Over the recent years, computational trust and reputation models have become an invaluable method to improve computer-computer and human-computer interaction. As a result, a considerable amount of research has been published trying to solve open problems and improving existing models. This survey will bring additional structure into the already conducted research on both topics. After recapitulating the major underlying concepts, a new integrated review and analysis scheme for reputation and trust models is put forward. Using highly recognized review papers in this domain as a basis, this article will also introduce additional evaluation metrics to account for characteristics so far unstudied. A subsequent application of the new review schema on 40 top recent publications in this scientific field revealed interesting insights. While the area of computational trust and reputation models is still a very active research branch, the analysis carried out here was able to show that some aspects have already started to converge, whereas others are still subject to vivid discussions.
E-commerce has embraced the digital transformation and innovated with e-service touchpoints to improve customers’ experiences. Now some traditional, less-digitalized brick and mortar (BaM) retailers are starting to counteract the increasing competition by adopting digital touchpoints. However, the academic literature offers little in terms of what determines customers’ behavioral intentions toward e-service touchpoints. Therefore, drawing from the dominant design theory, this article first conceptually adapts selected dominant touchpoints of leading e-commerce solutions to BaM retail. Then 250 shoppers are surveyed regarding the likeliness that they will use the selected touchpoints, followed by an exploratory factor analysis to determine the touchpoints’ characteristics that lead to the shoppers’ assessments. The results suggest that customers prefer touchpoints that support product search and selection, provide information, and increase shopping efficiency. The likeliness that surveyed shoppers will use the touchpoints was affected by the functionality provided, the content conveyed, and the mediating device. The results provide a foundation for further research on customers’ behavioral intentions toward BaM e-service touchpoints and provide useful information for BaM retailers.
Federalism and e-government are important to many countries across the globe but come up with two contradicting characteristics that are especially existent in Germany. First, citizens and businesses want to receive e-government services easily but the identification of government entities that are responsible for service delivery in federal states is difficult. Second, e-government has to react to fast developments but decision-making is distributed and rather slow in federal states. To address the area of tension between federalism and e-government, we suggest seven polices that raise internal efficiency and external simplicity of federalism in Germany. We transfer existing policies of e-government literature and practice to our research problem in the course of discussions in a research group of five people. The policies are evaluated in semi-structured interviews with eleven leaders from the German government. The evaluation reveals the appropriateness of the policies to address the issues of federalism in e-government.
In a world of ever-rising political, social, and economic uncertainty digitalization appears to be one of the few constants. Public administrationsoften perceived as the stronghold of traditionalism and bureaucracy-are facing increased pressure to provide digital services. The dire need for managers and clerks with corresponding eGovernment competences paved the way for new study programs and training courses. As some competences are hard to convey via frontal teaching, innovative concepts such as simulation games are gaining popularity. However, we posit that teaching eGovernment competences with pen and paper alone appears to be an almost ironic reference to current administrative working patterns. Hence, this paper sets forth to present a concept and implementation for an online platform to support various eGovernment simulation games. We also plan to use the game data to gain further insights into the proficiency profiles of participants to derive optimized simulation scenarios.
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