2004
DOI: 10.4018/978-1-59140-257-2.ch010
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Roles of Computer Self-Efficacy and Outcome Expectancy in Influencing the Computer End-User's Organizational Commitment

Abstract: Consumer purchasing online is considered, with interactivity highlighted as a critical end-user issue. Levels of user interactivity up to and including virtual reality environments are now realistic in e-tailing. Conceptualizing interactivity to recognize the relevance of perceptions to consumer engagement motivates a focus on the user interface. Aspects relating to trust, usability and involvement are identified, and examined in a series of linked studies focusing on hedonic and high-involvement products, par… Show more

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Cited by 16 publications
(25 citation statements)
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“…Self-efficacy is defined in terms of specific skills or domains; thus, for example, self-efficacy for technology (or computer self-efficacy) is defined as one's perceived ability to accomplish a task using a computer (Compeau & Higgins, 1995;Sun & Rueda, 2012). Studies have shown that self-efficacy for technology positively influences students' learning outcomes (Bates & Khasawneh, 2007;Compeau & Higgins, 1995;Stone & Henry, 2003) and has a direct positive relationship with flow state (Hong, Chiu, Shih, & Lin, 2012). Based on an analysis of data from 72 students playing a computer game, Cha, Baek, and Xu (2008) found that computer self-efficacy positively influenced the students' gaming achievement.…”
Section: Flow Experience and Students' Motivationmentioning
confidence: 97%
“…Self-efficacy is defined in terms of specific skills or domains; thus, for example, self-efficacy for technology (or computer self-efficacy) is defined as one's perceived ability to accomplish a task using a computer (Compeau & Higgins, 1995;Sun & Rueda, 2012). Studies have shown that self-efficacy for technology positively influences students' learning outcomes (Bates & Khasawneh, 2007;Compeau & Higgins, 1995;Stone & Henry, 2003) and has a direct positive relationship with flow state (Hong, Chiu, Shih, & Lin, 2012). Based on an analysis of data from 72 students playing a computer game, Cha, Baek, and Xu (2008) found that computer self-efficacy positively influenced the students' gaming achievement.…”
Section: Flow Experience and Students' Motivationmentioning
confidence: 97%
“…The sources of support have been systems staff (not significant [21]), support staff and co-workers (negative), management [12] or superiors [23]. Since management and superiors are significant sources of support while systems staff are not, the source of support should be explicit.…”
Section: Organizational Supportmentioning
confidence: 97%
“…However, ''knowledge'' in OS may overlap with CSE because proficiency is an often-used measure of CSE. Assistance, help, influence and encouragement are other measures of OS [8,12,21,22]. The type of technology may influence the results.…”
Section: Organizational Supportmentioning
confidence: 98%
“…Hung (2003) found that executives with higher levels of computer self‐efficacy were more satisfied with information provided by executive support systems. Stone and Henry (2003) examined differences in computer self‐efficacy based on gender; however, they failed to support any gender differences. Kinzie and Delcourt (1994) examined computer self‐efficacy relevant to word processing, e‐mail, spreadsheets, database programs, statistical packages, and CD‐ROM‐based databases.…”
Section: Theoretical Foundationmentioning
confidence: 91%
“…Related to computer usage, computer self‐efficacy refers to a person's belief in having the skills and abilities to accomplish a task; it determines the individual's persistence for learning a task (Stone & Henry, 2003). In general, computer self‐efficacy finds its roots in Social Cognitive Theory (Bandura, 1986).…”
Section: Theoretical Foundationmentioning
confidence: 99%