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Journal of Information ManagementVol. 32 iss. 3


王銘泉;莊家彰;黃鼎豪;
頁: 197-232
日期: 2025/07
關鍵字: SOR model, Virtual reality, Presence, Empathy, Involvement;
Keywords: SOR model, Virtual reality, Presence, Empathy, Involvement;
摘要: Exposure to virtual reality (VR) videos significantly impacts users' real-world behaviors and experiences. The realistic scenes enable them to immerse themselves in the roles and relate to the emotions and experiences of the characters. Building conn...

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林淑瓊;張銀益;戴逸民;褚詠震;
頁: 233-268
日期: 2025/07
關鍵字: Sharing Economy, Collaborative Consumption, Mental Model, Value Pursuit, Strategic Experiential Modules.;
Keywords: Sharing Economy, Collaborative Consumption, Mental Model, Value Pursuit, Strategic Experiential Modules.;
摘要: With advancements in information and communication technologies and the rise of the sharing economy, public interest in collaborative consumption has increased, garnering considerable scholarly attention. While collaborative consumption is often asso...

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鄒鴻泰;劉峰旭;張馨琳;
頁: 269-293
日期: 2025/07
關鍵字: Interface design quality, Information security, AI customer service, Hedonic value, Continued usage intention;
Keywords: Interface design quality, Information security, AI customer service, Hedonic value, Continued usage intention;
摘要: Mobile banking apps have become an important tool for people's daily financial management. Based on the stimulus-organism-response (SOR) theory and Self-Determination Theory (SDT), this study explores how mobile banking app elements benefit users' he...

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區國良;蕭顯勝;曾郁庭;
頁: 295-322
日期: 2025/07
關鍵字: Game-based learning, Information literacy and ethic, Learning achievement, Learning retention;
Keywords: Game-based learning, Information literacy and ethic, Learning achievement, Learning retention;
摘要: 在我國的大學通識教育中,多數學校都有開設資訊素養課程提供學生修習,目前多以圖書館和各種圖書資源的使用及傳統課堂教學為主,較不易引起學習興趣。本文主要探討在大學資訊素養與倫理課程中應用數位遊戲的可行性,及其對學生學習成就和學習保留的影響。為達成研究目的...

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