|
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 |


