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Sort articles by: Volume | Date | Most Rates | Most Views | Reviews | Alphabet
1.

Factor affecting internet information credibility: The moderating effect of gender Pages 2469-2476 Right click to download the paper Download PDF

Authors: Muhammad Alshurideh, Barween Al Kurdi, Issam Okleh, Khireddine Chatra, Thabet Ghazi Bader Al Omari, Haitham M. Alzoubi, Nidal Alzboun, Gouher Ahmed, Omer Jawad Abduljabbar

DOI: 10.5267/j.ijdns.2024.5.011

Keywords: Information credibility, Source credibility, Massage credibility, Argument strength, Medium credibility, Information quality, Mediator effect of gender

Abstract:
This study provides an analytical view of the correlation between several factors that influence the credibility of information available through various sources on the Internet. The most critical factors include information quality, source credibility, argument strength, message credibility, and average credibility. Additionally, the study explores the impact of gender and years of experience as demographic variables on the nature and size of these relationships. The study relied on a critical review of previous related literature. In addition, it adopted an analytical approach using a sample of 300 Internet users through a questionnaire designed based on the study hypotheses. Most of these relationships were found to be at an average level, except for the relationship between source credibility and information credibility. No statistical indicators were observed. Consequently, the researchers acknowledge the need for caution when generalizing these results to society. The study also found that the gender of the recipient and the number of years of experience did not necessarily play a mediating role in the relationship between the tested factors and the credibility of information received via the Internet.
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Journal: IJDS | Year: 2024 | Volume: 8 | Issue: 4 | Views: 679 | Reviews: 0

 
2.

Factors affecting attitude to use metaverse technology application Pages 2591-2600 Right click to download the paper Download PDF

Authors: Muhammad Alshurideh, Barween Al Kurdi, Issam Okleh, Khireddine Chatra, Thouraya Snoussi, Haitham M. Alzoubi, Nidal Alzboun, Gouher Ahmed

DOI: 10.5267/j.ijdns.2024.4.018

Keywords: Metavers, Perceived Usefulness, Perceived Ease of Use, Perceived Self-efficacy, Perceived Curiosity, Perceived pleasure

Abstract:
The concept of the “Metaverse” is a three-dimensional virtual world that relies on simulations of reality to represent real-life experiences, and it can be classified as the next generation in using the Internet. In this research, we will examine the factors that may influence user acceptance of metaverse and the relationships between these variables highlight how different factors can be examined. The goal of understanding these factors is to determine how Metaverse developers can improve this technology to meet user expectations and enable users to better interact with this technology. To achieve this goal, a sample of 312 students’ participants from different age groups was selected to respond to an online Likert scale questionnaire ranging from) strongly disagree equal) to (strongly agree equal 5). The study found that perceived enjoyment significantly positively influences technology metaverse application. Moreover, perceived curiosity and perceived self-efficacy positively influence technology application metaverse transitions. In addition, perceived ease of use (PEOU) and perceived usefulness (PU) positively influence the attitude toward using the Metaverse technology/application, which means that all the previous factors have an overall positive effect on the attitude toward using the Metaverse technology application.
The concept of the “Metaverse” is a three-dimensional virtual world that relies on simulations of reality to represent real-life experiences, and it can be classified as the next generation in using the Internet. In this research, we will examine the factors that may influence user acceptance of metaverse and the relationships between these variables highlight how different factors can be examined. The goal of understanding these factors is to determine how Metaverse developers can improve this technology to meet user expectations and enable users to better interact with this technology. To achieve this goal, a sample of 312 students’ participants from different age groups was selected to respond to an online Likert scale questionnaire ranging from) strongly disagree equal) to (strongly agree equal 5). The study found that perceived enjoyment significantly positively influences technology metaverse application. Moreover, perceived curiosity and perceived self-efficacy positively influence technology application metaverse transitions. In addition, perceived ease of use (PEOU) and perceived usefulness (PU) positively influence the attitude toward using the Metaverse technology/application, which means that all the previous factors have an overall positive effect on the attitude toward using the Metaverse technology application.
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Journal: IJDS | Year: 2024 | Volume: 8 | Issue: 4 | Views: 604 | Reviews: 0

 

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