In a rapidly evolving digital economy, cyberpreneurship has emerged as a pivotal force driving innovation and economic growth. The study applies the Theory of Planned Behaviour in predicting entrepreneurial intention in the context of Malaysia, where the government has actively championed digital entrepreneurship. Drawing from a sample of 473 final-year university students in the Klang Valley region of Malaysia, the study investigates the impact of Individual Entrepreneurial Orientation (IEO) dimensions, namely innovativeness, risk-taking, and proactiveness, on the intention to engage in cyberpreneurship within the context of Digital Free Trade Zones (DFTZ). The study further examines the moderation effect of psychological characteristics incorporating visionary thinking, self-efficacy, opportunism, and creativity to provide a comprehensive understanding of the factors influencing cyberpreneurial intentions. With the moderating variable, the paper presents a comprehensive model to investigate the IEO and psychological characteristics contributing to cyberpreneurship intentions and its impact on engagement in DFTZ. An empirical examination of data and hypotheses found that risk-taking (RISK) and proactiveness (PRO) are significantly related to cyberpreneurial intention. Psychological characteristics significantly proved its moderating role in its interaction with innovatiness (INNO), risk-taking (RISK), and proactivness (PRO) in influencing cyberpreneurial intentions (CYBER_PI). Innovativeness (INNO) without the influence of the moderating variable is not significantly related to cyberpreneurial intentions. Engagement with the Digital Free Trade Zone (DFTZ) through the mediating role of cyberpreneurial intentions (CYBER_PI), the innovativeness (INNO) did not succeed. On the other hand, risk-taking (RISK) and proactiveness (PRO) are found to be significant. The paper contributes to the landscape of e-commerce and digital trade literature by advancing our understanding of the factors driving individuals’ intentions to participate in cyberpreneurship and engage in DFTZ. The findings of this study provide valuable insights for policymakers, educators, and entrepreneurs alike.
The rapid advancement of financial technology (Fintech) has revolutionized the way financial transactions are conducted, with E-payment services becoming increasingly integral to daily commerce. This paper examines consumer perceptions and attitudes towards E-payment services offered by Fintech companies, identifying key factors that influence their acceptance and usage. Employing a quantitative approach, the research integrates quantitative data from surveys and applied SEM (Structural Equation Modelling) through AMOS. Out of 450, 420 respondents have given their views on perceptual preferences and attitudes with the help of SPSS. KMO and Bartlett’s Test are executed to understand and to check the factors for implementing factor analysis further through extractions. Anticipated findings are expected to reveal a spectrum of consumer attitudes shaped by factors such as trust, security, convenience, and technological familiarity. It contributes to the existing literature by providing updated insights into consumer behaviour in the Fintech sector and suggesting actionable strategies for service providers to enhance user engagement and satisfaction. It holds the potential to inform both theoretical frameworks in technology acceptance and practical marketing strategies for Fintech companies aiming to optimize E-payment services for diverse consumer bases.
This study employs a virtual reality (VR) game to examine the role of VR gaming in learning Saudi cultural heritage. By creating 3D (Three-dimensional) virtual heritage buildings, the game immerses players in cultural scenes, fostering a lasting appreciation for art history. Objectives include making heritage information dissemination engaging, blending learning and entertainment in a 3D environment, designing a gamified setting for active learning, and igniting interest in culture, tradition, architecture, and art history. This paper further highlights the significance of serious gaming in promoting the Saudi cultural heritage among the younger generation. The research involved immersing 59 participants into a heritage building environment using a VR game and then probing their experience of the environment through a questionnaire. Results indicate positive participant experiences, increased interest in Saudi cultural heritage and appreciation for VR technology. The study demonstrates the potential of VR games to make heritage accessible and enjoyable for the younger generation, motivating further exploration and learning. Valuable resources are provided for individuals and researchers interested in using VR gaming for cultural heritage engagement.
This study thoroughly examined the use of different machine learning models to predict financial distress in Indonesian companies by utilizing the Financial Ratio dataset collected from the Indonesia Stock Exchange (IDX), which includes financial indicators from various companies across multiple industries spanning a decade. By partitioning the data into training and test sets and utilizing SMOTE and RUS approaches, the issue of class imbalances was effectively managed, guaranteeing the dependability and impartiality of the model’s training and assessment. Creating first models was crucial in establishing a benchmark for performance measurements. Various models, including Decision Trees, XGBoost, Random Forest, LSTM, and Support Vector Machine (SVM) were assessed. The ensemble models, including XGBoost and Random Forest, showed better performance when combined with SMOTE. The findings of this research validate the efficacy of ensemble methods in forecasting financial distress. Specifically, the XGBClassifier and Random Forest Classifier demonstrate dependable and resilient performance. The feature importance analysis revealed the significance of financial indicators. Interest_coverage and operating_margin, for instance, were crucial for the predictive capabilities of the models. Both companies and regulators can utilize the findings of this investigation. To forecast financial distress, the XGB classifier and the Random Forest classifier could be employed. In addition, it is important for them to take into account the interest coverage ratio and operating margin ratio, as these finansial ratios play a critical role in assessing their performance. The findings of this research confirm the effectiveness of ensemble methods in financial distress prediction. The XGBClassifier and RandomForestClassifier demonstrate reliable and robust performance. Feature importance analysis highlights the significance of financial indicators, such as interest coverage ratio and operating margin ratio, which are crucial to the predictive ability of the models. These findings can be utilized by companies and regulators to predict financial distress.
Over the past decade, the integration of technology, particularly gamification, has initiated a substantial transformation within the field of education. However, educators frequently confront the challenge of identifying suitable competitive game-based learning platforms amidst the growing emphasis on cultivating creativity within the classroom and effectively integrating technology into pedagogical practices. The current study examines students and faculty continuous intention to use gamification in higher education. The data was collected through an online survey with a sample size of 763 Pakistani respondents from various universities around Pakistan. The structural equation modeling was used to analyze the data and to investigate how continuous intention to use gamification is influenced by, extended TAM model with inclusion of variables such as task technology fit, social influence, social recognition and hedonic motivation. The results have shown that task technology has no significant influence on perceived usefulness (PU) where as it has a significant influence on perceived ease of use (PEOU). Social influence (SI) indicates no significant influence on perceived ease of use. Social recognition (SR) indicates positive influence on perceived usefulness, perceived ease of use, and continuous intention. The dimensional analysis indicated that perceived ease of use has insignificant influence on perceived usefulness. Both PEOU and PU exhibit positive influence on attitude. Hedonic motivation (HM) and attitude were observed to have a positive influence on continuous intention (CI). Moreover, gamification is found to efficiently and effectively achieve meaningful goals by tapping intrinsic motivation of the users through engaging them in playful experiences.
This article aims to analyze the role of the Medan City Religious Harmony Forum (FKUB) in shaping harmony in digital literacy-based virtual communities. FKUB has a central role as an institution that ensures that the aspirations and interests of religious communities can be accommodated effectively. In addition to making real improvements, FKUB also initiated its moderating role through the digital realm. This research adopts a qualitative method using a phenomenological approach. Primary data was obtained through interactions with key informants, while secondary data sources involved articles, books, reportage related to the context of the research theme. Data collection was conducted through interview, observation, and documentation techniques. Data analysis used the Miles and Huberman analysis model with the steps of data coding, data presentation, and conclusion drawing. The results showed that FKUB initiated digital literacy-based religious moderation through two development communication models. The first model is a linear model where FKUB acts as a community educator. The second model is a participatory model that is usually uploaded on Instagram, FaceBook and Youtube social media. This model allows the community to comment and have two-way communication with the FKUB. Both models are oriented towards creating collective intelligence as an indicator of building virtual harmony. Through digital literacy-based development communication, FKUB can be a mediator in meeting the Sustainable Development Goals (SDG’s), namely: Peace, justice and strong institutions, as well as promoting equality and reducing inequality.
Copyright © by EnPress Publisher. All rights reserved.