Chatbot-based services in online travel agency (OTA) are rapidly spreading in order to respond more agilely to consumers' needs based on the digitalization of the travel industry. Although AI chatbots use anthropomorphism to provide social experiences on behalf of humans, research results on its effects are mixed. Therefore, based on construal level theory, this study suggests the degree of anthropomorphism (low vs. high) of chatbots prime mental representations of different construal levels (low vs. high) and the fit between anthropomorphism and communication context (communication types and conversation types) has a positive effect on use behavior. This research method consisted of sentimental analysis for exploring use behavior of AI chatbots and two experimental studies (study 1 and study 2) to examine the hypotheses. The results of this study expand construal level theory and avatar research to provide an understanding of the anthropomorphism of AI chatbots.
Even though Mod is a cutting-edge business model that benefits a variety of multi-sided market participants, empirical research on Mod, the value co-creation activity of game users and game developers, is hard to come by. This study intends to look into how the combination of the Mod and the IP from the prior game affects user engagement. An experiment was carried out with Korean university students to examine the hypotheses. User engagement was found to increase with the use of the Mod and the IP from the previous games. On the other side, it was discovered that the impact of mod games on user engagement did not differ significantly from non-mod games when the previous game's IP was absent. The study's findings help establish the framework for afterwards empirical research by showing the effect of mod on user engagement.
Digital humans integrating anthropomorphism into the performance and problem-solving features of AI offer innovative sources of insights and value that promotes a product, service, or brand. The purpose of this study is to investigate the effects of a digital human’s aura and anthropomorphism on perceived interactivity, attitude toward a brand, attitude toward a digital human, electronic word of mouth (eWOM) intention, and purchase intention. An entrenched digital human’s aura and anthropomorphism increase perceived interactivity, attitude toward a brand, attitude toward a digital human, eWOM intention, and purchase intention. This study contributes to the literature by clarifying the concept of the digital human’s aura and anthropomorphism and the relationships between perceived interactivity, attitude toward a brand, attitude toward a digital human, eWOM intention, and purchase intention.