Global businesses are leveraging their analytical capabilities to develop competence over others. This study uses Organization Information Processing Theory (OIPT) in context to explain the relationship between the smart supply chain and information system flexibility to achieve an overall greater supply chain flexibility. Also, this shows that correct deployment of information processing leads to better diffusion of information throughout the system necessary for making the supply chain more adaptive in nature. This study extends the application of OIPT theory and a better understanding of analytical data processing and theoretically grounded guidance to managers in order to achieve a higher degree of flexibility in dynamic conditions. The Partial Least Square Method based on Structural Equation Modeling is used to empirically test the theoretical framework. Results from the analysis of 150 respondents indicate the strong relationship between the components of the smart supply chain and information systems agility. The research shows a positive relationship between the characteristics of smart supply chain management and modules of information system flexibility which leads to the achievement of a high level of supply chain flexibility.
The advent of smartphones revolutionized and took the market to a new level. Now a days, majority of internet users spend their maximum time on smartphones, specifically on mobile apps. The emergence of numerous apps in smartphones with games features has brought about a different trend, mobile app gamification. The emerging popularity of smartphone technologies and their mobile apps have led various companies to engage their consumers with mobile apps, specifically through gamification. Therefore, companies gain consumers attention integrate their mobile marketing into their overall marketing strategy. This study explores the domain of consumer engagement and their intentions through the gamification of mobile apps. The research focuses on how mobile app gamification drives consumer engagement and their intentions drawing upon SDT and TAM. Using survey method data collected from 270 respondents, data analysis was done with structure equation modeling (SEM). The findings assert that various features of gamification of mobile apps (perceived ease of use, perceived usefulness and enjoyment) have a significant influence on consumer engagement. However, convenience was unexpectedly found not to be significantly associated with consumer engagement. Additionally, consumer engagement was found to be associated to smartphone user's intentions to use gamification of mobile apps. The results of present study have theoretical and practical implications.
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