JTAER, Vol. 19, Pages 507-525: Public Perception of Online P2P Lending Applications

JTAER, Vol. 19, Pages 507-525: Public Perception of Online P2P Lending Applications

Journal of Theoretical and Applied Electronic Commerce Research doi: 10.3390/jtaer19010027

Authors: Sahiba Khan Ranjit Singh H. Kent Baker Gomtesh Jain

This study examines significant topics and customer sentiments conveyed in reviews of P2P lending applications (apps) in India by employing topic modeling and sentiment analysis. The apps considered are LenDenClub, Faircent, i2ifunding, India Money Mart, and Lendbox. Using Latent Dirichlet Allocation, we identified and labeled 11 topics: application, document, default, login, reject, service, CIBIL, OTP, returns, interface, and withdrawal. The sentiment analysis tool VADER revealed that most users have positive attitudes toward these apps. We also compared the five apps overall and on specific topics. Overall, LenDenClub had the highest proportion of positive reviews. We also compared the prediction abilities of six machine-learning models. Logistic Regression demonstrates high accuracy with all three feature extraction techniques: bag of words, term frequency-inverse document frequency, and hashing. The study assists borrowers and lenders in choosing the most appropriate application and supports P2P lending platforms in recognizing their strengths and weaknesses.

JTAER, Vol. 19, Pages 486-506: Emerging Trends in Play-to-Earn (P2E) Games

JTAER, Vol. 19, Pages 486-506: Emerging Trends in Play-to-Earn (P2E) Games

Journal of Theoretical and Applied Electronic Commerce Research doi: 10.3390/jtaer19010026

Authors: Andreea Raluca Duguleană Cristina Roxana Tănăsescu Mihai Duguleană

This research aims to establish the primary drivers influencing the development and consumers’ decision-making process in web3 games—decentralized games that function according to the play-to-earn paradigm. We observe several types of micro-economies developed within five play-to-earn games and highlight four roles consumers play at any given time. Our study offers a different perspective on rational consumer behaviour in cryptocurrency-based games and paves the way to better understanding their dynamics and evolution. Results shed light on the construction of in-game economies and how individuals of a given type engage in different playing activities. Furthermore, we compare the key features of web3 games with those similar to classic online games and assess if the play-and-earn implementations represent an evolution from previous revenue models. Using our proposed methodology, researchers can compare and classify any P2E games. We conclude by establishing a set of actions that enable consumers to benefit from this new phenomenon.

JTAER, Vol. 19, Pages 467-485: Authorized and Unauthorized Consumption of SVOD Content: Modeling Determinants of Demand and Measuring Effects of Enforcing Access Control

JTAER, Vol. 19, Pages 467-485: Authorized and Unauthorized Consumption of SVOD Content: Modeling Determinants of Demand and Measuring Effects of Enforcing Access Control

Journal of Theoretical and Applied Electronic Commerce Research doi: 10.3390/jtaer19010025

Authors: Ignacio Redondo Diana Serrano

Consumers are attracted by the increasing number of available SVOD platforms, but it would be too expensive to pay the subscription fees for all of them. To reduce costs, consumers can combine the use of proprietary subscriptions, non-proprietary subscriptions, and illegal streaming sites. In turn, platforms could enforce access control, a decision that might produce the desired reduction in non-proprietary subscriptions but also an undesired reduction in proprietary subscriptions. The effects of this decision and the determinants of SVOD content demand remain largely unexplored. We propose a baseline model where the SVOD content demand is driven by variety seeking, household financial situation, ethical evaluation, and social norms, as well as a change model where the subscription variation is driven by users’ trait reactance and perceived fairness of the decision. We conducted a survey on the current ways SVOD content is consumed and responses to a hypothetical access control enforcement, with four randomized versions of the authentication mode. Results confirmed many of the proposed determinants and showed a noteworthy reduction in proprietary subscriptions due to the control enforcement but no effect due to the authentication modes. All these findings may help improve future models of SVOD content consumption and better address the difficult challenge of converting unauthorized users into authorized ones.

JTAER, Vol. 19, Pages 448-466: The Impact of Recommendation System on User Satisfaction: A Moderated Mediation Approach

JTAER, Vol. 19, Pages 448-466: The Impact of Recommendation System on User Satisfaction: A Moderated Mediation Approach

Journal of Theoretical and Applied Electronic Commerce Research doi: 10.3390/jtaer19010024

Authors: Xinyue He Qi Liu Sunho Jung

A recommendation system serves as a key factor for improving e-commerce users’ satisfaction by providing them with more accurate and diverse suggestions. A significant body of research has examined the accuracy and diversity of a variety of recommendation systems. However, little is known about the psychological mechanisms through which the recommendation system influences the user satisfaction. Thus, the purpose of this study is to contribute to this gap by examining the mediating and moderating processes underlying this relationship. Drawing from the traditional task-technology fit literature, the study developed a moderated mediation model, simultaneously considering the roles of a user’s feeling state and shopping goal. We adopted a scenario-based experimental approach to test three hypotheses contained in the model. The results showed that there is an interaction effect between shopping goals and types of recommendation (diversity and accuracy) on user satisfaction. Specifically, when a user’s shopping goal aligns with recommendation results in terms of accuracy and diversity, the user satisfaction is enhanced. Furthermore, this study evaluated the mediating role of feeling right and psychological reactance for a better understanding of this interactive relationship. We tested the moderated mediation effect of feeling right and the psychological reactance moderated by the user shopping goal. For goal-directed users, accurate recommendations trigger the activation of feeling right, consequently increasing the user satisfaction. Conversely, when exploratory users face accurate recommendations, they activate psychological reactance, which leads to a reduction in user satisfaction. Finally, we discuss the implications for the study of recommendation systems, and for how marketers/online retailers can implement them to improve online customers’ shopping experience.