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EN
The last decade has seen a distinct increase in the frequency of the appearance of virtual teams within contemporary organizations. As knowledge sharing within the virtual team leads to better team performance, a deeper understanding of enabling organizational capabilities is highly relevant to both researchers and managers. Therefore, in this paper we focus on the concept of "internal change agent support". More specifically, we use a qualitative research design to study the role of internal agent support within the relationship between knowledge sharing and virtual team performance. A theoretical model was built and verified by means of structural equation modelling (PLS-SEM). The authors found that internal change agent support has a moderating effect on relationship between knowledge sharing and the virtual team performance and the knowledge sharing within the virtual team influences positively virtual team performance. These results add to the emerging academic discussion on continuous change management within dispersed teams. Our findings are also relevant to managerial practice as they suggest how to facilitate the process of knowledge sharing in a team, thus improving its efficiency.
EN
Purpose – Virtual goods consumption has risen dramatically in recent years. Recognizing the benefits of virtual goods in generating revenue for online game companies, marketers strive to understand the motives behind virtual goods purchases. We investigated the direct and indirect effects of functional, emotional, and social values through player satisfaction on purchase intention toward virtual goods among online players. Design/methodology/approach – In total, we surveyed 332 online game players utilizing a structured questionnaire. We employed a multi-analytic approach combining partial least squares structural equation modeling (PLS-SEM) and necessary condition analysis (NCA) to examine the proposed relationships. Findings – The findings show that all dimensions of value and player satisfaction significantly affect the intention to acquire virtual goods. However, social value does not exert a significant effect on player satisfaction. Moreover, we confirmed that player satisfaction mediates the relationships between functional value, emotional value, and purchase intention. Furthermore, NCA results indicated that all predictors in the model are necessary conditions of purchase intention for virtual goods. Originality/value – These findings contribute to an enhanced understanding of purchase intentions among online game players from a symmetric (PLS-SEM) and asymmetric (NCA) perspective by proposing a multi-analytic approach.
EN
Background: With the advent of the technological revolution, digitalization and automation is expected to restructure the landscape of manufacturing operations. Blockchain technology (BCT) is likely to foster information sharing and transparency and facilitate collaboration on green issues in supply chain among firms. This quantitative research investigates the role of BCT in Green Supply Chain Management (GSCM) practices and its’ effect on various performances, including economic and social performance. Method: The data was gathered from 223 firms by utilizing a survey questionnaire, and PLS-SEM was employed to analyze the hypotheses. Results: The findings showed that BCT has a key role in the implementation of GSCM practices (comprising green purchasing and green manufacturing). The outcomes also elucidated that green manufacturing is positively associated with economic and social performance. Whereas, green purchasing is negatively correlated with economic performance and has an insignificant effect on social performance. Moreover, government support (GS) moderates the link between BCT and GSCM practices (including green purchasing and green manufacturing). Conclusion: This research provided ample understanding about the role of BCT in implementing GSCM practices. The findings suggested that government bodies need to provide interest free loans and tax exemption to effectively implement GSCM practices.
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tom Vol. 34
209--213
EN
Through the Cybersecurity Information Sharing Act of 2015, a DHS information-sharing program was mandated to protect U.S. businesses and critical infrastructure and mitigate cyberattacks. The present study examined cybersecurity professionals' willingness to collaborate and share information regarding cybersecurity threats via that program. The technology threat avoidance theory (TTAT) served as the study's theoretical framework. This research examined to what extent technology threat avoidance factors affect cybersecurity professionals' willingness to collaborate and share information regarding cybersecurity threats. Threat avoidance factors consisted of perceived susceptibility, perceived severity, perceived threat, prevention effectiveness, prevention cost, and self-efficacy. This cross- sectional study used partial least squares-structural equation modeling to analyze data collected from 137 cybersecurity professionals with a minimum of five years of cybersecurity experience. The data analysis indicated that perceived susceptibility and perceived severity significantly predicted participants' perceptions of cybersecurity threats, and perceived threat explained 44\% of the variance in avoidance motivation. Prevention effectiveness, prevention cost, and self-efficacy were not significant predictors of avoidance motivations and the willingness to participate in the DHS's information- sharing program. These results indicate that more research is necessary to understand the factors influencing information sharing among cybersecurity professionals working in U.S. organizations.
EN
This article analyses the museum visitor experience through a quantitative questionnaire carried out at the Almásy Mansion Visitor’s Centre in Gyula, Hungary, using the PLS-SEM (partial least squares structural equation modeling) algorithm. The authors analysed the escapism dimension of Pine and Gilmore’s 4E model, suggesting refinement of the model in the context of museums. The aim of the research was to obtain a better understanding of the concepts of escapism, active involvement (as a key concept in the museum context), and how to set up a better measurement model of visitor experience. As a result this research, the authors were able to establish two valid models to examine the experience dimensions of the enhanced model and the components of the active involvement experience dimension.
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