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emergence. See emerge |
group-generalized exchange (GEX),, 52–53 |
network-generalized exchange (NEX),, 52–53 |
expected utility, 50 |
familiarity with communicating with others through the Internet, 81, 84–89, 94–95 |
forms of communication |
one-to-many communication, 24–26 |
forms of exchange |
restricted (or balanced) exchange, 48 |
Greenhouse–Geisser’s adjusted degrees of freedom, 89 |
group size, 47, 54–55, 61–63, 68, 71, 76–77, 85–89, 91–94, 99–100, 106 |
information technology, 1 |
interaction in online environment |
human-human interaction, 14 |
human-machine interaction, 14 |
human-message interaction, 14 |
interactivity as a process, 18 |
interactivity as a product, 18 |
machine interactivity, 25–26 |
mechanical approach, 15 |
perceived interactivity, 16 |
person interactivity, 26 |
Type I interactivity, 21–22 |
Type II interactivity, 21–22 |
invisible hand, 42 |
knowledge |
objective knowledge, 81 |
prior experience, 81 |
subjective knowledge, 81 |
longitudinal stability, 98 |
Mauchly’s test statistic W, 89 |
market influencers |
market maven, 39 |