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Article
Publication date: 17 January 2022

Yang Li, Jiaze Li, Qi Fan and Zhihong Wang

The teenager community is the most affected community by cybercrime in the COVID-19 era. Increasing social networks and facilitating teenager access to the Internet have increased…

Abstract

Purpose

The teenager community is the most affected community by cybercrime in the COVID-19 era. Increasing social networks and facilitating teenager access to the Internet have increased the probability of cybercrimes. On the other hand, entertainment such as mobile and computer games is top-rated among teenagers. Teenagers' tendency to cybercrime may be influenced by individual, parent, social, economic and political factors. Studying the impact of social networks, mobile games and parents' religious attitudes on teenagers' tendency to cybercrimes in the COVID-19 era is the primary goal of this paper.

Design/methodology/approach

The outbreak of COVID-19 caused a considerable change in the world and the lifestyle of all people. Information and Communication Technology (ICT) was also affected by the special conditions of this virus. Changes in ICT and rapid access to it have empowered individuals and organizations, and people have increased civic participation and interaction through ICT. However, the outbreak of COVID-19 has created new challenges for the government and citizens and may cause new crimes. Cybercrime is a type of crime that occurs in a cyber environment. These crimes range from invasions of privacy to crimes in which the offender vaguely paralyzes the macroeconomic. In this research, 265 students of high schools and universities are used for collecting data by utilizing a survey. Measuring actions have been done in all surveys employing a Likert scale. The causal pattern is assessed through a constructional equation modeling procedure to study the scheme's validity and reliability.

Findings

The outcomes have indicated that social networks have no significant relationship with teenagers' tendency to cybercrimes in the COVID-19 era. Mobile games have a mild effect on teenagers' tendency to cybercrimes in the COVID-19 era, and parents' religious attitudes significantly impact teenagers' tendency to cybercrimes in the COVID-19 era.

Research limitations/implications

Current research also has some restrictions that must be noticed in assessing the outcomes. First, sample research was selected from high schools and universities in one city. So, the size of the model is small, and the generalization of results is limited. Second, this research may have ignored other variables that affect the tendency of teenagers' to cybercrime. Future researchers intend to investigate the parents' upbringing system's impact on teenager's trend to cybercrime in the COVID-19 era. Future research can also examine practical factors such as parental upbringing, attitudes toward technology development and virtual addiction in the COVID-19 era.

Originality/value

In this study, teenagers' tendency to cybercrimes in the COVID-19 era is investigated, and a procedure is applied depending on a practical occasion. This article's offered sample provides a perfect framework for influencing parents' social networks, mobile games and religious attitudes on teenagers' tendency to cybercrimes in the COVID-19 era.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 23 May 2023

Jung-Chieh Lee and Rongrong Lin

Due to the popularity of mobile devices and the development of artificial intelligence (AI), AI-powered mobile fitness applications (MFAs) have entered people's daily lives…

1177

Abstract

Purpose

Due to the popularity of mobile devices and the development of artificial intelligence (AI), AI-powered mobile fitness applications (MFAs) have entered people's daily lives. However, the extant literature lacks empirical investigations that explore users' continuance usage intentions regarding AI-powered MFAs. To fill this research gap, this paper employs goal-setting theory to establish a research model for exploring how AI-enabled features (i.e. intelligence and anthropomorphism) affect users' perceptions of goal difficulties and goal specificities, which in turn affect their MFA continuance usage intentions.

Design/methodology/approach

This paper uses a survey method to analyze the research model, and a total of 223 responses are collected. The partial least squares (PLS) technique is utilized for data analysis.

Findings

The results show that intelligence and anthropomorphism affect the continuance usage intention of MFA users through their goal difficulty and specificity. Both intelligence and anthropomorphism positively influence goal specificity, whereas they negatively affect goal difficulty. In addition, goal specificity increases users' MFA continuance usage intention, whereas goal difficulty decreases users' continuance usage intention. The findings of this study provide theoretical contributions for AI technology adoption research and offer practical strategies for firms to retain MFA users.

Originality/value

Based on goal-setting theory, this study reveals that as two primary AI features of contemporary mobile fitness apps, intelligence and anthropomorphism, can increase comprehension of users' perceptions regarding goal difficulty and specificity in the context of users' continuance usage intentions toward AI-powered MFAs.

Details

Industrial Management & Data Systems, vol. 123 no. 6
Type: Research Article
ISSN: 0263-5577

Keywords

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