OSUVA - Selaus tekijän "Xi, Nannan" mukaan
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Acceptance of Wearable Technology : A Meta-Analysis
Peng, Chenming; Xi, Nannan; Hong, Zhao; Hamari, Juho (HICSS Conference Office University of Hawaii at Manoa, 04.01.2022)
articleKnowing what factors drive wearable technology adoption can help companies succeed in the competitive market of wearables. In this study, we conduct a meta-analysis on the relationships of technology acceptance of wearable ... -
Augmented Reality in Interactive Marketing : The State-Of-The-Art and Emerging Trends
Riar, Marc; Korbel, Jakob J.; Xi, Nannan; Meywirth, Sophia; Zarnekow, Rüdiger; Hamari, Juho; Wang, Cheng Lu (Palgrave Macmillan, 26.01.2023)
bookPartRecent years have seen a swift embracement of augmented reality (AR) as an interactive marketing tool, which has been accelerated even more rapidly by the COVID-19 pandemic. However, the general attitude toward the technology ... -
Does #selling sell? Analyzing content of CryptoKitties traders’ talk on Discord
Serada, Alesha; Bujić, Mila; DSouza, Prajwal; Xi, Nannan; Hamari, Juho (CEUR-WS, 31.05.2023)
articleBlockchain technologies have further gamified finances and created new classes of tradeable digital assets. Their early adopters anticipate mutually beneficial ‘sharing economy’ on integrated blockchain platforms, but the ... -
Ethical Considerations in Gamified Interactive Marketing Praxis
Al-Msallam, Samaan; Xi, Nannan; Hamari, Juho; Wang, Cheng Lu (Palgrave Macmillan, 26.01.2023)
bookPartGamification with various designs is becoming a mainstay of interactive marketing, used to pervasively and holistically to in value-creating marketing practices. Beyond marketing, gamification is commonly seen as a technology, ... -
Gamification
Hamari, Juho; Legaki, Zampeta; Xi, Nannan (Hawaii International Conference on System Sciences, 04.01.2022)
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How Does Extended Reality Influence Consumer Decision Making? The Empirical Evidence from A Laboratory Experiment
Xi, Nannan; Bampouni, Elpida; Hamari, Juho (HICSS Conference Office University of Hawaii at Manoa, 04.01.2022)
articleExtended reality (XR) technologies such as virtual reality (VR) and augmented reality (AR) have been postulated to revolutionize many human endeavors commonly undertaken at a location such as work, education, shopping and ... -
Paying attention in metaverse : an experiment on spatial attention allocation in extended reality shopping
Chen, Juan; Xi, Nannan; Pohjonen, Vilma; Hamari, Juho (Emerald, 19.09.2023)
articlePurpose Metaverse, that is extended reality (XR)-based technologies such as augmented reality (AR) and virtual reality (VR), are increasingly believed to facilitate fundamental human practice in the future. One of the ... -
Short video marketing : what, when and how short-branded videos facilitate consumer engagement
Dong, Xuebing; Liu, Hong; Xi, Nannan; Liao, Junyun; Yang, Zhi (Emerald, 25.05.2023)
articlePurpose This study explores whether and how four main factors of short-branded video content (content matching, information relevance, storytelling and emotionality) facilitate consumer engagement (likes, comments and ... -
The challenges of entering the metaverse : An experiment on the effect of extended reality on workload
Xi, Nannan; Chen, Juan; Gama, Filipe; Riar, Marc; Hamari, Juho (Springer, 12.02.2022)
articleInformation technologies exist to enable us to either do things we have not done before or do familiar things more efficiently. Metaverse (i.e. extended reality: XR) enables novel forms of engrossing telepresence, but it ... -
Using augmented reality for shopping : a framework for AR induced consumer behavior, literature review and future agenda
Riar, Marc; Xi, Nannan; Korbel, Jakob J.; Zarnekow, Ruediger; Hamari, Juho (Emerald, 29.03.2022)
articlePurpose A current technological trend, which has gained even more traction recently due to the COVID-19 pandemic, is the use of augmented reality (AR) in shopping environments. AR is addressing contemporary challenges ... -
Virtual technologies in supporting sustainable consumption : From a single-sensory stimulus to a multi-sensory experience
Laukkanen, Tommi; Xi, Nannan; Ruusunen, Nino; Hamari, Juho (Elsevier, 10.11.2021)
articleVirtual technologies will change the way we consume in the digital environment in the future. Such technologies can provide consumers with a multi-sensory experience in contrast to the single-sensory stimulus in the ... -
Wearable gaming technology : A study on the relationships between wearable features and gameful experiences
Xi, Nannan; Buruk, Oğuz ‘Oz’; Chen, Juan; Jabari, Shiva; Hamari, Juho (Elsevier, 28.09.2023)
articleWith the parallel advancement and evolution of psycho-physiological sensors, haptics, and overall wearable computing, wearable devices have become a mainstay in everyday life. While gaming is one of the most intuitively ...