Original Article
Mohammadreza Hasanpour
Abstract
Purpose: The present study aims to identify the future dimensions of smart city planning research.Method: Participants in this study were municipal managers and urban planners with at least 15 years of experience and a master's degree or higher. Individuals were selected by purposive sampling. Sampling ...
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Purpose: The present study aims to identify the future dimensions of smart city planning research.Method: Participants in this study were municipal managers and urban planners with at least 15 years of experience and a master's degree or higher. Individuals were selected by purposive sampling. Sampling was performed with the participation of 10 experts. Data collection tools included two sections: 1- review and upstream documents, urban planning documents in the library section, 2- semi-structured interview in the field section where the semi-structured interview with the participants continued until the theoretical saturation stage. The content analysis method was used to analyze the qualitative data. To ensure validity, the interview questions were approved by 3 experienced urban management and planning experts, 1 of whom had a master's degree and 2 of whom had a Ph.D. To measure the reliability, the Krippendorff coefficient was used, the overall coefficient of which was 84%. Findings: The results of factor analysis show that out of 176 available indicators (items), 33 basic themes can be identified and 9 categories of constructive themes have been obtained.Conclusion: the main output of the realization of smart cities and e-municipality is to provide conditions for providing services in the healthiest way to citizens, eliminating corruption, creating new job opportunities, and service and transformation in the economic and commercial sectors, increasing the effective presence of the private sector and improving the business environment, reducing damage to the environment, smart governance and increasing satisfaction in the face of the people.
Original Article
Shalaleh Meraji Oskuie; Kamran Mohamadkhani; Ali Delavar; Ali Akbar Farhangi
Abstract
Cyber transgressions (non-normative behaviors, attitudes, and conditions) are growing, hence we employed a three-study exploratory sequential mixed methods design to make a taxonomy of Instagram cybercultural transgressions, and cyber social control means; to examine the effects of low self-control, ...
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Cyber transgressions (non-normative behaviors, attitudes, and conditions) are growing, hence we employed a three-study exploratory sequential mixed methods design to make a taxonomy of Instagram cybercultural transgressions, and cyber social control means; to examine the effects of low self-control, depression, negative interpersonal relationships, computer/ Internet self-efficacy, netiquette, and normative beliefs, and also sociodemographic factors, and media use habits on cybercultural transgressions; and to explore the effectiveness of jurisdiction, non-anonymity, filtering, and forced user migration to domestic social media platforms as cyber social control means. The quantitative findings from 989 participants showed that non-depressed, older, married, middle-income, university educated, non-student users (especially women) with high self-control, more positive interpersonal relationships, moderate levels of computer/ Internet self-efficacy, normative beliefs, and more years of Internet user experience, and less daily Internet use, who are knowledgeable about netiquette, are parents, have a job (also retired individuals and housewives), do not use VPNs, psychotropic medications, and alcoholic beverages and/ or recreational drugs, do not have previous experience of online victimization, do not associate with online transgressors, and do not feel being in minority, are less likely than others to commit online transgressive behaviors, or consume transgressive content. The importance of jurisdiction and non-anonymity as social control means, and the failure of filtering and forced user migration to Iranian social media platforms are discussed. These findings can be useful in devising new non-coercive policies and initiatives to socially control cybercultural transgressions.
Original Article
Kobra Bakhshizadeh Borj; Hamed Nasiri; Ali Akbari
Abstract
Mobile games are gaining a lot of attention as a content-based sector of the digital economy. Especially considering "Free with In-App Purchase" as the mainstream business model of these games, designing the right economic structure to monetize the content of mobile games is crucial. However, there is ...
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Mobile games are gaining a lot of attention as a content-based sector of the digital economy. Especially considering "Free with In-App Purchase" as the mainstream business model of these games, designing the right economic structure to monetize the content of mobile games is crucial. However, there is limited knowledge about the mechanisms of persuading users to pay for in-game content and most of the studies merely focus on the revenue models. Due to this knowledge gap, this study attempts to aggregate the game monetization methods into a multi-level classification and focus on identifying the main content monetization mechanics of five genres: Arcade, Sport, Puzzle, Racing, and Platformer/ Runner. For this purpose, interviews were conducted by game design and economy experts about successful mobile games. As a result, a new multi-level classification for mobile games revenue models is proposed which includes monetization via selling core items, selling performance items, and providing supplementary services in addition to retailing and in-game advertising. It also became clear that monetization mechanics for each of these methods are varied in different genres and change depending on the type of game. The results of this study can be useful for digital game researchers, designers, and marketers to structure a better revenue stream.
Original Article
Mohammad Miraei; Yousef Ashrafi; AbdolReza Jafarinahr
Abstract
Purpose: The purpose of this study was to present a role-playing model for municipalities in dealing with infectious diseases based on digital developments. Method: The content analysis method has been used to identify the adaptation indicators of the role-playing model of municipalities about infectious ...
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Purpose: The purpose of this study was to present a role-playing model for municipalities in dealing with infectious diseases based on digital developments. Method: The content analysis method has been used to identify the adaptation indicators of the role-playing model of municipalities about infectious diseases. The statistical population in this study includes professors and universities, municipal managers, doctors, and ordinary people. In this study, 11 members of the population were interviewed based on systematic sampling. Semi-structured interviews were used to collect data. The collected interviews were analyzed in ATLASTI software and the content network was reached based on 6-step coding. Findings: The components of information and research are: Information and publicization of information, education, and research The components of law and policy-making are: Policy-making, inter-organizational cooperation, licensing, culture-building, and prohibition, and the limitations of the components of participation and transparency are: Participation and collection of executive information. These include government and political factors, information and education, weak laws, and managerial factors. The components of servicing and equipping are the disinfection of public centers, organizational services, and optimization of services. Conclusion: According to the results, the prevalence of this disease has accelerated the process of digital transformation in cities. The city and municipality of Amol are no exception to this, and in this regard, it has strengthened its online services and involved data collection and cross-sectoral cooperation with other institutions involved.
Original Article
Mohammad Reza Mohammadi; Mahdi Beshkooh; Kumars Biglar
Abstract
Purpose: The behavioral decision-making process of individuals highlights the importance of investors' feelings and their correlation with the real economy. The purpose of this study was to model Digital investment satisfaction based on accounting information, information asymmetry, and individual values.Method: ...
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Purpose: The behavioral decision-making process of individuals highlights the importance of investors' feelings and their correlation with the real economy. The purpose of this study was to model Digital investment satisfaction based on accounting information, information asymmetry, and individual values.Method: Qualitative methodology was used to answer the research question. Furthermore, in terms of research philosophy, the present research is in the category of positivist paradigm and practical type, and in terms of qualitative and quantitative research, it has an inductive and deductive approach and a survey strategy. This research is exploratory in terms of purpose and explores variables and their causal relationship. The required information was collected through interviews with experts and ATLAS.ti 9 software was used qualitatively. The research population included financial and management experts of companies listed on the Tehran Stock Exchange.Findings: By analyzing the data collected in the research, a total of 23 categories and 252 and finally 127 concepts were identified and extracted. Selective coding and axial coding were also performed. Among the identified factors, the axial coding paradigm was performed and based on that, the linear relationship between research categories was determined, including causal conditions, axial categories, underlying conditions, intervening conditions, strategies, and consequences.Conclusion: One Judicious leader for the more part for settlement on a decision focused on certain rationale and systematically decision-taking methodology. Because of the recent budgetary emergency worldwide, venture choices are considered one of the essential assignments in the everyday life.
Original Article
Mohammad Ali Ghazi Kelahroodi; Farshad Faezi Razi; Younos Vakil Alroaia
Abstract
Purpose: The purpose of this study is to provide a model for improving the e-banking customer experience using digital marketing tools. This research has been done with the approach to enriching the value of digital banking during the outbreak of infectious diseases.Method: The paradigm of the present ...
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Purpose: The purpose of this study is to provide a model for improving the e-banking customer experience using digital marketing tools. This research has been done with the approach to enriching the value of digital banking during the outbreak of infectious diseases.Method: The paradigm of the present study is interpretive and the implementation approach is qualitative; In this regard, the case study method has been used. This research is descriptive-exploratory in terms of purpose and in terms of time, it is in the field of cross-sectional studies. The qualitative methodology of grounded theory analysis by Strauss and Corbin (2007) was used to answer the research question. This research has been done inductively and based on a survey procedure. The experts studied were the managers of reputable Iranian banks. Based on systematic sampling, 14 people were selected. The research tool was a semi-structured interview with questions related to the purpose of the research. Interviews were analyzed in AtlasTi version 10 software.Findings: Based on the designed model, 6 categories for causal factors (appropriate decision making, time management, digitization effects, cost management, business trends, and relationship management), 2 categories for contextual conditions (digital tools and digital economy), 2 categories for intervening conditions (individual and environmental factors), 3 categories for strategy (creativity, culture building, and digital context), 3 categories for outcomes (banking industry prosperity, customer satisfaction, and economic productivity) were identified.Conclusion: The proposed model has the effect of increasing the profitability of banks and institutions by improving the customer experience in e-banking, increasing the value of e-banking, and eliminating traditional and face-to-face banking during the outbreak of diseases.
Original Article
suma office; Soleyman Iranzade
Abstract
The present research has been done with a view to designing a content marketing model for social media for boosting green marketing. As regards purpose, it is applied research, and in terms of approach an exploratory survey, and typically, it can be subsumed under qualitative research. The analysis approach ...
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The present research has been done with a view to designing a content marketing model for social media for boosting green marketing. As regards purpose, it is applied research, and in terms of approach an exploratory survey, and typically, it can be subsumed under qualitative research. The analysis approach of this research is meta-synthesis. The statistical community consists of academic and scholarly articles published between 2016-2021/1395-1401 on the pertinent area of this study at Iran`s and foreign trustworthy databases. According to our findings, 1740 articles were retrieved, 324 abstracts were sieved and 186 abstracts were investigated. It was established that the titles of 1416 articles were irrelevant, and consequently, they were omitted. 138 articles were deleted once their abstracts had been reviewed and found irrelevant and 95 articles were left out after a survey of their contents. The criteria used were the size of the statistical sample, theoretical sufficiency (theoretical saturation), and finally, 56 articles were accepted. The outcome of this process was 49 codes, 23 concepts, and 10 categories. The Kappa index was used to guarantee the quality of our research. The amount of the index was calculated using the SPSS software at the significant level of 0/000, number 0/806. According to the evaluation and the extracted concepts and categories in the present research, the content marketing model of social media (Instagram) for boosting green marketing was designed based on three groups of factors: causative, mediating, and consequential.
Original Article
zahra nikoosefat
Abstract
The purpose of this study is to identify the functions of virtual reality immersion features in B2B business customer journey and provide a framework. This study has been done by adopting a qualitative approach and thematic review method. The required data were collected through a literature review. ...
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The purpose of this study is to identify the functions of virtual reality immersion features in B2B business customer journey and provide a framework. This study has been done by adopting a qualitative approach and thematic review method. The required data were collected through a literature review. First, research articles on B2B marketing and virtual reality were searched in Google Scholar and Scoops databases, and during the steps and filters, a total of 274 articles were extracted from these two databases. Of the duplicate article, 257 articles were obtained. In the next step, by applying the exclusion criteria, 224 articles were deleted and finally, 33 articles were finally reviewed. After performing the thematic analysis steps, 67 codes were extracted, The findings of this study contribute to a more comprehensive understanding of managers and marketing and sales experts of the functions of the VR immersion feature at each stage of the B2B customer journey. Managers and owners of B2B businesses can use these functions in customer journeys based on their marketing and sales goals and enjoy its benefits. It also helps researchers identify and improve the scientific and managerial understanding of the functions of the VR immersion feature and how it creates value in the B2B client journey. According to the results of this research to future researchers, reviewing the literature with more sources and a wider period, developing a research model using other theories; and model testing with initial data is recommended.
Original Article
Dariush Mehrzadian; Hamid Reza Yazdani; Meysam Shahbazi; Hasan Zarei Matin
Abstract
This study aimed to design a comprehensive model for intelligent organizational knowledge mapping of a hyper-hybrid approach based on meta-ethnography. In this article, various sources and theories about the knowledge map have been examined and analyzed using the meta-combined and meta-ethnography methods. ...
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This study aimed to design a comprehensive model for intelligent organizational knowledge mapping of a hyper-hybrid approach based on meta-ethnography. In this article, various sources and theories about the knowledge map have been examined and analyzed using the meta-combined and meta-ethnography methods. Using the results of the work, a comprehensive model of knowledge map has been developed. Based on the qualitative approach in this research, the meta-hybrid method based on meta-ethnography has been used. The tool used has been articles related to knowledge mapping for smart organizations. A total of 34 pieces of research were found with the keywords related to designing and developing the knowledge map in the title field. Finally, after 4 stages of refinement, out of 34 studies, 8 were excluded and 26 studies were selected for data analysis. In this article, by examining and analyzing various patterns of knowledge map development, finally, an 11-step model was developed. The proposed model of eleven basic steps, respectively, includes: determining the knowledge objectives of these centers by developing knowledge maps and identifying users of knowledge maps, identifying definitions and terminology of knowledge centers, identifying the basic processes of these centers, and drawing and analyzing its process maps, Knowledge extraction from the activities in the processes of smart organizations according to the process map, creating a profile for the extracted knowledge, creating knowledge connections and relationships and integrating these connections in an illustrated interface, and finally validating the developed knowledge map.
Original Article
Fateme Tak; reza Rajabali Beglu
Abstract
The present research has been done with a view to identifying gamification components in association with users' experience in the services of digital libraries. Typically, the research method has been a developmental and systematic review, and essentially an analytic one. The data collection was carried ...
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The present research has been done with a view to identifying gamification components in association with users' experience in the services of digital libraries. Typically, the research method has been a developmental and systematic review, and essentially an analytic one. The data collection was carried out based on three major components: gamification, user experience, and digital library services. 164 resources related to the three components have been found. After filtering the resources in three phases, 12 resources in the first phase and 41 resources in the second phase were omitted and the remainder exactly 37 resources which were more closely related to the gamification components in the interaction with the user`s experience of digital library services, were identified, ranked and analyzed.The Findings show that gamification elements for digital library services include: certificate, achievement, membership law, ranking, digital products, signs, status and position, money, lottery, the Boss game, reward, present, feedback, navigation pages, Avatar, score, badges, narratives, prizes and badges collections and finally the results arising from the investigation of these components and analysis of the conceptual connection among them, show that the use of gamification elements for any digital library services develop the components “dynamism” and “gamification stimulants” such as competitiveness, attractiveness, excitement, hopefulness, challenge, victory and, etc in the users and that ultimately leads to the utilization of digital library services and user`s satisfaction.
Original Article
Samira Zare Asl; Mohammad Kiamehr
Abstract
Purpose: The purpose of this study was to investigate the effect of ethics-oriented leadership and political skills of digital organizational developments on accounting students' perceptions. Method: The study population in this study was accounting students in Shiraz. The statistical population of this ...
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Purpose: The purpose of this study was to investigate the effect of ethics-oriented leadership and political skills of digital organizational developments on accounting students' perceptions. Method: The study population in this study was accounting students in Shiraz. The statistical population of this study includes all accounting students in Shiraz, whose number is 850 people. The number of samples was 265 based on the Morgan table. 400 questionnaires were distributed electronically and randomly and 265 questionnaires were selected. After data collection, structural equations were analyzed using SPSS and SMART PLS software. Findings: Based on the results, ethical leadership has a positive and significant relationship with accounting students' perception of leadership effectiveness. Political skills have a negative and significant relationship with accounting students' perception of leadership effectiveness. Machiavellianism mediates the role of leadership in the relationship between ethical leadership and accounting students' perceptions of leadership effectiveness. Machiavellianism has an increasing mediating role in political skills and accounting students' perceptions of leadership effectiveness. Conclusion: This article is practical. Therefore, its main contribution is to clarify the discussion about the impact of digital transformation in the accounting sector and the importance of accounting ethics in the digital age. Nevertheless, the results can be interesting for researchers, policymakers, teachers, professional institutions, and accounting professionals.
Original Article
Seyedeh Maryam Tayebi Masoleh; Kambiz Poushaneh; Ali Akbar Khosravi Babadi; Hamid Reza Reza zaheh; Ahmad Ramezani
Abstract
Purpose: The aim of this study is to model a citizenship education curriculum for students with special needs for digital citizenship education.Method: The qualitative methodology of the grounded theory approach has been used. The statistical population is experts and specialists in special curriculum ...
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Purpose: The aim of this study is to model a citizenship education curriculum for students with special needs for digital citizenship education.Method: The qualitative methodology of the grounded theory approach has been used. The statistical population is experts and specialists in special curriculum planning and experts of exceptional organizations. Sampling was performed using the non-probabilistic judgmental (targeted) method. Interviews were conducted with research samples. To sample, the snowball method was used and the interview was conducted in a semi-structured manner with open and general questions for up to 15 people to saturate the data, but for more assurance, up to 24 people were interviewed. Finally, the factors were identified using the foundation data technique using Atlas ti software. An in-depth interview was used as the main data collection tool at this stage.Findings: Based on the obtained results, a total of 106 concepts and 21 categories or open-source codes were identified and extracted. The 21 identified categories were divided into 6 main datasets of the foundation.Among the identified factors, the axial coding paradigm was performed and based on that, the linear relationship was determined between research categories including causal conditions, axial categories, contextual conditions, intervening conditions, strategies, and consequences.Conclusion: The results show the importance of the content of citizenship education and training methods. Regarding teaching and learning methods, the formation of informal groups and monitoring of the activities of groups, learning in practice, and student-centered and participatory teaching methods are emphasized.