Cloud computing is a cutting‐edge information technology (IT) that receives computing resources and services from external providers rather than building their own information systems. Software‐as‐a‐Service (SaaS), one of the cloud computing models, has a built‐in best business practice and thus can be useful not only in reinforcing the IT capability of small businesses but also in improving business processes at the same time. The study investigated factors that affect the intention of small companies in Korea to adopt SaaS. The results were that (1) they were more concerned with the security risks than the economic or performance risks, (2) they were trying to improve the business process rather than quality improvement or cost, (3) management support was considered to be more important than the resources or IT capacity for the adoption of SaaS, and (4) they also considered the support of the vendor more important than the support of the government. The result of the study will provide practical strategies for not only small companies considering the adoption of SaaS and vendors supplying SaaS, but also government when setting up policies.
Based on customer cognitive, affective and conative experiences in Internet online shopping, this study, from customers' perspectives, develops a conceptual framework for e-CRM to explain the psychological process that customers maintain a long-term exchange relationship with specific online retailer. The conceptual framework proposes a series of causal linkages among the key variables affecting customer commitment to specific online retailer, such as perceived value (as cognitive belief), satisfaction (as affective experience) and trust (as conative relationship intention). Three key exogenous variables affecting Internet online shopping experiences, such as perceived service quality, perceived product quality, and perceived price fairness, are integrated into the framework. This study empirically tested and supported a large part of the proposed framework and the causal linkages within it. The empirical results highlight some managerial implications for successfully developing and implementing a strategy for e-CRM.
The authors found the behavioral factors that influence the organization members' compliance with the information security policy in organizations on the basis of neutralization theory, Theory of planned behavior, and protection motivation theory. Depending on the theory of planned behavior, members' attitudes towards compliance, as well as normative belief and self-efficacy, were believed to determine the intention to comply with the information security policy. Neutralization theory, a prominent theory in criminology, could be expected to provide the explanation for information system security policy violations. Based on the protection motivation theory, it was inferred that the expected efficacy could have an impact on intentions of compliance. By the above logical reasoning, the integrative behavioral model and eight hypotheses could be derived. Data were collected by conducting a survey; 194 out of 207 questionnaires were available. The test of the causal model was conducted by PLS. The reliability, validity, and model fit were found to be statistically significant. The results of the hypotheses tests showed that seven of the eight hypotheses were acceptable. The theoretical implications of this study are as follows: (1) the study is expected to play a role of the baseline for future research about organization members' compliance with the information security policy, (2) the study attempted an interdisciplinary approach by combining psychology and information system security research, and (3) the study suggested concrete operational definitions of influencing factors for information security policy compliance through a comprehensive theoretical review. Also, the study has some practical implications. First, it can provide the guideline to support the successful execution of the strategic establishment for the implement of information system security policies in organizations. Second, it proves that the need of education and training programs suppressing members' neutralization intention to violate information security policy should be emphasized.
As the mobile game industry enjoys continual and rapid growth in the market and becomes a major sector of the service industry, it is of great interest to examine the very features that make mobile games so fascinating and keep its players coming for more. Pinpointing more precisely the very factors that increase the attraction of games will help game makers allocate corporate resources more efficiently. In addition, a more in depth analysis of the appealing characteristics enable game producers to establish an organized strategy in developing more advanced and technologically sophisticated mobile games, and to enhance their competitive advantage. In order to find these factors, we proposed a model, analyzed empirical data, and then interpreted the results. In this study, we examined the download type mobile game to find and compare factors that cause intent to play. The suggested model has three layers. The top layer is the intent to play mobile games. The second layer, the psychological perception layer, consists of two perceptive factors: perceived enjoyment, and perceived copresence. The third layer is a technological layer, used to classify the characteristics of the mobile games content into image, communication, and attractive characteristics, all of which have relationships with perceptive factors. The study shows some interesting results and we believe the conclusion and implications of this research will be useful for mobile game scholars and industry participants.
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