The growing use of online social networks becomes more attractive for many companies as it presents opportunity to reach consumers. The possibility to access users' data basing on their preferences and interest allow companies target their marketing actions to particular segments. Companies pay high attention to social commerce, which can be defines as "a subset of electronic commerce that involves using social media, online media that supports social interaction, and user contributions to assist in the online buying and selling of products and services" (Yahoo, 2005). Within this context paper seeks to address social commerce acceptance between users in Lithuania identifying various factors affecting attitudes towards this phenomena. The proposed theoretical model for social commerce acceptance is based on technology acceptance and technology resistance theories, SoLoMo theory, theory of technology acceptance identifying key factors affecting consumers' attitude towards social commerce acceptance. The proposed model is validated empirically between Facebook users in Lithuania.
Abstract-Growing ICT role and adaptation implies various attempts to understand what economic benefits ICT bring to private and public sectors. Private sector was deeply analyzes by various researchers; however ICT impact on public sector is not explored in deep. Paper analyzes ICT development preconditions as well as various perspectives towards ICT economic impact evaluation. Considering earlier research paper proposes conceptual ICT impact on private and public sectors assessment model. Index Terms-ICT impact, impact evaluation framework, public sector, business sector.
Paper presents experience of participating in Partially Distributed Teams project, which is considered as good learning practice for students. During the project student work in subteam which are physically co-located and share the same work context, however geographic distance separates multiple subteams such that collaboration between subteams occurs primarily through electronic communication. When geographic distance is compounded by cultural distance and time zone differences, technology is used to facilitate and learn from cooperation process.
The chapter analyzes gamification conception presenting different perspective towards gamification. Game elements, game mechanics and game dynamics are discussed within the chapter as a main component gamification. Customer relations development stages are presented analyzing acquisition, retention and enchantment stages. The proposed conceptual model describes game elements impact on customer relations development and perceived value. The proposed model empirical validation results in Lithuania market are discussed.
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