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The Acceptance and Use of Cloud Computing Services by Small and Medium Enterprises in Lagos, Nigeria

Description: This study explored the acceptance of cloud computing (CC) services by small and medium enterprises (SMEs) in Lagos, Nigeria, which has been missing from CC services literature. It aimed to understand the motivations for adoption, the uses of the services, and the benefits they derive from it. The uses and gratification theory was applied as the theoretic framework for this endeavor. An online survey with close-ended and open-ended questions was distributed to 1200 randomly selected participants through email. In total, 392 valid responses were collected and analyzed using descriptive statistics and categories. The results found that SMEs in Lagos, Nigeria had a low level of awareness and appreciation of CC services. The adoption rate was also low. Unlike their counterparts in other regions, SMEs primary concerns were service downtime, stable power supply, and better internet access. The study found that SMEs were not taking full advantage of the capabilities of CC services. Some sections, however, were doing better than others, such as the information and communications sub-sector. This study suggested that targeted interventions should be conducted to raise the awareness of CC services in SMEs, and to improve their efficient and effective use of CC services. The uses and gratification theory was appropriate for guiding this study to understand the acceptance and use of CC services by SMEs in Lagos, Nigeria.
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Date: May 2017
Creator: Azogu, Olajumoke O
Partner: UNT Libraries

A Hierarchical Regression Analysis of the Relationship Between Blog Reading, Online Political Activity, and Voting During the 2008 Presidential Campaign

Description: The advent of the Internet has increased access to information and impacted many aspects of life, including politics. The present study utilized Pew Internet & American Life survey data from the November 2008 presidential election time period to investigate the degree to which political blog reading predicted online political discussion, online political participation, whether or not a person voted, and voting choice, over and above the predication that could be explained by demographic measures of age, education level, gender, income, marital status, race/ethnicity, and region. Ordinary least squares hierarchical regression revealed that political blog reading was positively and statistically significantly related to online political discussion and online political participation. Hierarchical logistic regression analysis indicated that the odds of a political blog reader voting were 1.98 the odds of a nonreader voting, but vote choice was not predicted by reading political blogs. These results are interpreted within the uses and gratifications framework and the understanding that blogs add an interpersonal communication aspect to a mass medium. As more people use blogs and the nature of the blog-reading audience shifts, continuing to track and describe the blog audience with valid measures will be important for researchers and practitioners alike. Subsequent potential effects of political blog reading on engagement, discussion, and participation will be important to understand as these effects could impact the political landscape of this country and, therefore, the world.
Date: December 2010
Creator: Lewis, Mitzi
Partner: UNT Libraries

Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions

Description: When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to understand, explain, and define the term. It suggests that within interactive, dynamic business environments, consumer engagement (CE) represents a strategic position that companies can use to enhance their sales growth, competitive advantage, and profitability. Moreover, there are three levels of engagement in any experiential consumption (i.e., playing video game): presence, flow, and psychological absorption. The findings of this study affirm that consumer engagement, including presence, flow and psychological absorption are explanatory factors that impact gamer’s purchase intentions. Our results show that consumers experience different mental engagement in an interactive environment (i.e., playing video games) compared to passive environments (i.e., visiting a website). These findings change our understanding of consumers’ engagement and flow state. We also found that male and female gamers experience different engagement level. However, we did not find a significant result that masculinity and femininity traits impact gamers’ engagement or intention. We argue that macroeconomic factors results in sales fluctuation may have resulted in reject in this hypothesis. Thus, marketers shed a light into the consumer’s interactive environment and flow states in that environments. Consumers not only determine the ...
Date: May 2015
Creator: Alhidari, Abdullah
Partner: UNT Libraries