Understanding anthropomorphism in service provision: a meta-analysis of physical robots, chatbots, and other AI

M Blut, C Wang, NV Wünderlich, C Brock - Journal of the Academy of …, 2021 - Springer
An increasing number of firms introduce service robots, such as physical robots and virtual
chatbots, to provide services to customers. While some firms use robots that resemble …

Assessing the factors influencing the adoption of over-the-top streaming platforms: A literature review from 2007 to 2021

T Mulla - Telematics and Informatics, 2022 - Elsevier
Internet access has changed media communication forever and reshaped the business
models of mobile carriers and Pay-TV companies alike. A growing number of studies have …

Intention in information systems adoption and use: Current state and research directions

A Jeyaraj, YK Dwivedi, V Venkatesh - International Journal of Information …, 2023 - Elsevier
Intention has been a key dependent variable in information system (IS) research for the last
several decades. It features in various IS acceptance models including the technology …

Integrating TTF and UTAUT2 theories to investigate the adoption of augmented reality technology in education: Perspective from a developing country

KMS Faqih, MIRM Jaradat - Technology in Society, 2021 - Elsevier
Augmented reality (AR) has gained increased recognition in varying fields, in particular
educational contexts. In the wake of the Covid-19 pandemic, home-based learning becomes …

Exploring consumer behavior in virtual reality tourism using an extended stimulus-organism-response model

MJ Kim, CK Lee, T Jung - Journal of travel research, 2020 - journals.sagepub.com
Although virtual reality (VR) is an emerging technology in tourism, little research has been
conducted on what factors make consumers visit destinations presented by VR. To address …

A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors

MJ Kim, CM Hall - International Journal of Information Management, 2019 - Elsevier
Virtual reality (VR) tourism provides consumers with the opportunity to experience a
destination in VR and can play a significant role in encouraging visitation and engaging in …

Can gamification help to improve education? Findings from a longitudinal study

LM Putz, F Hofbauer, H Treiblmaier - Computers in Human Behavior, 2020 - Elsevier
A goal of any educational measure is to improve students' capability to retain teaching
content. In this paper, we investigate the potential of gamification to foster knowledge …

What motivates customers to shop in smart shops? The impacts of smart technology and technology readiness

YW Chang, J Chen - Journal of Retailing and Consumer Services, 2021 - Elsevier
With the rapid diffusion of smart technologies, a new retail mode, the smart shop, has
received increasing attention from both academia and practitioners in the 5G era. However …

The acceptance and usage of smart connected objects according to adoption stages: an enhanced technology acceptance model integrating the diffusion of …

E Attié, L Meyer-Waarden - Technological Forecasting and Social Change, 2022 - Elsevier
In today's digitalized world, technologies such as the Internet of Things (IoT) and smart
connected objects (SCOs) are moving to the forefront and have given rise to fundamental …

Toward meaningful engagement

D Liu, R Santhanam, J Webster - MIS quarterly, 2017 - JSTOR
Gamification, an emerging idea for using game design elements and principles to make
everyday tasks more engaging, is permeating many different types of information systems …