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2017, Marketing EDGE Direct/Interactive Marketing Research Summit 2017
E-learning applications have been rapidly adopted by instructors in- and outside of the classroom. As a result, some researchers have started to assess their usefulness applying uses and gratification (U&G) theory. This study expands the existing research trend exploring students’ motivation to use a mobile polling application in the classroom. Qualitative data were collected in a marketing research course, and U&G based categories and themes were identified. An inductive analysis rendered four main categories: (a) knowledge acquisition and learning, (b) expression of self and others, (c) interaction, engagement, and enjoyment, and (d) convenience. Seven motivational themes emerged for knowledge acquisition and learning category, whereas for expression of self and others, four motivations were identified. The other two categories, interaction, engagement, and enjoyment, and convenience, resulted in 3 motivational themes per category. A discussion on how the study findings compare to previous research conclude this paper.
Mobile polling is gradually replacing clicker technology as the student response system (SRS) of choice largely because students prefer to use their own devices to participate in class. Only recently have researchers begun to examine the advantages and disadvantages of mobile polling systems, mostly investigating Poll Everywhere (www.polleverywhere.com). This study introduces a new polling software, Socrative (www.socrative.com), that is comparable to Poll Everywhere but provides instructors with additional features. An exploratory study was conducted to assess students’ perceived benefits, drawbacks, and level of satisfaction from using this software in an upper level marketing course. The study identified four key categories using a thematic analysis of qualitative data: (a) student learning, (b) course delivery and assessment, (c) use of technology, and (d) satisfaction and adoption. Eighteen strengths and four weaknesses are presented. Some of the main strengths are as follows: anonymity, knowledge acquisition, interactivity, immediate feedback, usefulness, and ease of use, and it motivates students to participate. Weaknesses include non-participation, distraction, and software reliability, and it can motivate students to cheat. In addition, students provided suggestions for improvement, while urging other instructors to adopt this technology in their courses. Discussion and implications are provided at the end of the paper.
Despite the growing popularity of digital photos in a number computer-mediated platforms, various pertinent issues remain less researched. Exploring and identifying relevant issues can help the researchers and designers understand "how and why SNS users interact with photos" on these platforms. In addition to this, the proposed investigations can be useful in refining the existing photos related features and solutions as well as developing new ones. The present dissertation focuses largely on photo-sharing and photo-tagging activities, which constitute integral elements of digital-photo interaction in numerous computer-mediated platforms. This dissertation is based on five empirical research articles investigating the different latent factors that motivate and hinder the process of digital-photo interaction in computer-mediated platforms. Study I examine the current practices surrounding digital photos in the context of personal photo repositories (N=15). Study II investigates the gratifications and impeding factors associated with photo-tagging activity on Facebook (N=67). Study III develops and tests an instrument for understanding the gratifications of Facebook photo-sharing (N=368). Study IV examines the impact of various aspects of privacy in relation to photo-sharing intentions on Facebook (N=378). Finally, study V investigates the age and gender differences regarding various aspects of privacy and trust in the context of photo-sharing activity on Facebook (N=378). The dissertation reveals the following findings: First, lack of "social features" is one of the essential reasons for non-acceptance of tagging feature in standalone photo management applications (Study I). Second, photo-sharing and photo-tagging adoption and popularity can be attributed to various factors such as affection, attention, communication, disclosure, habit, information sharing, self-expression, socialization, and social influence (Study II, III). Third, age, gender, and activity influence photo-sharing and photo-tagging gratifications (Study II, III). Fourth, in the context of Facebook photo-sharing, various aspects of privacy significantly impact users trust and activity and consequently photo-sharing intentions (Study IV). Fifth, women and young Facebook users are significantly more concerned about the privacy of their shared photos (Study V). Sixth, privacy-protective measures are significantly exercised more by young Facebook users, yet they exhibit more trust and a higher level of activity on Facebook (Study V). Overall, this dissertation work contributes to the existing theoretical and practical knowledge on activities associated with digital photos in computer-mediated platforms. Dissertation findings can be utilized by scholars engaged in researching computer-mediated communication, new media, privacy, and SNS behaviors.
Computers & Education
A systematic literature review of empirical evidence on computer games and serious games2012 •
Computers in Human Behavior
Social media adoption: The role of media needs and innovation characteristics2015 •
2012 •
Vodcasts (video podcasts) have become part of the Internet multimedia experience and have been integrated into universities’ direct and interactive promotion strategies, but, more importantly, their integrated marketing communication (IMC) plans. While prior work has examined general advertising on the web, few studies have considered the impact of the interactive medium of vodcasts on student attitudes and behavioral intentions. This paper uses structural equation modeling to assess the effectiveness of vodcasts as an enhancer of a university’s existing integrated marketing communication strategy to recruit prospective students. Three theoretical models were tested, and our findings indicate that perceived informativeness, credibility, and irritation of the vodcasts are directly related to their perceived value to viewers. However, of those three factors, only the informativeness is directly related to students’ intent to take further action toward enrollment in a way that can utilize other universities communication resources (e.g., asking additional questions on the phone or via email). In addition, while prior work has suggested that perceived entertainment of a web site positively influences its perceived value, we find that for university-specific vodcasts, perceived entertainment is not a statistically significant factor. The results suggest that when creating vodcasts to portray campus life and activities, less attention should be given to entertainment value, and more attention should be devoted to providing useful information in a manner that is credible and not irritating to students. Implications for researchers and practitioners are provided based on these results.
The paper examines motivations for social networking sites (SNS) among young adult users. Two studies were conducted to examine the study objectives. In the qualitative phase, the various motivations for use of SNS were identified. In the quantitative phase, responses collected from 308 young users of social networking sites were analysed using factor analysis and cluster analysis. Cluster analysis on the six motivations revealed four distinct clusters namely socialisers, self-presenters, passive observers and info-seekers. The implications of the study results are presented.
Marketing EDGE Research Summit, October 1-2
Vodcast Impact on Students’ Attitudes and Behavioral Intentions2011 •
Purpose: This paper uses structural equation modeling to assess the effectiveness of Vodcasts (video podcasts) as part of a university’s communication strategy with prospective students. Design/methodology/approach: Three theoretical models were tested using a structural equation model. Findings: We find that perceived informativeness, credibility, and irritation of the advertising are directly related to the value of the Vodcast advertising. However of those three factors, only the informativeness is directly related to the intent to take further action toward enrollment. In addition, while prior work has suggested that perceived entertainment of advertising positively influences its perceived value, we find that for these university Vodcasts, perceived entertainment is not a statistically significant factor. Research limitations/implications: The results suggest that for Vodcasts used for these purposes, less attention should be given to entertainment value, and more attention should be focused on providing useful information in a manner that is credible and not irritating to students. Originality/value: Vodcasts have become part of the Internet multimedia experience and have been integrated into universities’ web-based promotion strategies. While prior work has examined general advertising on the web, few studies have considered the impact of the interactive medium of Vodcasts on attitudes and behavioral intentions.
Front Stage-Back Stage: Mobile Communication and the Renegotiation of the Social Sphere
Language use in Swedish mobile text messaging2005 •
Proceedings of 2017 Global Conference of The American Academy of Advertising
The Effectiveness of Guilt and Shame Appeals on Health Communications: The Role of Coping Response, Self-Construal and Personal Cultural Orientation2017 •
Psychomusicology: Music, Mind and Brain
Brown, S. C., & Krause, A. E. (2020). Freedom of choice: Examining music listening as a function of favourite music format.2020 •
Journal of Academic Administration in Higher Education, 5 (1), pp. 31-43
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International Journal of E-Business Research
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Marketing Management Association Conference 2011 Proceedings, 22-27
College Student’s Consumption Decision Making Process for Low Involvement Products2011 •
Journal of the Academy of Marketing Science
Intentions to Use Mobile Services: Antecedents and Cross-Service Comparisons2005 •
2018 AMA Summe r Academic Conference
Brand Placement Effectiveness in Bollywood Movies and TV Reality Shows: A Country of Origin Perspective2018 •
Design and Use of Serious Games
Designing Serious Games for Computer Assisted Language Learning – a Framework for Development and Analysis2009 •
Rocky Mountain Communication Review
New Media Scholars, Old Media Students2009 •
Rocky mountain communication review
The cell phone as an agent of social change2009 •
2004 •
International Journal of Internet Marketing and Advertising
Customer motives and benefits for participating in online co-creation activities2015 •
Association for Information Systems Transactions on Human-Computer Interaction (THCI)
(2018) “Setting a definition, context, and research agenda for the gamification of non-gaming systems,” AIS Transactions on Human-Computer Interaction (THCI)In: Kompatsiaris I. et al. (eds) Internet Science. INSCI 2017. Lecture Notes in Computer Science, vol 10673. Springer, Cham
Why people use chatbots2017 •
International Journal of Information Technology and Language Studies
The influence of personal motivation on using social TV: A Uses and Gratifications Approach2019 •
Turku School of Econonomics: Series A
Continuous use and Purchasing Behaviour in Social Virtual Worlds2011 •