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1. Introduction Organizations have increased their use of and reliance upon computers and networks. With the increased availability of computers and the Internet at work, however, employees also have increased opportunities to use these same devices for personal reasons [6,12,30,35]. We refer to such behavior as personal use of the Internet. The research(More)
Usability is a key component of websites that are commercially successful. Interactivity has been inconclusively linked to website usability. This study strengthens the theoretical understanding of how interactivity affects usability by measuring user satisfaction—a subconstruct of usability—across bookstore and e-card websites. We build on theoretical(More)
Abstr act In this paper, we create a taxonomy of interactive digital entertainment (IDE), which can be used to guide future research in IDE and direct the design of interactive entertainment. We start by defining and explaining the differences between IDE and lifestyle computing. We then review the major taxonomies on gaming that can illuminate research and(More)
Keywords: Trust Distrust Ambivalence Online behavior e-commerce Situational abnormality Situational normality Suspicion Systematic processing Discriminative encoding Heuristic–systematic dual-processing model (HSM) Least-effort principle Sufficiency principle a b s t r a c t Trust and distrust are both considered to be crucial in online truster–trustee(More)