Consumer adoption of mobile payment (m-payment) solutions is low compared to the acceptance of traditional forms of payments. Motivated by this fact, we propose and test a "trust-theoretic model for consumer adoption of mpayment systems." The model, grounded in literature on "technology adoption" and "trust," not only theorizes the role of consumer trust in m-payment adoption, but also identifies the facilitators for consumer trust in m-payment systems. It proposes two broad dimensions of trust facilitators: "mobile service provider characteristics" and "mobile technology environment characteristics." The model is empirically validated via a sample of potential adopters in Singapore. In contrast to other contexts, results suggest the overarching importance of "consumer trust in mpayment systems" as compared to other technology adoption factors. Further, differential importance of the theorized trust facilitators of "perceived reputation" and "perceived opportunism" of the mobile service provider, and "perceived environmental risk" and "perceived structural assurance" of the mobile technology, are also highlighted. A series of post-hoc analyses establish the robustness of the theorized configuration of constructs. Subsequent, subgroup analyses highlight the differential significance of trust facilitators for different user subgroups. Implications for research and practice emerging out of this study are also discussed.
The Internet has become an important and preferred source of health information. Although the literature has highlighted several key predictors that influence an individual's online health information seeking behavior, insufficient attention has been paid to the changes in the predictors' roles and effects over time. This study explores and compares the effects that specific predictors had on online health information seeking behavior over a period of 10 years by integrating and analyzing two Pew datasets collected in 2002 and 2012. Hierarchical regression analyses indicate that socio-demographic factors and overall health condition are significant predictors that had an increasing impact on online health information seeking behavior. However, the impact of Internet usage decreased significantly from 2002 to 2012. A comparison across time contributes to a vertical understanding of the changes in online health information seeking behavior and its predictors and helps health professionals and researchers tailor their informational interventions to meet the up-to-date needs and preferences of users.
Depression is a major public health concern in current society. In recent years many studies began to investigate the potential benefits of exergames on depression. The current study aimed to provide a systematic review to synthesize the existing studies and discover the overall effect size of exergames on treating depression. A comprehensive literature search was conducted among major bibliographic databases in computer technology, psychology, and medical science. Key study characteristics of participants, interventions, and experiment were extracted in the systematic review. Both studies using independent groups and matched groups were included in meta-analysis. Overall effect size of Hedges' g was calculated, followed by subgroup analyses. Nine studies included in the review, while eight studies applying exergames of Nintendo's Wii or Wii Fit. A random effects meta-analysis on eight studies resulted an overall significant effect size of g = 0.21. Demographic factors, depression severity, number of session, and game type were found to be significant moderators for the effectiveness. The study has not only supported the positive effect of exergames on alleviating depression, but also provided many theoretical and practical implications for health professionals and police makers. More rigorous experimental controlled studies are needed in this new research field.
The use of videogames in healthcare interventions is gaining popularity, but there is still a gap in the understanding on how these types of interventions are used for the management of diabetes. The purpose of this review is to examine published research on the use of videogames for diabetes management. With the increased use of mobile technology, the review was expanded to understand whether games, gamification, and virtual environments can be used for diabetes self-management. Out of the 307 articles identified, only 10 articles met the inclusion criteria of the study. The duration of most studies was short, with small sample sizes. All interventions targeted behavioral changes examining risk reduction of diabetes-related risk and promotion of healthy behavior among study participants. Videogames appeared to be helpful tools for education in some interventions, whereas gamification and virtual environments increased extrinsic motivation and provided positive reinforcement. This review concludes by discussing the potential of using videogames and gamification for the self-management of diabetes.
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