Article

Customer adoption factors for in-flight entertainment and connectivity

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Abstract

The aviation industry has recently begun providing in-flight entertainment and connectivity (IFEC) services using information and communication technology (ICT). IFEC is a concept that adds connectivity to the existing in-flight entertainment (IFE) service, which allows passengers to access the Internet or use roaming, using their electronic devices. The purpose of this study is to identify the adoption factors that affect the customer's intention to use the IFEC. The customer's adoption factors are largely classified into utilitarian motivation and hedonic motivation, and the sub-factors are verified to be influenced by four independent variables: ease of use, voluntariness, enjoyability, and excitability. Hedonic motivation has had more impact, which is attributed to the customer's enjoyment and interest in the new service. Low cost carriers (LCC), who were unable to provide IFE services due to the lack of in-seat video systems (IVS), began offering airline-specific entertainment services through their personal electronic devices (PED). In the case of LCC, voluntariness had a meaningful effect on the adoption factor of IFEC, unlike full-service carriers (FSC), which provided IFE. This seems to have been influenced by the voluntary nature of passengers related to cost payment as a new service was introduced in LCC, which previously did not have IFE services. In-flight wireless fidelity (Wi-Fi) services are an important factor for airlines around the world who want to implement smart cabins, and the results of this study will help each airline find suitable IFEC services that consider customer adoption factors.

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Much of our prior knowledge of information systems (IS) usage is based on utilitarian systems such as personal productivity software and organizational applications. However, new generations of systems, such as online video games (OVGs), have since emerged that aim at enhancing users' hedonic outcomes like entertainment rather than utilitarian outcomes such as productivity. Prior models of utilitarian system usage provide a limited understanding of one's usage of hedonic systems, given the motivational differences between using these two types of systems. Theoretical modifications instead are required to extend the current models to hedonic systems. Expanding the research on attitude theories, we propose an initial model for usage of interactive hedonic systems, replacing perceived usefulness and perceived ease of use with perceived enjoyment and social image as the core cognitive drivers of usage, and further linking these beliefs to different technological attributes. The initial model is empirically validated using a survey of OVG usage among 485 student subjects. For IS usage research, this paper proposes and validates one of the earliest usage models of hedonic systems. For practitioners, this study provides some guidelines for manufacturers of hedonic systems on how to derive the most return on their system development efforts.
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Purpose Purchasing on the internet has unique features that make it different from the traditional shopping process, particularly with regard to its social context. This study seeks to investigate the relationship between past online purchases and purchasing intentions, representing the social context by the notions of social presence and trust. Design/methodology/approach A sample of 115 working MBA students purchased an item online (but were stopped at the stage of paying), and then completed a questionnaire on social presence and trust. Findings The results show that past purchasing predicts intentions to purchase and that trust and social presence act as partial mediators. Practical implications Social context is important for understanding how past behavior affects future purchasing. Designs should therefore enhance social presence and trust. Moreover, it may be beneficial to monitor these mediators to detect potential problems. Originality/value The study demonstrates the important role of social context in online shopping. In particular, the mediation of trust and social presence between past and future purchasing is determined.
Article
Consumer researchers' growing interest in consumer experiences has revealed that many consumption activities produce both hedonic and utilitarian outcomes. Thus, there is an increasing need for scales to assess consumer perceptions of both hedonic and utilitarian values. This article describes the development of a scale measuring both values obtained from the pervasive consumption experience of shopping. The authors develop and validate the scale using a multistep process. The results demonstrate that distinct hedonic and utilitarian shopping value dimensions exist and are related to a number of important consumption variables. Implications for further applications of the scale are discussed. Copyright 1994 by the University of Chicago.
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