Search results for " Mark"

showing 10 items of 4118 documents

Consumer Acceptance and Use of Instagram

2016

This study extends the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model to investigate factors affecting the acceptance and use of a social networking service (SNS) called Instagram. The UTAUT2 model is modified to better suit the context of SNSs by replacing the price value construct with self-congruence. Furthermore, we explore the effects of behavioral intention and use behavior on "user indegree" defined as the number of people who follow an SNS user. The results of the survey study largely support the hypothesized model in the context of Instagram. The findings contribute to previous knowledge by demonstrating the important roles of hedonic motivation and habit in co…

ta113Service (business)Value (ethics)Context modelHedonic motivationsocial media05 social sciencesSurvey researchContext (language use)AdvertisingUnified theory of acceptance and use of technology0502 economics and businessInstagram050211 marketingConstruct (philosophy)Psychologyta512consumer acceptance050203 business & management2016 49th Hawaii International Conference on System Sciences (HICSS)
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Value Co-Creation and Co-Destruction in Online Video Games : An Exploratory Study and Implications for Future Research

2018

In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedema…

ta113arvoketjutKnowledge managementbusiness.industryComputer sciencevideopelitarvonluonti05 social sciencesExploratory researchComputingMilieux_PERSONALCOMPUTING050109 social psychologyvideo gamesOnline videovalue co-creationvalue co-destructionpelitpelillistäminen0502 economics and businessCo-creation050211 marketing0501 psychology and cognitive sciencesgamificationbusinessValue (mathematics)games
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Innovation as a driver of internationalization in the software industry

2013

Innovation and internationalization are two important factors for growth. This study analyzes whether innovativeness has an effect on the internationalization of software firms, and if so, how strong this effect is. Innovation and internationalization have rarely been studied together, with research tending to focus more on the relationship between innovations and growth. However, internationalization is a key prerequisite for growth for companies operating in small domestic markets. This paper analyzes the innovativeness and internationalization of firms, using data from the Software Industry Survey conducted in Finland. Since the speed of firm growth and internationalization are dependent…

ta113business.industrysoftware firmsInnovation managementkasvuDomestic marketInternationalizationSoftwareRevenue growthMarketinginternationalizationbusinessIndustrial organizationinnovatiivisuus2013 International Conference on Research and Innovation in Information Systems (ICRIIS)
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Cross-Cultural Factors in Experiencing Online Video Contents in Product Marketing

2017

Although online shops represent convenient tools to buy and sell products, they do not offer as rich multisensory experiences than physical retailing offers. Audio-visual contents could provide dynamic multisensory information and offer more engaging experiences. However, to be successful, audio-visual contents need to be adjusted to the cultural characteristics of the users. This manuscript presents a study in which Spanish and Finnish participants interacted with audiovisual products depicting videos of the brand design. Through content analysis of participants' verbalizations, the authors identified categories and subcategories that defined the representation of the video elements and th…

ta113online advertising05 social sciencesAdvertisingOnline videovideoexperience (enjoyment)cross-culturalProduct marketingmarketingintercultural communicationaesthetics0502 economics and businessCross-culturaladvertisements050211 marketing0501 psychology and cognitive sciencesonline videoBusinessaudiovisual experienceMarketingta512050107 human factorsInternational Journal of Art, Culture, Design, and Technology
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Identity Use and Misuse of Public Persona on Twitter

2016

Social media sites have appeared during the last 10 years and their use has exploded all over the world. Twitter is a microblogging service that has currently 320 million user profiles and over 100 million daily active users. Many celebrities and leading politicians have a verified profile on Twitter, including Justin Bieber, president Obama, and the Pope. In this paper we investigate the '‘hundreds of Putins and Obamas phenomenon’ on Twitter. We collected two data sets in 2015 containing 582 and 6477 profiles that are related to the G20 leaders’ profiles on Twitter. The number of namesakes varied from 5 to 1000 per leader. We analysed in detail various aspects of the Putin and Erdogan rela…

ta113online identity: G20 leaders: Putinbusiness.industryComputer sciencesocial media05 social sciencesInternet privacyTwitterIdentity (social science)sosiaalinen media050801 communication & media studiesPersonafaked accountsG20 leaders: Putin [online identity]ObamaimpersonationErdogan0508 media and communications0502 economics and business050211 marketingta518business
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Customer Perception Driven Product Evolution - Facilitation of Structured Feedback Collection

2016

Competitive environment not only requires effective advertising strategies from the product producers and service providers, but also to do comprehensive and sufficient analysis of their customers to understand their needs and expectations. Successfully involving customers into a product/service co-creation process, companies more likely increase their future revenue. Customer feedback analysis is widely applied in marketing and product development. Among other challenges (e.g. customer engagement, feedback collection, etc.) automation of customer feedback analysis becomes very demanding task and requires advance intelligent tools to understand customers’ product perception and preferences.…

ta113structured feedback collectionKnowledge managementComputer sciencebusiness.industry05 social sciencessemantic customer feedbackCustomer perception02 engineering and technologycustomer analytics020204 information systems0502 economics and businesssemantic personalization0202 electrical engineering electronic engineering information engineeringFacilitation050211 marketingProduct (category theory)businesstriple generation supportproduct customizationProceedings of the 12th International Conference on Web Information Systems and Technologies
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Application of information and communication technology for internationalization of Nigerian small- and medium-sized enterprises

2019

Information and communication technology (ICT) has fundamentally transformed business transactions. While its uses have become ubiquitous in the advanced economies, emerging and developing economies are still struggling with the mode and manner of the deployment of ICT for business. Thus, this study seeks to investigate how small‐ and medium‐sized enterprises (SMEs) utilize ICT in Nigeria for business internationalization. To achieve the goal of the study, a mixed‐method was employed. A questionnaire was administered to 265 people consisting of SMEs staff, managers, and owners. Similarly, interviews were conducted with seven SME decision makers. Findings revealed that Nigerian SMEs used ICT…

ta113tieto- ja viestintätekniikka05 social sciencesNigeriaInternationalizationInformation and Communications TechnologyICT0502 economics and business050211 marketingBusinessSmall and medium-sized enterprisesinternationalizationdigitalisaatiota512kansainvälistyminenpienet ja keskisuuret yritykset050203 business & managementIndustrial organizationsmall and medium enterprisesInformation Systems
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How news affect the trading behavior of different categories of investors in a financial market

2015

We investigate the trading behavior of a large set of single investors trading the highly liquid Nokia stock over the period 2003-2008 with the aim of determining the relative role of endogenous and exogenous factors that may affect their behavior. As endogenous factors we consider returns and volatility, whereas the exogenous factors we use are the total daily number of news and a semantic variable based on a sentiment analysis of news. Linear regression and partial correlation analysis of data show that different categories of investors are differently correlated to these factors. Governmental and non profit organizations are weakly sensitive to news and returns or volatility, and, typica…

ta511Statistical Finance (q-fin.ST)Endogenous Factorsta114Sentiment analysisFinancial marketQuantitative Finance - Statistical FinanceNon profitFinancial marketInvestor behaviourSettore FIS/07 - Fisica Applicata(Beni Culturali Ambientali Biol.e Medicin)Heterogeneity of agentFOS: Economics and businessSettore SECS-S/06 -Metodi Mat. dell'Economia e d. Scienze Attuariali e Finanz.Linear regressionEconometricsEconomicsVolatility (finance)Explanatory powerInformation in capital marketGeneral Economics Econometrics and FinanceFinanceStock (geology)health care economics and organizationsEmpirical time series analysis
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Innovators and innovated: Newspapers and the postdigital future beyond the “death of print”

2017

Along with other cultural organizations, newspapers, through waves of digital disruption, have become subject to a dominant narrative of crisis. But newspapers have long participated in change. A constructivist approach, qualified by consideration of media materiality, draws attention to diverse but essential processes of innovation around them. We see a contraflow of migration from digital to print, opening up a shared media space; bonding strategies are bringing multimedia to ink on paper, while bridging via boundary objects such as QR (Quick Response) codes are connecting the two. Among other initiatives, development of automation of news production and experiments with transparency are …

ta520Cultural Studiesprint050801 communication & media studiesdroneManagement Information SystemsConstructivist teaching methodsNewspaperläpinäkyvyysautomaatio0508 media and communications0502 economics and businessNarrativeSociologyta518materiaalisuusautomationtransparencyMateriality (auditing)Media ecologybusiness.industry05 social sciencesrobotQR codeDemisePublic relationsTransparency (behavior)Media spacemateriality; print; newspaper; automation; online news; QR code; robot; transparency; droneonline newsPolitical Science and International Relations050211 marketingnewspaperbusinessmaterialityInformation SystemsThe Information Society
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Behavior change types with Pokémon GO

2017

Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…

ta520behavior changedigital gamingaugmented reality games050801 communication & media studiesSample (statistics)computer.software_genreexergamesEntertainmentPokémon GO0508 media and communicationscritical incident techniquebehavior change support systemtäydennetty todellisuus0502 economics and businessta616ta113Multimedia05 social sciencesBehavior changeProcedural rhetoricPopularityprocedural rhetoriclocation-based games050211 marketingAugmented realityPsychologyCritical Incident Techniquecomputerdigitaaliset pelitQualitative researchCognitive psychology
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