20 resultados para utilitarian walk
Resumo:
Presentation at Open Repositories 2014, Helsinki, Finland, June 9-13, 2014
Resumo:
Retaining players and re-attracting switching players has long been a central topic for SNG providers with regard to the post-adoption stage of playing an online game. However, there has not been much research which has explored players’ post-adoption behavior by incorporating the continuance intention and the switching intention. In addition, traditional IS continuance theories were mainly developed to investigate users’ continued use of utilitarian IS, and thus they may fall short when trying to explain the continued use of hedonic IS. Furthermore, compared to the richer literature on IS continuance, far too little attention has been paid to IS switching, leading to a dearth of knowledge on the subject, despite the increased incidence of the switching phenomenon in the IS field. By addressing the limitations of prior literature, this study seeks to examine the determinants of SNG players’ two different post-adoption behaviors, including the continuance intention and the switching intention. This study takes a positivist approach and uses survey research method to test five proposed research models based on Unified Theory of Acceptance and Use of Technology 2; Use and Gratification Theory; Push-Pull-Mooring model; Cognitive Dissonance Theory; and a self-developed model respectively with empirical data collected from the SNG players of one of the biggest SNG providers in China. A total of 3919 valid responses and 541 valid responses were used to examine the continuance intention and the switching intention, respectively. SEM is utilized as the data analysis method. The proposed research models are supported by the empirical data. The continuance intention is determined by enjoyment, fantasy, escapism, social interaction, social presence, social influence, achievement and habit. The switching intention is determined by enjoyment, satisfaction, subjective norms, descriptive norms, alternative attractiveness, the need for variety, change experience, and adaptation cost. This study contributes to IS theories in three important ways. Firstly, it shows IS switching should be included in IS post-adoption research together with IS continuance. Secondly, a modern IS is usually multi-functional and SNG players have multiple reasons for using a SNG, thus a player’s beliefs about the hedonic, social and utilitarian perceptions of their continued use of the SNG exert significant effects on the continuance intention. Thirdly, the determinants of the switch ing intention mainly exert push, pull, and mooring effects. Players’ beliefs about their current SNG and the available alternatives, as well as their individual characteristics are all significant determinants of the switching intention. SNG players combine these effects in order to formulate the switching intention. Finally, this study presents limitations and suggestions for future research.
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Since the late 1990’s, a group of moral doctrines called prioritarianism has received a lot of interest from many moral philosophers. Many contemporary moral philosophers are attracted to prioritarianism to such an extent that they can be called prioritarians. In this book, however, I reject prioritarianism, including not only “pure” prioritarianism but also hybrid prioritarian views which mix one or more non-prioritarian elements with prioritarianism. This book largely revolves around certain problems and complications of prioritarianism and its particular forms. Those problems and complications are connected to risk, impartiality, the arbitrariness of prioritarian weightings and possible future individuals. On the one hand, I challenge prioritarianism through targeted objections to various specific forms of prioritarianism. All those targeted objections are connected to risk or possible future individuals. It seems to me that together they give good grounds for believing that prioritarianism is not the way to go. On the other hand, I challenge prioritarianism by pointing out and discussing certain general problems of prioritarianism. Those general problems are connected to impartiality and the arbitrariness of prioritarian weightings. They may give additional grounds for believing that all prioritarian views should be rejected. Prioritarianism can be seen as a type of weighted utilitarianism and thus as an extension of utilitarianism. Utilitarianism is morally ultimately concerned, and morally ultimately concerned only, with some kind of maximization of utility or expected utility. Prioritarianism, on the other hand, is morally ultimately concerned, and morally ultimately concerned only, with some kind of maximization of priority-weighted utility, expected priority-weighted utility or priority-weighted expected utility. Thus prioritarianism, unlike utilitarianism, is a distribution-sensitive moral view. Besides rejecting prioritarianism, I reject also various other distribution-sensitive moral views in this book. However, I do not reject distribution-sensitivity in morality, as I end up endorsing a type of distribution-sensitive hybrid utilitarianism which mixes non-utilitarian elements with utilitarianism.
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This study discusses how audiovisual content can influence brand quality perceptions. The purpose of this study is to explore how audiovisual content creation can increase brand quality perceptions. This research problem is addressed with three sub questions, which aim at clarifying the role of emotions between content marketing and brand quality perception, explaining how different functions of audiovisual content can increase brand quality perception, and by identifying and comparing the key differences in content creation in business-to-consumer and business-to-businesscontexts. The theoretical background of the study is in brand personality, consumer emotions, consumerbrand relationships, content marketing and B2B branding literature. The empirical research part includes a single-case study. The case company was a Swiss startup that wished to build a highquality brand for both B2C and B2B segments. The empirical data was collected in September 2014. Eight interviews were conducted; seven with target segment representatives and one with an existing customer of the case company. The empirical findings were analyzed with thematic analysis and finally a 5-stage framework was created based on the findings of the research, offering a guideline for high-quality content creation. This study finds that emotions play an important role in brand quality perceptions. Psychological processes, emotion, cognition and conation, influence the engagement process of the target segment which ultimately can lead to activation and electronic word-of-mouth. Brand quality perception is the result of the overall emotion of the brand. The overall emotion derives from brand personality, brand concept, product attributes and utilitarian benefits of the brand. The entertaining and educational functions of the audiovisual content can target and evoke these emotional processes, and result in increased quality perceptions. In the B2B context, emotions are found to play a relatively smaller role in the quality perception processes. However, the significance of emotions cannot be ignored, since they can emphasize the value for the buying organization, and build on the trust and loyalty among the potential customers. The final framework presents five stages of content creation that ultimately improve brand quality perceptions. These stages help marketers to design and implement their content and evoke positive emotions in their target segment as part of a quality-based marketing strategy. Further research is warranted to quantitatively test the generalizability of the framework. Further research is also suggested to make the framework adaptable to different stages of the brand life cycle.