Search results for " business."

showing 10 items of 5380 documents

Schemata, Acculturation, and Cognition : Expatriates in Japan's Software Industry

2016

This multiple case based empirical study expands the knowledge around North American software and IT workers in Japan as well as the expatriate literature and discussion of cognitive schemata in cross cultural settings. The study includes eleven individuals, nine of them in software. Evidence of selection, rejection, and adjustment of cognitive schemata found in Japan's business world is presented. Changes in schemata drive cultural adjustment and acculturation. North American software and IT workers in Japan must maneuver through unfamiliar and often complex schemata to motivate, lead, manipulate, and communicate with coworkers and partners and thereby gain success.

ta113Knowledge managementExpatriatebusiness.industryComputer science05 social sciences050209 industrial relationsContext (language use)Cognitioncognitive schemataAcculturationexpatriatesEmpirical researchJapansoftware businessCultural diversity0502 economics and businessSelection (linguistics)Cross-culturalbusinessSocial psychologyta512acculturation050203 business & management
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Guidelines for improving the contextual relevance of field surveys: the case of information security policy violations

2014

The information systems (IS) field continues to debate the relative importance of rigor and relevance in its research. While the pursuit of rigor in research is important, we argue that further effort is needed to improve practical relevance, not only in terms of topics, but also by ensuring contextual relevance. While content validity is often performed rigorously, validated survey instruments may still lack contextual relevance and be out of touch with practice. We argue that IS behavioral research can improve its practical relevance without loss of rigor by carefully addressing a number of contextual issues in instrumentation design. In this opinion article, we outline five guidelines – …

ta113Knowledge managementbusiness.industryComputer science05 social sciences02 engineering and technologyInformation securityLibrary and Information SciencesData scienceManagement information systems020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineeringContent validityInformation systemStrategic information systemSoft systems methodologyRelevance (information retrieval)Instrumentation (computer programming)business050203 business & managementInformation SystemsEuropean Journal of Information Systems
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Ontology-based standardization on knowledge exchange in social knowledge management environments

2012

After the hype around Web 2.0, organizations have revisited their efforts on knowledge management in order to create beneficial effects from their employees' activities in social environments. While there is not much doubt about the positive effects on creativity and flexibility, handling the variety of knowledge work environments that are in use at different organizational units or business partners can negatively affect productivity. While standards have generally mushroomed in the IT domain, there is a lack of standards in knowledge management. This paper argues for a standard on exchanging knowledge between social environments. We revisit related work, particularly standards which can b…

ta113Knowledge managementbusiness.industryComputer science05 social sciencesKnowledge engineeringKnowledge value chainProcedural knowledgeBody of knowledgeKnowledge-based systems0502 economics and businessOrganizational learningPersonal knowledge managementDomain knowledge050211 marketingbusiness050203 business & managementProceedings of the 12th International Conference on Knowledge Management and Knowledge Technologies
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Mobile Banking Services Continuous Usage -- Case Study of Finland

2016

Finland is at the forefront of using new information systems, such as mobile banking (m-banking). The present study develops and tests a model of continuous usage intentions toward m-banking services for a sample of 273 Finnish m-banking users. Results confirm the hypothesized direct relationships between self-congruence and perceived value, perceived risk and perceived value, perceived value and continuous usage, and continuous usage and word of mouth. The frequency of usage of m-banking services and experience moderate the relationship between perceived value and continuous usage. We discuss the theoretical and managerial implications of the study results and present recommendations for f…

ta113Mobile bankingbusiness.industry05 social sciencesWord of mouthSample (statistics)AdvertisingRisk perception0502 economics and businessInformation systemmobile banking050211 marketingThe InternetBusinessMarketingta512Value (mathematics)Finland050203 business & managementConsumer behaviour2016 49th Hawaii International Conference on System Sciences (HICSS)
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Conceptualizing the Value Co-Destruction Process for Service Systems: Literature Review and Synthesis

2017

This study conceptualizes the notion of value co-destruction by reviewing and synthesizing the scattered and scarce value co-destruction literature in interdisciplinary fields. Building on our synthesis, we outline a conceptual framework for the value co-destruction process consisting of three interrelated categories of key concepts. Our framework helps in identifying, analyzing and rectifying unwanted outcomes of a service process and highlighting the dynamic nature of value co-destruction in service systems. peerReviewed

ta113Service (business)Knowledge managementProcess (engineering)business.industry05 social sciencesvalue co-destructionpalvelujärjestelmät0502 economics and businessValue (economics)service systemsCo-creation050211 marketingbusiness050203 business & managementProceedings of the 50th Hawaii International Conference on System Sciences (2017)
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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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Omission of Causal Indicators: Consequences and Implications for Measurement – A Rejoinder

2016

ta113Statistics and ProbabilityApplied Mathematics05 social sciences050401 social sciences methodsResearch needsEducation0504 sociology0502 economics and businesscausal indicatorsmeasurementPositive economicsPsychologySocial psychology050203 business & managementCausal modelMeasurement: Interdisciplinary Research and Perspectives
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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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Transformation of the Forest-based Bioeconomy by Embracing Digital Solutions

2017

This paper attempts to explore a new insight to both industrialized and growing economies by demonstrating a digital-driven creative disruption in the forest-based bioeconomy which is beginning to replace its conventional and narrow concept of a forest-blinded economy. Notwithstanding the potential broad cross-sectoral benefits to both industrialized and growing economies, natural environments and locality constraints and the incessant challenge of distance have impeded balanced development of this economy. However, driven by digital solutions the economy has taken big steps forward in recent years. Digitalization has enabled real-time end-to-end supply chain visibility, improved delivery a…

ta113forest-based bioeconomyStock leveltransformationLocalityBusiness activitiesAmazon business modelSupply chain visibilityComputingMilieux_GENERALDigital ecosystemTransparency (graphic)Demand planningBusinessdigital solutionscreative disruption platformEconomic systemta512Journal of Technology Management for Growing Economies
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Design science research genres : introduction to the special issue on exemplars and criteria for applicable design science research

2018

We propose the definition of genres in IS design science research (DSR). In recent years DSR has become a well-accepted research paradigm within IS; however, now the diversity of purpose, methodology, and mental models has increased to a point where reviewers and editors are unsure about which standards to apply to particular research submissions. For some researchers an artefact of value is a system or system component, while for others artefacts ought to be theories or theory components. Such differences are hard to reconcile and researchers often face criticism from diverse corners of the paradigm, where beliefs and standards are very different. We observed this diversity of views among …

ta113genresComputer scienceManagement sciencemedia_common.quotation_subject05 social sciencesgenret02 engineering and technologyLibrary and Information Sciencesinformation systemsdesign science research020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineeringInformation systemDesign science research050203 business & managementInformation SystemsDiversity (politics)media_common
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