTAUT2 since 2012. In total, 163 documents were analyzed for type of studies, theories and frameworks, methodologies, author wise collaboration, organizations that contributed to the body of knowledge in the UTAUT2 research and journals that published studies in this domain. VOSviewer and Tableau were used for the data visualization, whereas TCCM, which means theory (T), context (C), characteristics (C) and methodology (M) framework is used to propose the future research directions. Findings The findings reveal research on UTAUT2 is growing. The structured literature analysis of the top 15 cited articles further analyzed the parsimony of new models in detail. In addition, the study highlights the inception by and promoters of UTAUT2 in a separate section. The data for this study was collected by searching the title, abstract and keywords of documents in the Scopus database. Research limitations/implications This study is based on research papers, published in the UTAUT2 research area, that have been extracted from the Scopus database by keywords only. Future studies can also perform a meta-analysis of various clusters generated by bibliometric analysis. Practical implications This study is useful for practitioners to devise strategies for increasing technology acceptance, adoption and utilization in the times to come. Originality/value To the best of the authors’ knowledge, this study is one of the very few and early studies, which examined patterns and growth trends of the UTAUT2 studies with the TCCM framework, to suggest scope for future research studies.
... In explaining and predicting pre-service teachers' decision to integrate MART, the study has found that Malaysian pre-service teachers' perceived usefulness (PU) as the main predictor. This finding correlates with statement suggested that a proposed technology is more likely to be accepted when it is seen to be useful by the user (Mutterlein et al., 2019). This finding can also be explained by pre-service teachers' familiarity and commonality with mobile technology and its applications. ...
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The integration of mobile augmented reality technology (MART) into the education system since the last two decades have brought to the topic of discussion among many scholars. Although numerous studies have highlighted its huge potentials and benefits toward both teacher's and students' teaching and learning process, several researchers reported that teachers’ readiness to integrate mobile augmented reality technology is still uncertain. Given the importance and consideration of research that has been undertaken, the present study was set to examine the Malaysian pre-service teachers’ readiness toward integrating MART into their learning and future teaching process. The Technology Acceptance Model (TAM) was adapted as the theoretical grounding of the study in explaining and predicting pre-service teachers’ decision to integrate mobile augmented reality technology. Data of the study was gathered from 303 Malaysian pre-service teachers and were analysed using the descriptive analysis of SPSS and Partial Least Square (PLS) of Structural Equation Modelling (SEM). Findings from the study demonstrate that pre-service teachers’ readiness to integrate MART is at a moderate level. The study also suggested that pre-service teachers’ perceived usefulness has the most significant direct effect on their decision to integrate MART. On the basis of these findings a purpose model is developed, and implications of theory development, practices, and policymaking are discussed in this paper.
... VR is an immersive, digital experience that mimics an interactive environment since it generates realistic images, sounds, and other sensations [16,44]. In AR, the real World is not hidden from the user, but rather virtual objects are superimposed onto the real World to create an added overlay [32]. MR covers both components of the real World (real objects and their conditions in a real-world space) with virtual components (virtual models and virtual conditions) in immersive applications [59]. ...
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... So weist auch die hedonistische Motivation, also das Vergnügen bei der Benutzung einer Technologie, einen deutlich größeren Einfluss auf. Die starke Ausprägung der hedonistischen Motivation ähnelt den Ergebnissen vorangegangener Akzeptanzstudien, die speziell im Medienbereich durchgeführt wurden (Mütterlein et al., 2019). Bei diesen Studien wurden gleichwohl primär Medien erforscht, denen ein vorrangig unterhaltender Charakter zugesprochen wird. ...
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Research on the lead user method has been conducted for more than thirty years and has shown that the method is more likely to generate breakthrough innovation than traditional market research tools. Based on a systematic literature review, this paper shows a detailed view on the broad variety of research on lead user characteristics, lead user processes, lead user identification and application, and success factors. The main challenge of the lead user method as identified in literature is the resource issue regarding time, manpower, and costs. Also, internal acceptance and the processing of the method have been spotted in literature, as well as the intellectual property protection issue. From the starting point of the initial lead user method process introduced by Lüthje and Herstatt (2004), results are integrated into a revisited view on the lead user method process. In addition, concrete suggestions for corporate realization options are given. The article closes with limitations and future research suggestions.
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We combine insights received from prior research on the role of lead user and prior investigations of disruptive innovation. Our research illustrates the role of a particular lead user, which we refer to as the relevant lead user, in paving the way for the potentially disruptive technology to be a definitely disruptive one. Through focused consideration, we reveal characteristics that may be significant in identifying users as relevant in relation to potentially disruptive innovation. Our research also reveals that contrary to Christensen’s assumption, incumbents do not embrace the inevitable and jump from the old technology to the new. Rather, the transformation occurs over a period of time.
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The unified theory of acceptance and use of technology (UTAUT) is a little over a decade old and has been used extensively in information systems (IS) and other fields, as the large number of citations to the original paper that introduced the theory evidences. In this paper, we review and synthesize the IS literature on UTAUT from September 2003 until December 2014, perform a theoretical analysis of UTAUT and its extensions, and chart an agenda for research going forward. Based on Weber’s (2012) framework of theory evaluation, we examined UTAUT and its extensions along two sets of quality dimensions; namely, the parts of a theory and the theory as a whole. While our review identifies many merits to UTAUT, we also found that the progress related to this theory has hampered further theoretical development in research into technology acceptance and use. To chart an agenda for research that will enable significant future work, we analyze the theoretical contributions of UTAUT using Whetten’s (2009) notion of cross-context theorizing. Our analysis reveals several limitations that lead us to propose a multi-level framework that can serve as the theoretical foundation for future research. Specifically, this framework integrates the notion of research context and cross-context theorizing with the theory evaluation framework to: 1) synthesize the existing UTAUT extensions across both the dimensions and the levels of the research context and 2) highlight promising research directions. We conclude with recommendations for future UTAUT-related research using the proposed framework.
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In this article, we attempt to distinguish between the properties of moderator and mediator variables at a number of levels. First, we seek to make theorists and researchers aware of the importance of not using the terms moderator and mediator interchangeably by carefully elaborating, both conceptually and strategically, the many ways in which moderators and mediators differ. We then go beyond this largely pedagogical function and delineate the conceptual and strategic implications of making use of such distinctions with regard to a wide range of phenomena, including control and stress, attitudes, and personality traits. We also provide a specific compendium of analytic procedures appropriate for making the most effective use of the moderator and mediator distinction, both separately and in terms of a broader causal system that includes both moderators and mediators. (46 ref) (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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This article focuses on the complexities of managing multi-platform strategies in the complex and highly dynamic environments of contemporary media markets. Based on a comparative case study of two Nordic media organizations, the article identifies and articulates two sets of practices through which strategy is managed in the continuously changing print and online environments. While the practices that guide strategy development of print publishing tend to be content driven, brand constrained, commercially steered, and top-down monitored, strategizing for online platforms tends to be more technology driven, brand inspired, interactive, and entrepreneurial. For multi-platform media organizations this type of situation is challenging because the incremental and radical innovations that they pursue are platform specific, instead of aiming at exploitation and exploration on both platforms. To succeed in the market, the article argues, multi-platform media organizations need to develop strategies and organizational practices that allow them to be truly ambidextrous—to pursue both incremental and radical change—on all platforms.
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Current approaches to measuring people's everyday usage of technology-based media and other computer-related activities have proved to be problematic as they use varied outcome measures, fail to measure behavior in a broad range of technology-related domains and do not take into account recently developed types of technology including smartphones. In the present study, a wide variety of items, covering a range of up-to-date technology and media usage behaviors. Sixty-six items concerning technology and media usage, along with 18 additional items assessing attitudes toward technology, were administered to two independent samples of individuals, comprising 942 participants. Factor analyses were used to create 11 usage subscales representing smartphone usage, general social media usage, Internet searching, e-mailing, media sharing, text messaging, video gaming, online friendships, Facebook friendships, phone calling, and watching television in addition to four attitude-based subscales: positive attitudes, negative attitudes, technological anxiety/dependence, and attitudes toward task-switching. All subscales showed strong reliabilities and relationships between the subscales and pre-existing measures of daily media usage and Internet addiction were as predicted. Given the reliability and validity results, the new Media and Technology Usage and Attitudes Scale was suggested as a method of measuring media and technology involvement across a variety of types of research studies either as a single 60-item scale or any subset of the 15 subscales.
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Moodle also known as Learning Management System is freely available to educators. Universiti Utara Malaysia (UUM) encourages students and instructors to utilize the teaching and learning process. Moodle enables lecturer to create sequences and facilitate activities for their students, auto-marked online quizzes and exams, navigation tools, files download, grading, student progress tracking, online calendar, etc. This paper investigated the relationships between the constructs that may influence preservice teachers’ acceptance of Learning Zone (Moodle) in their learning process and assessing the influence of variation on performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and the habit to the behavioral intention or intention of usage. The Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) is verified and found that the regression model revealed 29.5% of the variance in student’s intentions with facilitating conditions and hedonic expectancy are considerable predictors of the behavioral intention. Based on this, recommendations for prospect research in the application of UTAUT2 are discussed.
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This paper discusses the value of context in theory development in information systems (IS) research. We examine how prior research has incorporated context in theorizing and develop a framework to classify existing approaches to contextualization. In addition, we expound on a decomposition approach to contextualization and put forth a set of guidelines for developing context-specific models. We illustrate the application of the guidelines by constructing and comparing various context-specific variations of the technology acceptance model (TAM)—i.e., the decomposed TAM that incorporates interaction effects between context-specific factors, the extended TAM with context-specific antecedents, and the integrated TAM that incorporates mediated moderation and moderated mediation effects of context-specific factors. We tested the models on 972 individuals in two technology usage contexts: a digital library and an agile Web portal. The results show that the decomposed TAM provides a better understanding of the contexts by revealing the direct and interaction effects of context specific factors on behavioral intention that are not mediated by the TAM constructs of perceived usefulness and perceived ease of use. This work contributes to the ongoing discussion about the importance of context in theory development and provides guidance for context-specific theorizing in IS research.
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Based on existing research in media economics, media management, as well as media history, this paper analyzes the characteristics of media innovations. These media-specific attributes help distinguish media innovation from other types of innovation and justify the necessity to establish a distinct field of research on media innovation. As a result, eight attributes are presented. These attributes refer to media innovations both as products and as processes. They characterize media innovations as multidimensional and risky products and highlight the importance of approaching media innovation development as interactive, ong-term processes that go beyond the control of particular media organizations. In conclusion, implications with respect to studying media innovations from an interdisciplinary perspective are derived.
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Despite the widespread use of exploratory factor analysis in psychological research, researchers often make questionable decisions when conducting these analyses. This article reviews the major design and analytical decisions that must be made when conducting a factor analysis and notes that each of these decisions has important consequences for the obtained results. Recommendations that have been made in the methodological literature are discussed. Analyses of 3 existing empirical data sets are used to illustrate how questionable decisions in conducting factor analyses can yield problematic results. The article presents a survey of 2 prominent journals that suggests that researchers routinely conduct analyses using such questionable methods. The implications of these practices for psychological research are discussed, and the reasons for current practices are reviewed. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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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 hypothesis in the game context or clarifies whether these consumption values have dual mediated or individual effects. Therefore, the purpose of this research is to model the relationship between hedonic and utilitarian consumption and game purchase and usage. Design/methodology/approach This research question is answered through two studies. In Study One, qualitative interviews with 18 gamers were implemented to explore the relationship between hedonic and utilitarian consumption and, game purchase and usage behaviour. In Study Two, we surveyed 493 consumers and conducted confirmatory factor analysis and structural equation modelling across four game types to model this relationship. Findings The paper concludes that hedonic rather than utilitarian consumption positively impacts purchase and usage. Support was also found for the utilitarian‐hedonic dual mediation model (UHDM). Therefore, utilitarian consumption has an indirect causal effect on game purchase or usage through hedonic consumption. Practical implications Game development for consumers online, on wireless devices and on consoles should place greater emphasis on the practical implications of hedonic consumption. Attention could be focused on perceived enjoyment, self‐concept, self‐congruity and self‐efficacy as the primary drivers of use and purchase. Practical solutions should also be developed to develop the UHDM effect. Originality/value This is the first paper in the game context to explore and model the relationship between hedonic, utilitarian consumption and the UHDM effect on game purchase and usage. This paper is also unique because it provides results across four game groups: all games (ALL), Sports/Simulation/Driving (SSD), Role Playing Game/Massively Multiplayer Online Role‐Playing Game Strategy (RPG), and Action/Adventure/Fighting (AAF).
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