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1

Carroll, Brian, and R. Randolph Richardson. "Identification, Transparency, Interactivity." International Journal of Interactive Communication Systems and Technologies 1, no. 1 (2011): 19–35. http://dx.doi.org/10.4018/ijicst.2011010102.

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Анотація:
This article explores traditional conceptualizations of credibility relying on quantitative and qualitative analyses of data collected by the Institute for the Future of the Book, which conducted an online survey of readers of Pharyngula and Informed Comment, two popular, widely read, single-author blogs. The results suggest that a new pattern for online information credibility is emerging for blogs that supplements credibility’s traditionally understood dimensions of expertise, accuracy, and absence of bias with new, medium-specific or medium-enabled dimensions, including interactivity, trans
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2

Octavian, Dospinescu, and Emilia Percă-Robu Adriana. "BRAIN Journal - The Analysis of E-Commerce Sites with Eye-Tracking Technologies." BRAIN: Broad Research in Artificial Intelligence and Neuroscience 8, no. 3 (2017): 85–100. https://doi.org/10.5281/zenodo.1045381.

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Анотація:
ABSTRACT The e-commerce sites have many dimensions from the final user’s point of view. Making websites more usable and improving the users’ experience represents an important step when desiring to keep them from moving away. This study is examining the effects of the interactivity dimensions on users’ content comprehension and their attitudes towards e-commerce websites. By using the eye tracking technology, we investigate the websites interactivity dimensions, identified in the interactivity index, exploring the visual process and drawing the time spent on the site or on various regions of i
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3

Xu, Xi, Zhong Yao, and Qing Sun. "Social media environments effect on perceived interactivity." Online Information Review 43, no. 2 (2019): 239–55. http://dx.doi.org/10.1108/oir-12-2016-0344.

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Анотація:
Purpose The purpose of this paper is to treat WeChat moments as social media environments and applies the research model to explore the effect of social media environments on perceived interactivity from the perspective of environmental psychology. Design/methodology/approach This paper proposes social media environments as effective stimuli for future participate in online social interactions. First, two cues of social media environments (user-to-system cues and user-to-user cues) can be important antecedents of users’ perception of interactivity. Second, users’ intention of future participat
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4

Sohn, Dongyoung. "Anatomy of interaction experience: Distinguishing sensory, semantic, and behavioral dimensions of interactivity." New Media & Society 13, no. 8 (2011): 1320–35. http://dx.doi.org/10.1177/1461444811405806.

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Анотація:
Understanding the experience people have in a direct or mediated interaction is essential to defining interactivity and theorizing its role in communication, but the question of what constitutes a person’s perceptual experience of interaction, namely perceived interactivity, has not been systematically inquired. The objective of this article is to define the general structure of perceived interactivity, which provides an integrative framework to compare and evaluate interaction forms or situations involving human actors as well as both old and new media. A major premise of this framework is th
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5

Wang, Hui, and Vipin Nadda. "A Revisit of the Concept of Interactivity and its Dimensions." International Journal of Online Marketing 5, no. 4 (2015): 84–109. http://dx.doi.org/10.4018/ijom.2015100105.

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Анотація:
With the development of Information and Communication Technologies, social networking platforms have permeated into every aspect of industries and our lives. This new digital phenomenon brings opportunities for companies to reach and communicate with their audiences in different ways. In the same vein, this revolutionary phenomenon has largely accelerated the rate at which relationships develop and information is shared. It is worth noting that during the communication process there has been a growth in the potency of interactivity, which lays emphasis on conversing with audiences rather than
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6

Alalwan, Ali Abdallah, Raed Salah Algharabat, Abdullah Mohammed Baabdullah, Nripendra P. Rana, Zainah Qasem, and Yogesh K. Dwivedi. "Examining the impact of mobile interactivity on customer engagement in the context of mobile shopping." Journal of Enterprise Information Management 33, no. 3 (2020): 627–53. http://dx.doi.org/10.1108/jeim-07-2019-0194.

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Анотація:
PurposeThis study aims to examine the impact of mobile interactivity dimensions (active control, personalization, ubiquitous connectivity, connectedness, responsiveness and synchronicity) on customer engagement.Design/methodology/approachA quantitative field survey study was conducted to collect the required data from actual users of mobile shopping in three countries: Jordan, the United Kingdom (UK) and Saudi Arabia.FindingsThe results are based on structural equation modelling and support the impact of five dimensions of mobile interactivity: active control, personalization, ubiquitous conne
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7

Al-Faouri, Abeer Hmoud, and Mohammed Mufaddy Al-Kasasbeh. "The Influence of Aviation Companies’ Perceived Websites Quality on E-Trust." International Journal of Aviation Technology, Engineering and Management 1, no. 1 (2011): 14–29. http://dx.doi.org/10.4018/ijatem.2011010102.

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Анотація:
In this study the researchers identify different perceived website quality dimensions. They empirically explore the influence of perceived Website quality dimensions (content, design, use and interactivity, privacy, security and customization) on E-trust: 247 students, instructors, and employees passengers from 12 nationalities in Jordanian, Arabian and American universities were the respondents of this study. A questionnaire was used to explore their perceptions of the last aviation company’s website quality (each of them traveled on) and their E-trust level. Multiple regression analysis was
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8

Arjona Martín, José Borja, María Luisa García Guardia, and Juan Salvador Victoria Mas. "Mapping User Experience of Internet Television and Video: A Study of Unidirectionality and Interactivity." Tripodos, no. 35 (December 1, 2014): 117–36. https://doi.org/10.51698/tripodos.2014.35.117-136.

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Анотація:
This paper presents a quantitative analysis of a sample of six hundred au­diovisual initiatives targeting the web as a distribution platform.The main purpose of this study involves using our sample to establish what we call unidirectional and interactive di­mensions, based on the description of several indicators that will determine the nature of the services implemented and applications used in all the items analysed. These dimensions will be compared with two variables in order to analyse, firstly, the content lines, and secondly, whether or not the items re­present the extension of conventi
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9

Yulianto, Dwi Prasetyo, Moch Fuad Nasvian, and Dimas Rifqi Novica. "Memes and Interactivity of Facebook Mobile Legends Gamers After the Fall of RRQ." LONTAR: Jurnal Ilmu Komunikasi 12, no. 1 (2024): 228–36. http://dx.doi.org/10.30656/lontar.v12i1.7799.

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Анотація:
This research aims to determine the level of interactivity in meme postings by netizens during the M4 World Tournament of the game Mobile Legends: Bang Bang (MLBB). Utilizing the Facebook platform, specifically the "Mobile Legends Gamers'' group, this study analyzed 791 comments from 10 group member posts during the period of January 10 - 25, 2022. Employing Thematic Analysis, interactivity dimensions were examined based on the framework of Six Basic Emotions and Message Interactivity. Results indicate that interactivity among group members was high, with various emotions revealed, such as hap
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10

Sohn, Dongyoung, and Byung-Kwan Lee. "Dimensions of Interactivity: Differential Effects of Social and Psychological Factors." Journal of Computer-Mediated Communication 10, no. 3 (2006): 00. http://dx.doi.org/10.1111/j.1083-6101.2005.tb00254.x.

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11

Gedvilienė, Genutė. "Social interactivity dimensions in activities of students in higher education." Journal of Contemporary Education Theory & Research 4, no. 1 (2020): 33–37. https://doi.org/10.5281/zenodo.3769753.

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Анотація:
<em>The paper analyzes dimensions of students&#39; social competence in higher education institutions: the case of Lithuania and Spain. The basic elements of social competence, such as the development of social activity and the ability to engage in it, are analyzed. Respondents from two countries (Lithuania and Spain) participated in the survey. Empirical study disclosed, that social competence is important for the students not only for the communication and transfer of information, but also as the outcome of collective learning leading to the development of new capabilities applied by the lea
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12

AL-Farsi, Fahd, and Abdullah Basahel. "SEQUENCE OF ELECTRONIC SERVICE QUALITY ON CUSTOMER SATISFACTION." International Journal for Innovation Education and Research 2, no. 3 (2014): 10–24. http://dx.doi.org/10.31686/ijier.vol2.iss3.152.

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Анотація:
This study investigates the impact of electronic service quality dimensions on customers’ satisfaction. Finding indicates that customers are satisfied in three dimensions: information, ease of use and security/privacy while they answer with “Neutral” for the other dimensions: design, reliability and interactivity/personalization which in turns did affect the overall satisfaction. Furthermore, the recommendations of this research were as follows: Organization should give more attention to its e-service quality especially in the three dimensions which did not meet its customer’s expectation whi
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13

Anning-Dorson, Thomas. "Interactivity innovations, competitive intensity, customer demand and performance." International Journal of Quality and Service Sciences 8, no. 4 (2016): 536–54. http://dx.doi.org/10.1108/ijqss-11-2015-0075.

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Анотація:
Purpose The purpose of this study is to identify dimensions of interactivity service innovations and examine the moderating effect of external factors, i.e. customer demand and competitive intensity, on the relationship between such service innovations and service firm performance. Design/methodology/approach Data were collected at two levels; the first for validation; and the second for confirmatory and relationship analyses. Structural equation modeling was used in analyzing the relationship between interactivity innovation and service firm performance and environmental moderating effects. F
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14

Aledhean, Arthur, Kurniawati Kurniawati, Bernardin Prasetyo Utomo, and Nicolas Prasetyo Utomo. "THE MEDIATING ROLE OF SOCIAL INTERACTIVITY BETWEEN CONSUMER ENGAGEMENT BEHAVIOR AND BRAND LOYALTY ON LOCAL PRODUCT IN INDONESIA." Ultima Management : Jurnal Ilmu Manajemen 13, no. 2 (2021): 352–68. https://doi.org/10.31937/manajemen.v13i2.2178.

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Abstract - This study aims to analyze the effect of consumer engagement behavior on brand loyalty mediated by social interactivity. The phenomenon that occurs is that the intensity of the use of media social in Indonesia is still not able to increase the competitiveness of Indonesian local products. This study use three dimensions on the variables of consumer engagement behavior then social interactivity and brand loyalty as research variables, yet local fashion brand as research object. The sample determined by puposive sampling method was 170 respondents. Data analysis technique uses Structu
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15

Yulianti, Evi, and Hasnawati Hasnawati. "From Watching To Purchasing: The Influence Of It Affordance Dimensions On Live Streaming Marketplace." Jurnal Indonesia Sosial Teknologi 5, no. 11 (2024): 4889–903. https://doi.org/10.59141/jist.v5i11.1751.

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Анотація:
Live streaming marketplaces are currently growing rapidly and make it easier for various parties to interact, shop, and promote products in real-time. This study examines the influence of factors in IT Affordance (Visibility, Metavocing, Guidance Shopping, Trading Affordance, Triggered Attending, and Interactivity) on Immersion directly and on Actual Purchase indirectly on live streaming media on the marketplace. This research data was obtained using a questionnaire in the form of a google form and disseminated through WhatsApp and other social media networks such as Instagram and Twitter or X
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16

PALUPI RESTUPUTRI, DIAN. "PENGGUNAAN USElEArN SEBAGAI METODE EVALUASI USAbIlITY UNTUK E-lEArNING." Jurnal Teknik Industri 15, no. 2 (2016): 136. http://dx.doi.org/10.22219/jtiumm.vol15.no2.136-144.

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Анотація:
Penelitian ini bertujuan untuk mengevaluasi website E-learning menggunakan metode Uselearn. Uselearn adalah metode evaluasi usability yang mana meninjau sistem E-learning dari perspektif kualitas dan usability. Kuesioner diberikan kepada partisipan yang berjumlah 101 orang. Responden diberikan kuesioner yang sesuai dengan 12 dimensi dari metode Uselearn. Structural Equation Modelling (SEM) digunakan untuk memvalidasi hasil kuesioner secara kuantitatif. Hasil yang didapat setelah pengolahandata menggunakan SEM terbentuk 10 dimensi usability baru yaitu Consistency and Functionality (CF), Error P
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17

Machado, Andreia de Bem, and Francisco Fialho. "Interaction and Interactivity Process: Communication in Digital Education." JINAV: Journal of Information and Visualization 1, no. 2 (2020): 67–73. http://dx.doi.org/10.35877/454ri.jinav254.

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Анотація:
Communication between subjects is a challenge that is present in the different dimensions of society. In the educational context it is permeated by different technologies. With the pandemic of COVID-19, technological tools have been extended to several ways of learning, which was present in face-to-face teaching through non-face-to-face classes and also in distance education. Thus, new challenges in communicability between students, teachers and knowledge were present in this scenario. This research intends to share the experiences lived in the educational universe in the distance modality and
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18

Machado, Andreia de Bem, and Francisco Fialho. "Interaction and Interactivity Process: Communication in Digital Education." JINAV: Journal of Information and Visualization 1, no. 2 (2020): 67–73. http://dx.doi.org/10.35877/454ri.jinav254.

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Анотація:
Communication between subjects is a challenge that is present in the different dimensions of society. In the educational context it is permeated by different technologies. With the pandemic of COVID-19, technological tools have been extended to several ways of learning, which was present in face-to-face teaching through non-face-to-face classes and also in distance education. Thus, new challenges in communicability between students, teachers and knowledge were present in this scenario. This research intends to share the experiences lived in the educational universe in the distance modality and
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19

Huang, Hong, Han Yu, and Wanwan Li. "Assessing the Importance of Content Versus Design for Successful Crowdfunding of Health Education Games: Online Survey Study." JMIR Serious Games 12 (February 27, 2024): e39587-e39587. http://dx.doi.org/10.2196/39587.

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Анотація:
Abstract Background Health education games make health-related tasks enjoyable and interactive, thereby encouraging user participation. Entrepreneurs and health educators can leverage online crowdfunding platforms, such as Kickstarter, to transform their innovative ideas into funded projects. Objective This research focuses on health education game initiatives on Kickstarter. Through an online user survey, it aims to understand user perceptions and evaluate the significance of 8 distinct components that may influence the success of such crowdfunding initiatives. Methods A total of 75 participa
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20

Yang, Jiafa, Juyong Bae, and Kyongmin Lee. "The impact of social media interactivity of sports organizations on consumer loyalty." Journal of Asian Scientific Research 15, no. 2 (2025): 179–93. https://doi.org/10.55493/5003.v15i2.5375.

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Consumer loyalty in the social networking sites (SNSs) environment is influenced not only by basic engagement but also by various other factors. This study examines the impact of social media interactivity, such as user control, personalization, responsiveness, interestingness, and two-way communication, on consumer loyalty in the context of sports organizations. Using SPSS 30.0 and AMOS 29.0, a survey was conducted with 212 university students in South Korea, and structural equation modeling (SEM) was employed to analyze the data. Among the five dimensions of social media interactivity, user
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21

Le Van, Huy, and Tuyen Pham Dinh. "The Relationship among Website Quality, Consumer Satisfaction, and Loyalty in Vietnamese Banking Sector." Journal of Asian Business and Economic Studies 22, no. 03 (2015): 81–101. http://dx.doi.org/10.24311/jabes/2015.22.3.03.

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Анотація:
Recently, together with the development of information technology, banks have found and put into use more and more channels to deal with their customers, and one of them is the provision of websites to satisfy customers’ need. That is the reason why customer satisfaction in e-banking services is an important challenge to all banks. This study aims to identify the effects of website quality on customer satisfaction, which in turn affects their loyalty toward the banks. For this purpose website quality dimensions, including information quality, navigation, response time, visual appeal, interacti
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22

Jih, Wen-Jang, Su-Fang Lee, and Yuan-Cheng Tsai. "Effects of Website Interactivity on e-Loyalty." International Journal of E-Business Research 6, no. 4 (2010): 1–12. http://dx.doi.org/10.4018/jebr.2010100101.

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Анотація:
This study examines the impact of major considerations of commercial website design and management, website interactivity, the important performance factor, and customer loyalty. Meaningful interactions with existing and potential customers allow e-commerce firms to enhance customer loyalty by providing satisfactory customer experience. Customer loyalty is a composite construct, yet consists of multiple dimensions that do not necessarily contribute to repeat purchase in the same manner. Guided by the concept of social exchange in social psychology, this study investigates the causal effect of
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23

Chang, YaPing, XueBing Dong, and Wei Sun. "Influence of Characteristics of the Internet of Things on Consumer Purchase Intention." Social Behavior and Personality: an international journal 42, no. 2 (2014): 321–30. http://dx.doi.org/10.2224/sbp.2014.42.2.321.

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Анотація:
We studied the mechanism of the influence of the Internet of Things (IOT) product characteristics on consumer purchase intention. The results of a survey of 360 consumers showed that 6 dimensions of IOT product characteristics influence purchase intention; namely connectivity, interactivity, telepresence, intelligence, convenience, and security. We found that customer experience was the key mediating variable in the relationship between IOT product characteristics and purchase intention. Connectivity, interactivity, telepresence, intelligence, convenience, and security all positively influence
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24

Shen, Xiao. "The Study on the Impact of Museum Tourism on Visitors’ Cultural Identity." Academic Journal of Management and Social Sciences 11, no. 3 (2025): 56–59. https://doi.org/10.54097/3pja7c13.

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This study explores the impact of museum tourism on visitors’ cultural identity. Through a questionnaire survey and in-depth interviews with 600 visitors from three museums in Guangdong Province, combined with SPSS 26.0 data analysis, it is found that the immersion, education, and interactivity dimensions of museum tourism experience are significantly positively correlated with visitors’ cultural identity (P&lt;0.01), among which the standardized path coefficient of interactivity experience reaches 0.421, showing the most prominent impact. The research provides empirical evidence for museums t
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25

Fadhiilah, Putri Farah, and Popy Rufaidah. "A Multidimensional Approach to Digital Customer Engagement: Empirical Study of Live-Streaming Communication Attributes." Media Ekonomi dan Manajemen 40, no. 2 (2025): 397. https://doi.org/10.56444/mem.v40i2.6030.

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Анотація:
This study examines the impact of live-streaming on digital customer engagement by focusing on three key communication attributes: communication immediacy, interactivity, and visualization. The research investigates how these attributes influence cognitive, emotional, and behavioral engagement. A quantitative method was employed, using data collected through an online survey distributed to users who interact with brands via live-streaming platforms. The dataset was analysed using Partial Least Squares Structural Equation Modelling (SEM-PLS). The results indicate that communication immediacy an
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26

Borba, Eduardo Zilles. "Believability in virtual reality: a proposal to study brand communication in metaverses." Novos Olhares 11, no. 2 (2023): 205283. http://dx.doi.org/10.11606/issn.2238-7714.no.2022.205283.

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Анотація:
The article presents a theoretical and empirical exercise to the possibilities of brand communication in virtual reality (VR), proposing an analysis/creation tool for emerging metaverse platforms, applied to the field of brand communication (immersive and 360-degree images, multisensoriality, first person perspective). Methodologically, this study uses an empirical approach, qualitatively evaluating an advertising piece in VR and highlighting the dimensions of believability that, in some way, affect brand communication. Results show three relevant dimensions: realism, interactivity, and engage
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27

Teodoro, Manuel P., and Caroline Riordan. "Making the Grade: Defining Excellence in Online Communications for Water Utilities." Journal AWWA 117, no. 6 (2025): 6–15. https://doi.org/10.1002/awwa.2464.

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Key TakeawaysEffective utility communication requires effective online communication.Transparency and interactivity are two key dimensions of online engagement.The Wisconsin Waterworks Excellence Project developed a set of standards for assessing water utilities’ online communication on a 100‐point scale.These principles were used to evaluate the online communication capacity of 574 water utilities in the state of Wisconsin.
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28

Reyes Cabrera, William. "Comparison of the Level of Collaborative Learning in a Distance Course." Education in the Knowledge Society (EKS) 23 (June 13, 2022): e23677. http://dx.doi.org/10.14201/eks.23677.

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Анотація:
In this research, collaborative learning was compared in four versions of a distance course, identified as V1, V2, V3, and V4, each designed with various learning strategies. This study aimed to achieve the following objectives: 1) Compare the level of collaborative learning obtained from a distance course over time. 2) Compare the level of collaborative learning obtained in the different versions of a distance course. 3) Identify the elements that influenced collaborative learning over time. 4) Identify if the modifications in the strategies carried out in the distance course impacted the lev
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29

van Berlo, Zeph M. C., Hande Sungur, and Fanni M. Gyarmati. "Learning in Virtual Reality." Journal of Media Psychology 37, no. 2 (2025): 77–88. https://doi.org/10.1027/1864-1105/a000460.

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Анотація:
Abstract: This study aimed to gain an understanding of what makes learning effective in educational virtual reality (VR) experiences. By integrating insights from cognitive load theory and the limited capacity model of motivated mediated message processing, we investigated the role of different dimensions of cognitive load as potential predictors (i.e., intrinsic and extraneous load) and outcomes (i.e., germane load) of interactivity and consequently learning. A one-group pretest-posttest laboratory experiment was conducted among young adults ( N = 102). The results show that intrinsic load hi
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30

Yang, Sujin, and Yun Jung Lee. "The Dimensions of M-Interactivity and Their Impacts in the Mobile Commerce Context." International Journal of Electronic Commerce 21, no. 4 (2017): 548–71. http://dx.doi.org/10.1080/10864415.2016.1355645.

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31

Alghamdi, Abdulrahman Abdullah. "Studying the dimensions of m-interactivity and customers’ engagement in m-commerce applications." PeerJ Computer Science 9 (May 22, 2023): e1392. http://dx.doi.org/10.7717/peerj-cs.1392.

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Анотація:
These days, technology has a significant role in the success of selling and buying goods through m-commerce applications. Therefore, this study aims to study the impact of dimensions of M-interactivity on customers’ engagement in m-commerce and the effect of customers’ attention in m-commerce on customer loyalty towards m-commerce applications. The questionnaire was distributed among Saudi citizens. The five hundred questionnaire links were distributed randomly among Saudi citizens. The partial least squares (PLS) were implemented to analyse the data to test the proposed hypotheses and get the
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32

Guo, Lingyun, Mingli Zhang, and Yu Wang. "Effects of customers' psychological characteristics on their engagement behavior in company social networks." Social Behavior and Personality: an international journal 44, no. 10 (2016): 1661–70. http://dx.doi.org/10.2224/sbp.2016.44.10.1661.

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Анотація:
Drawing upon customer engagement and value cocreation theories, in the context of company social networks, we examined the influence mechanism of the 3 important psychological characteristics of need for cognition, self-congruity, and psychological ownership, on customer engagement behavior in terms of human interactivity, information sharing, and word-of-mouth referral. We also explored whether or not these 3 behaviors then influenced value cocreation and stickiness. Data from WeChat official account users were analyzed using SmartPLS 2.0 and structural equation modeling. Results showed that
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33

Vizcaíno-Verdú, Arantxa, and Daniela Jaramillo-Dent. "(Re)coding TikTok: The Memetic Interactivity Codebook for content analysis." Cultural Science 15, no. 1 (2023): 63–81. https://doi.org/10.2478/csj-2023-0006.

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Анотація:
Abstract TikTok is one of the fastest-growing short-video platforms in the world. Its unique format and interaction possibilities make it a prime space to understand contemporary creators, their practices and strategies. This social medium has been described as structurally memetic, promoting imitation and interaction through its affordances and configurations. The range of creation possibilities enables TikTokers to curate, re-signify and generate content of interest. Traditional research methods such as content analyses require adaptations to effectively decode the features of complex social
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34

Qi, Meng, Zulhamri Abdullah, and Saiful Nujaimi Abdul Rahman. "Navigating the Digital Landscape: Evaluating the Impacts of Digital IMC on Building and Maintaining Destination Brand Equity." Sustainability 16, no. 20 (2024): 8914. http://dx.doi.org/10.3390/su16208914.

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In the evolving realm of digital marketing, digital integrated marketing communication (IMC) has emerged as a critical factor in building and maintaining brand equity for sustainable tourism destinations. This research examines the impact of digital IMC consistency and interactivity on establishing destination brand equity, while exploring the interconnections among its various dimensions. Grounded in both empirical and theoretical frameworks, this study collected data via an online questionnaire administered to 435 users of online travel agencies, which was analyzed through Structural Equatio
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Shi, Dan, and Paul J. Thibault. "Languaging dynamics of classroom interactivity: a distributed view of the pedagogic recontextualization in L2 tertiary settings." Semiotica 2022, no. 245 (2022): 125–55. http://dx.doi.org/10.1515/sem-2020-0096.

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Abstract The current study investigates classroom interactivity in L2 tertiary literature classrooms in Hong Kong and Taiwan when ESL/EFL students engage with and interpret literary texts in classroom talk as a pedagogic process of text recontextualization. It proposes a more ecological-based approach to language and languaging dynamics that is complementary to current social semiotic approaches to multimodality. It also aims to open up a more embodied analysis of the meaning-making process in tertiary literature classrooms. The multimodal investigation of real-time classroom interactivity bas
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Hou, Avus C. Y., Wen-Lung Shiau, and Rong-An Shang. "The involvement paradox." Industrial Management & Data Systems 119, no. 4 (2019): 881–901. http://dx.doi.org/10.1108/imds-06-2018-0245.

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Purpose Can mobile instant messaging (MIM) make people entering into the state of cognitive absorption (CA)? The purpose of this paper is to investigate whether CA can help explain users’ satisfaction during the process of MIM, while interactivity and interest are operated as determinants of CA as well as directly associated with satisfaction. Design/methodology/approach This study proposes a satisfaction model that is adapted from the CA theory to investigate MIMs users’ satisfaction with two determinants, interactivity and interest. Specifically, CA is operated as a second-order formative co
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Sah, Tomi. "Driving Millennial Satisfaction in L-Commerce: Perceived Price Advantage, Real-Time Interactivity, and Perceived Visibility as Key Factors." Journal of Applied Business Administration 8, no. 1 (2024): 14–28. http://dx.doi.org/10.30871/jaba.v8i1.7325.

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The advent of Live-Commerce has spurred changes in consumer shopping preferences. Millennials play a pivotal role in current consumer trends, being highly digitally active and predominant users across various online platforms. The objective of this study is to investigate how three dimensions of Live-Commerce including perceived price advantage, real-time interactivity, and perceived visibility affect millennial satisfaction in the context of online shopping within Live-Commerce platforms. Employing a quantitative approach, this study utilizes multiple linear regression analysis to identify fa
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Jin, Mei Zi, and Ja Joon Koo. "The Impact of Online VR Museum Experience Characteristics on Visitor Satisfaction : A Case Study of Chinese Cultural Heritage Museums." Korea Institute of Design Research Society 9, no. 4 (2024): 654–67. https://doi.org/10.46248/kidrs.2024.4.654.

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This study aims to analyze the impact of the experiential characteristics of Chinese cultural heritage online VR museums on visitor satisfaction. With the advancement of digital technology, online museums have emerged as an innovative way to provide cultural experiences beyond the constraints of time and space. The study identifies four key characteristics of online VR museum experiences: realism, immersion, interactivity, and ease of use. Based on these dimensions, three online VR museum cases from China were examined. Additionally, empirical analysis was conducted using multiple regression a
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Alshammari, Wail Shafi, Mohamed Eid Kilase Ajoud, Ahmed Ibrahim Hassan Ibrahim, Abdulrahman Eidhah Al Shamlan, and Asmahan Ibrahim Alsalman. "Impact of E-government on Institutional Performance: Fostering Sustainable Higher Educational Practices." European Journal of Sustainable Development 14, no. 1 (2025): 169. https://doi.org/10.14207/ejsd.2025.v14n1p169.

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This study explores the role of e-government services in enhancing institutional performance, with a specific focus on Northern Border University (NBU). E-government initiatives have transformed public sector operations globally by improving accessibility, transparency, and efficiency. This study employs the E-GOVQUAL model, a widely recognized framework for evaluating the quality of e-government services, and assesses key dimensions such as interactivity, information quality, ease of use, support quality, functionality, privacy, and aesthetics. Through a structured questionnaire targeting NBU
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40

Chulde, Oscar Marcelo Pantoja. "Geogebra Software as A Guideline for Meaningful Learning of Mathematical Content for Ninth- Grade Students in Ecuador – A Secondary Publication." Scientific and Social Research 6, no. 2 (2024): 153–61. http://dx.doi.org/10.26689/ssr.v6i2.6250.

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The introduction of the GeoGebra software led to a considerable increase in the interactivity of the didactic sequence of learning mathematical contents, a scenario that highlighted the inclusion of the meaningful learning model as the basis of pedagogical proposals. In this sense, the objective of this article was to determine the relationship of the GeoGebra software in the learning of mathematics in ninth-grade students in the General Education (GE) of the Yaruquí Public Educational Unit. Relational research with a non-experimental and transversal design was carried out to measure the varia
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41

Willems, Kim, Malaika Brengman, and Helena Van Kerrebroeck. "The impact of representation media on customer engagement in tourism marketing among millennials." European Journal of Marketing 53, no. 9 (2019): 1988–2017. http://dx.doi.org/10.1108/ejm-10-2017-0793.

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Purpose As online travel marketing is evermore gaining importance, in particular regarding the pre-purchase presentation of travel destinations, it is imperative to examine how various media can engage consumers. The purpose of this paper is to identify how three prominent virtual representation media in tourism marketing differ regarding their potential in engaging customers. In particular, the authors examine whether they differ in the levels of interactivity, vividness and telepresence they elicit; and the impact of these dimensions on flow, enjoyment and online purchase intentions. The aut
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42

He, Lidan, Shaharuddin Bin Md Salleh, Cai Liu, and Yulin Zhou. "Exploring the Mediating Role of Student Engagement in the Relationship Between Virtual Reality Interactivity and Creativity in a Project-Based Learning Environment." Journal of Curriculum and Teaching 14, no. 2 (2025): 262. https://doi.org/10.5430/jct.v14n2p262.

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Virtual reality (VR) environment, due to its immersive and interactive characteristics, can effectively enhance learners' on-site experience, and gradually become a new educational scene. Existing studies have shown that compared with traditional teaching environments, learning methods using VR technology can significantly improve the teaching effect, but the internal mechanism of promoting the development of creativity is not clear. Therefore, this study carried out a quasi-experimental study under the framework of project-based learning (PBL), and set two sets of control conditions of VR-PBL
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Azouz, Yazid Ben, Dorsaf Dellech, and Mohsen Debabi. "Attachment and commitment of fans to their sports team: Modelling loyalty Behavior." International Journal of Innovative Research and Scientific Studies 8, no. 3 (2025): 2555–69. https://doi.org/10.53894/ijirss.v8i3.7052.

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This study aims to investigate the relationships between attachment, commitment, and loyalty among football fans, while also examining the moderating effect of interactivity in the commitment–loyalty link. The objective is to better understand how emotional connections and digital engagement influence long-term fan behavior. A conceptual model was developed based on an extensive literature review and a preliminary qualitative study. The proposed hypotheses were tested through a quantitative survey conducted with 428 football fans. Data were analyzed using the Partial Least Squares (PLS) method
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Mu, Xinyi. "Marketing Strategies for Online Self-Produced Variety Shows: A Case Study of Marketing Strategies for King of Comedy: Monologue Season." Advances in Economics, Management and Political Sciences 165, no. 1 (2025): 67–72. https://doi.org/10.54254/2754-1169/2025.21138.

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With the rapid pace of modern life and rising work pressures, audiences increasingly seek variety shows that offer relaxation and entertainment, driving significant growth in the online variety show market. This paper addresses how, amid competition, an online show can capture viewer attention and achieves sustained success. Using the show King of Comedy: Monologue Season by iQIYI as a case study, this research examines the marketing strategies that contributed to its popularity. Specifically, this paper applies a case analysis approach to explore the unique elements of the program's marketing
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Li, Ching, Chia-Wen Lee, Tzu-Chun Huang, and Wei-Shiang Lai. "Perspectives of Platform Operators, Content Producers, and Information Receivers toward Health and Fitness Apps." Information 11, no. 10 (2020): 481. http://dx.doi.org/10.3390/info11100481.

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The interactive mechanism among platform operators, content producers, and information receivers is increasingly complex in human–computer symbiosis. The purpose of this study is to identify the interactive value among platform operators, content producers, and information receivers with regard to information through the health and fitness apps by adopting an advanced Analytic Hierarchy Process (AHP) method derived from professional perspectives of app users and operators, key opinion leaders, scholars, and officers. The AHP method was allocated weightings to the evaluation criteria from the t
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Benjamín, Maraza-Quispe. "Analysis of an Immersive Virtual Environment in Education: Perceptions of Usability, Functionality, Interactivity, and Educational Impact Across Genders." International Journal of Information and Education Technology 15, no. 2 (2025): 323–34. https://doi.org/10.18178/ijiet.2025.15.2.2245.

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The objective of the research was to analyze perceptions of an immersive virtual environment in terms of usability, functionality, interactivity, motivation, educational content, and educational impact across genders in the teaching-learning processes of human anatomy and physiology at a university in Peru. A quantitative approach was used, with a pre-experimental, descriptive, and cross-sectional design. The sample included 44 university students (20 men and 24 women) who used the virtual environment as part of their learning process. A structured questionnaire based on a Likert scale was dev
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Ryndian Gusty, Poppy Wulandari, Ira Nur Dewita Siregar, Dyah Seruni Rizqiana, and Dita Kartika Sari Hasibuan. "Interactive Marketing Communication through Live Commerce: A Pathway to Consumer Loyalty." International Journal of Economics and Management Research 4, no. 1 (2025): 604–15. https://doi.org/10.55606/ijemr.v4i1.454.

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This study aims to explore the role of interactive marketing communication through live commerce in fostering consumer loyalty in Indonesia, with a specific focus on the Shopee Live platform. Despite the growing popularity of live commerce, limited interaction and a predominantly transactional approach in live broadcasts remain major obstacles to establishing long-term relationships between brands and consumers. Based on a comprehensive literature review, interactivity in live commerce has been shown to enhance consumer engagement and trust, which in turn influences emotional loyalty. However,
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Cho, Hee-Young, Do-Ha Kim, and Woon-Young Lee. "The Effects of Virtual Influencers’ Characteristics on Impulse Buying, Relationship Quality, and Customer Delight." Korean Logistics Research Association 35, no. 3 (2025): 117–31. https://doi.org/10.17825/klr.2025.35.3.117.

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This study explores the potential of virtual influencers as a viable alternative to mitigate risks associated with information sources in advertising. The characteristics of virtual influencers were categorized into five dimensions: attractiveness, expertise, authenticity, interactivity, and anthropomorphism. The study empirically examined how these characteristics influence consumer behaviors, specifically impulse buying, relationship quality, and customer delight. A survey was conducted over a period of approximately 10 days, targeting consumers who had previously encountered advertisements
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Chen, Jialing, Linfan Pan, Ren Zhou, and Qianling Jiang. "Shaping and Optimizing the Image of Virtual City Spokespersons Based on Factor Analysis and Entropy Weight Methodology: A Cross-Sectional Study from China." Systems 12, no. 2 (2024): 44. http://dx.doi.org/10.3390/systems12020044.

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With the continuous development of digital technology, the widespread use of virtual spokespersons to promote city images is becoming increasingly prevalent. This study responds to this trend by employing a factor analysis and entropy weight methodology to explore the different dimensions and priorities in shaping the image of virtual city spokespersons in China. The aim is to offer insights into the design strategies and directions for shaping the image of virtual city spokespersons. For the research, we first conducted a literature review and semi-structured interviews to investigate the req
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Bian, Hong-xuan. "Application of Virtual Reality in Music Teaching System." International Journal of Emerging Technologies in Learning (iJET) 11, no. 11 (2016): 21. http://dx.doi.org/10.3991/ijet.v11i11.6247.

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In order to improve vitality and efficiency of teaching in music, with the multi-sensing, immersion and interactivity feature in the virtual reality (VR) technology, the VR system can solve the low cross mutual inductance and low efficiency in traditional music teaching. An online error identification algorithm was proposed in the paper. The teaching performance was evaluated with dimensions and confirmatory factor analysis. The results indicate the enthusiasm of students' autonomous learning and learning efficiency has been greatly improved with teaching system.
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