Social Media and e-Business Transformation

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    An Explorative Study of Creative Idea Generation Using Mobile Collaboration Platform
    (2020-01-07) Choi, Stephen; Lee, One-Ki; Suh, Woojong
    This study examines creative idea generation within a given task involving the use of a mobile collaboration platform (MCP). Drawing upon the theoretical perspectives on cognitive creativity, mobility, and self-select communication mode, the study proposes a research model that explains how individuals generate creative ideas through MCP use in a group collaboration context. To validate our model, survey data was collected from individuals involved in a group collaboration—particularly when performing tasks that requiring creative solutions. The results of this study indicate that: 1) MCP use has a positive effect on the individual’s creative idea generation; 2) both perceived MCP effectiveness and perceived freedom determine the individual’s MCP use levels; and 3) the individual’s personal innovativeness level in information technology (PIIT) has a conditional effect on the relationship between the perceived MCP freedom and MCP use. The significance of these findings stems from the fact that creative idea generation through group collaboration is a highly sought-after quality in organizational setting. Given the centrality of the mobile ecosystem in today’s organizational task environment, this study presents both theoretical and practical contributions.
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    Antecedents and Consequences of Perceived Usefulness of Smoking Cessation Online Health Communities
    (2020-01-07) Li, Chenglong; Li, Hongxiu; Suomi, Reima
    This study aims to investigate the antecedents and consequences of the perceived usefulness (PU) of smoking cessation online health communities (OHCs). In the proposed research model, the informational, emotional, and esteem supports are conceptualized as the antecedents of PU. Two different post-adoption behaviors of users are considered as consequences of PU: (1) continuance intention to use smoking cessation OHCs and (2) knowledge-sharing behavior. We tested the research model by using an online survey of 173 valid responses. The results show that emotional and esteem support are important determinants of PU, and that PU positively affects both knowledge sharing and continuance intention. Continuance intention was found to affect knowledge sharing positively. This study contributes to information systems (IS) post-adoption behavior research in smoking cessation OHCs from the social support perspective and offers practical implications for the administration of smoking cessation OHCs.
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    Why Do Consumers Review Doctors Online? Topic Modeling Analysis of Positive and Negative Reviews on an Online Health Community in China
    (2020-01-07) Pang, Patrick Cheong-Iao; Liu, Libo
    Consumers often learn from others through a social learning process (e.g. electronic word of mouth) before making decisions. From the e-business perspective, online reviews have changed how people select products and services, and no doubt it is the same in the e-health sector. In this study, we examine online reviews of patients and health consumers for their doctors in an online health consultation platform in China. We combine machine learning and qualitative techniques to derive the themes of online reviews and the factors leading to positive and negative reviews. Our analysis demonstrates that service levels of hospitals, doctors’ communication skills and their professional skills influence the sentiment of reviews. Our findings offer important insights into theories and practice for studying online reviews in the healthcare context.
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    How Game Features Give Rise to Altruism and Collective Action? Implications for Cultivating Cooperation by Gamification
    (2020-01-07) Riar, Marc; Morschheuser, Benedikt; Hamari, Juho; Zarnekow, Rüdiger
    Due to the general gamification of our culture and society as well as the proliferation of games in our everyday activities, people are increasingly looking at games and gamification as a source for cooperation and other prosocial behaviors. However, not all game features lead to increased cohesion, cooperation or collaboration between people. While some games indeed are geared for cooperation, majority of games also aim toward competition or just non-social activity. Therefore, a prominent research problem exists in understanding how different game and gamification design may lead to altruistic sentiment and collective action. In this study, we investigated how the engagement with cooperative game features relates to the emergence of altruism and whether altruism leads to the formation of we-intentions in a gaming context. We employed data gathered among players of the augmented reality game Ingress (N=206) and analyzed the data using PLS-SEM. The results show that game features can give rise to altruism and that altruism can invoke we-intentions via cooperative goal structures (we-goals) of individuals. In addition to providing important insights regarding how cooperation emerges within games, this study provides implications for cultivating cooperation by gamification.
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    Introduction to the Minitrack on Social Media and e-Business Transformation
    (2020-01-07) Cheung, Christy; Wagner, Christian; Lee, Matthew