Purpose: This empirical research aims to provide organisations with useful information on how teleworking has affected employee commuting, allowing organisations to adapt working conditions to the new social context. This research sets out to provide evidence on the behaviour of teleworkers in terms of the mode of transport chosen when commuting to work physically.Design/methodology/approach: This research is based on a survey conducted in Madrid based on a theoretical approach grounded in the theory of planned behaviour (TPB) and discrete choice models. Exploratory factor analysis (EFA) and discriminant analysis have been used to determine the variables that influence the mode of transport chosen by teleworkers when commuting in person.Findings: The results indicate the prevalence of private car use by teleworkers when working at the office, finding that attitudes and satisfaction with modes of transport significantly influence their choice. The characteristics and frequency of teleworking, however, are not significant, which indicates that teleworkers attach greater importance to their preferred mode of transport, regardless of the disadvantages.Originality/value: This research provides empirical evidence using an inductive approach to understand the challenges that organisations are facing with regard to teleworking since commuting behaviour has changed for teleworkers. This requires organisations to give significant reconsideration to the issue of commuting as an important component of working time that could condition employee satisfaction and, therefore, the retention or recruitment of talent. Furthermore, residence and mobility changes afford organisations better access for recruitment, notwithstanding urban planning implications.
7 February 2025 in European Journal of Innovation Management
Purpose: This study investigates Generation Z’s perceptions of entrepreneurial innovation through the Metaverse, including user perceptions of privacy and trust, and their impact on the acceptance of Metaverse technology. Design/methodology/approach: Using a quantitative approach to examine relationships between the targeted factors, this study employs a structural equation modeling (SEM) based on the technology acceptance model extended with the variables related to privacy, trust and product innovation. The data were collected through a survey distributed to a representative sample of Gen Z individuals. Findings: The results reveal that user perception of trust and product innovation positively influences attitudes toward using the Metaverse and the behavioral intention to use it. However, while privacy risk is found to significantly influence trust, it does not affect user attitudes or intention to use the Metaverse. Practical implications: The results of this study provide useful insights for enterprises, raising considerations to maximize the innovative potential of the Metaverse in the current business ecosystem. The understanding of Gen Z’s perceptions can help enterprises to better adapt their innovation management practices so as to effectively engage this demographic, ensuring the successful adoption of Metaverse technologies. Originality/value: This study is among the first empirical investigations on the impact of Gen Z on innovation management through the Metaverse, which is an emerging and increasingly important area.
Objective: The subject matter of this study focuses on the comparison of user behaviour in the real world and the virtual world, with special emphasis on the phenomenon of user identity dissociation. This dissociation refers to the ability of individuals to separate or distort their real identity when interacting in digital environments. Methodology: The methodology will consist of a systematic literature review, collecting and analysing relevant previous studies to extract patterns and conclusions about user behaviour and identity dissociation in virtual environments. Results: User behaviour in virtual environments shares patterns with the real world but differs in the frequency and combination of responses. Identity dissociation in virtual spaces, driven by anonymity and lack of nonverbal cues, can lead to antisocial behaviours and impulsive decision-making. This negatively impacts platforms by reducing user satisfaction and damaging their credibility. Limitations: The study’s limitations include a small document sample, a short research timeframe and the potential exclusion of relevant documents due to the selected databases, indicating a need for further research. Practical implications: This study provides technology professionals, especially in virtual realities and the metaverse, with insights to improve company outcomes, marketing and communication strategies by enhancing platform design, regulatory policies and audience engagement. Specifically, integrating adaptive feedback systems and immersive storytelling can enhance user satisfaction and brand loyalty.