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Transmutation of digital information goods: An investigation of post-purchase behavior.

机译:数字信息产品的:变:购买后行为的调查。

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摘要

This dissertation describes a study of the behaviors associated with the concept of transmutability: the characteristic of digital information goods such that they are easily modified and re-used, as a consequence of the digital media in which they are embodied, and the power of information technology (IT). The modern computer-using consumer has both access to digital information goods and the IT to manipulate them, and such transmutation activity is widespread, particularly in the use of digital culture goods such as music, movies, television programs, and computer games. This project attempts to address the question of whether and in what ways consumers who exhibit the new transmutation behaviors differ significantly from those who do not, and from each other based on the specific activities pursued. The theoretical basis for the study is the Ability-Motivation-Opportunity (AMO) framework, which posits these three factors as determinants of Behavior. Motivation is considered the impetus towards a Behavior, which is then moderated by Ability and Opportunity. Here, the construct General Computer Self-Efficacy is used to represent Ability to transmute. The constructs Enduring Involvement and Innovativeness are used to represent Motivation, while Opportunity is represented by the notion of Information Endowment. A survey instrument is used to collect data from individual computer users on these constructs, to empirically test the hypotheses that Enduring Involvement and Innovativeness are positively related to transmutation behaviors, and that Computer Self-Efficacy moderates those relationships. Results suggest that consumers who transmute do in fact differ from non-transmuters, in that the transmuters tend to be more interested in digital culture products, and to be more interested in creating new ideas. Transmuters and non-transmuters also differed in terms of their computer skills, which appear to play an important role in influencing the ability of consumers to actually engage in transmutation activities.
机译:本论文描述了与可变性概念相关的行为的研究:数字信息商品的特性(由于包含数字信息商品的数字媒体)使得它们易于修改和重复使用,以及信息的力量技术(IT)。现代使用计算机的消费者既可以使用数字信息产品,也可以使用IT来操纵它们,并且这种activity变活动十分普遍,尤其是在使用音乐,电影,电视节目和计算机游戏等数字文化产品时。该项目试图解决这样一个问题:表现出新trans变行为的消费者与那些没有表现出新trans变行为的消费者之间是否存在显着差异,以及基于所追求的特定活动而彼此显着不同。该研究的理论基础是“能力-动机-机会”(AMO)框架,该框架将这三个因素作为行为的决定因素。动机被认为是行为的动力,然后由能力和机会来调节。在这里,构造通用计算机自我效能用来表示转化能力。持久参与和创新的结构被用来代表动机,而机会则被信息End赋的概念所代表。使用调查工具从这些结构的个人计算机用户那里收集数据,以实证检验以下假设:持久参与和创新与trans变行为正相关,并且计算机自我效能调节了这些关系。结果表明,进行转化的消费者实际上与非转化者不同,因为转化者对数字文化产品更感兴趣,并且对创造新想法更感兴趣。变形者和非变形者在计算机技能方面也有所不同,这似乎在影响消费者实际从事变形活动的能力方面起着重要作用。

著录项

  • 作者

    Hughes, Jerald.;

  • 作者单位

    City University of New York.;

  • 授予单位 City University of New York.;
  • 学科 Information Science.;Computer Science.
  • 学位 Ph.D.
  • 年度 2006
  • 页码 155 p.
  • 总页数 155
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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