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Supplying Web 2.0: An empirical investigation of the drivers of consumer transmutation of culture-oriented digital information goods

机译:供应Web 2.0:对面向文化的数字信息产品的消费者转变的驱动因素的实证研究

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This paper describes an empirical study of behaviors associated with consumers' creative modification of digital information goods found in Web 2.0 and elsewhere. They are products of culture such as digital images, music, video, news and computer games. We will refer to them as "digital culture products". How do consumers who transmute such products differ from those who do not, and from each other? This study develops and tests a theory of consumer behavior in transmuting digital culture products, separating consumers into different groups based on how and why they transmute. With our theory, we posit these groups as having differences of motivation, as measured by product involvement and innova-tiveness, and of ability as measured by computer skills. A survey instrument to collect data from Internet-capable computer users on the relevant constructs, and on their transmutation activities, is developed and distributed using a web-based survey hosting service. The data are used to test hypotheses that consumers' enduring involvement and innovativeness are positively related to transmutation behaviors, and that computer self-efficacy moderates those relationships. The empirical results support the hypotheses that enduring involvement and innovativeness do motivate transmutation behavior. The data analysis also supports the existence of a moderating relationship of computer self-efficacy with respect to enduring involvement, but not of computer self-efficacy with respect to innovativeness. The findings further indicate that transmutation activities should be expected to impact Web 2.0-oriented companies, both incumbents and start-ups, as they make decisions about how to incorporate consumers into their business models not only as recipients of content, but also as its producers.
机译:本文描述了一种与消费者对Web 2.0和其他版本中的数字信息商品的创造性修改相关的行为的实证研究。它们是文化的产品,例如数字图像,音乐,视频,新闻和计算机游戏。我们将它们称为“数字文化产品”。转换此类产品的消费者与不转换此类产品的消费者有何不同?这项研究开发并测试了在改变数字文化产品时的消费者行为理论,根据消费者如何以及为什么改变他们,将消费者分为不同的群体。根据我们的理论,我们认为这些群体具有动机差异(通过产品参与和创新性来衡量)和能力差异(通过计算机技能来衡量)。使用基于Web的调查托管服务,开发并分发了一种调查工具,该工具可以从具有Internet功能的计算机用户收集有关构造及其their变活动的数据。数据用于检验以下假设:消费者的持久参与和创新与trans变行为呈正相关,并且计算机自我效能调节了这些关系。实证结果支持以下假设:持久的参与和创新确实会激发trans变行为。数据分析还支持持久性参与对计算机自我效能的调节关系,但对于创新不具有计算机自我效能的关系。研究结果进一步表明,trans变活动应该影响到面向Web 2.0的公司,既有老牌公司也有初创公司,因为他们决定如何将消费者不仅作为内容的接收者,而且作为其生产者如何将消费者纳入其业务模型中。 。

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