Surplus foods are fresh raw material of food that has not been processed, and a large number of surplus foods are discarded and wasted every day. As a new business model, a surplus food blind box can attract consumers to purchase to reduce food waste. The main purpose of this study is to find out how to improve consumers’ degree of cognition of surplus food blind box to improve the purchase intention. Therefore, this study analyzes the relevant factors affecting consumers’ purchase intention of surplus food blind box, and through conceptualization and hypothesis verification, establishes a perceived model of consumers’ purchase intention of surplus food blind box that can be used for future research. The results can be used by relevant practitioners, consumers, governments, and researchers to reduce food waste.
In response to the rapid growth of mobile Internet, online retailers have created better shopping experiences through new technologies. These shopping experiences are the product of the new interaction methods created by new technologies and the intrinsic value of these technologies. To achieve a better understanding of how new technologies improve consumers’ intention to use them continuously, this study established a theoretical model of how consumers’ perceived interactivity affects intrinsic value, which then affects attitudes, and ultimately contributes to the theoretical model. Within the perceived interactivity construct, there is perceived control, personalization and responsiveness, and as part of the intrinsic value construct there is playfulness and aesthetics. The results demonstrate that intrinsic value and perceived interactivity play important roles in predicting consumers’ attitudes and continuance intention to use new technologies applied to mobile e-commerce, but do not include perceived control in perceived interactivity. To highlight the results of this study, relevant enterprises or practitioners may use the findings to design or improve the features of existing mobile apps to provide better services and experiences to consumers based on their internal perceptions.
Gentrification, as a term introduced into China 20 years ago, has now become a topical word in scholarly discussion. This paper for the first time used the software of multiple pieces to analyze literature on gentrification between 1996 and 2017 in China based on bibliometrics, aiming to get the overview of the study, identify and expound the research themes, and analyze their evolution. It showed that the study on gentrification had entered into an exploratory stage with fluctuation from the early germination stage; gentrification research mainly concentrated on two disciplines, namely Geography and Urban and Rural Planning; the top 10 influential authors were identified and collaborative research teams leading the gentrification research had initially been formed. The themes of gentrification research in China were decided by visual analysis method, including urban renewal and dynamic mechanism of gentrification, evaluation and response to the effects of gentrification, new types of gentrification, and historical and cultural heritage conservation and creative industry, on which deeper content and information were described in detail. In terms of research themes evolution analysis, the results showed that the gentrification research in China had experienced the shift from initial concept and literature introduction to current empirical research and theory construction. There are significant signs showing the future trends of gentrification will move to the construction of a theoretical system of gentrification with Chinese characteristics, gentrification consequences evaluation and urban policies, new types of gentrification, gentrification driven by cultural consumption and authenticity protection of gentrification-stricken historical and cultural heritages, application of new technology to gentrification research, and relationship between shantytown renovation and gentrification in China. As to this paper, as far as the authors know, it is the first comprehensive systematic summary within this field based on bibliometric analysis.
In terms of the teaching process of matte painting, it is essential for students to develop a sound understanding of the relationship between virtual and physical environments. In this study, first-person view (FPV) drones are applied to matte painting courses to evaluate the effectiveness of the teaching, and to propose more effective design suggestions for FPV drones that are more suitable for teaching. This provides students with a better learning environment using a digital education system. The results of the study indicate that the flow experience, learning interest, and continuous learning intention of students who use FPV drones in matte painting are significantly greater than those of students who only utilize traditional teaching methods. Furthermore, the technology incentive model (TIM) was developed in this study after being verified by the structural equation model. The results demonstrate that the second-order construct ‘technology incentive’ comprising perceived interactivity, perceived vividness, and novel experience positively influence students’ learning interest and continuous learning intentions under the mediation of flow experience.
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