Hamza Shahab
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Research Interests
Hamza Shahab has a total of 8 co-authors. Here are the top co-authors by number of shared publications:
- Ezlika M. Ghazali
Universiti Malaya
2 shared publications - Mozard Mohtar
Department of Management & Marketing, Faculty of Business and Economics, University of Malaya
2 shared publications - Andrea Geipel
VRlab of Deutsches Museum, Munich, Germany
1 shared publication Baskara Mahadev
1 shared publicationJayalakshmy Ramachandran
1 shared publication- Philipp A. Rauschnabel
College of Business, Universität der Bundeswehr München, Neubiberg, Germany
1 shared publication
Latest Publications
- Open Access
- 1 September 2026
- Published by Elsevier in Strategic Business Research
- Vol. 2 (1)
Drivers of InsurTech’s reuse and word of mouth intentions: A combined PLS-SEM and fsQCA approach
- 1 September 2026
- Published by Elsevier in Strategic Business Research
- Vol. 2 (1)
Open AccessDrivers of InsurTech’s reuse and word of mouth intentions: A combined PLS-SEM and fsQCA approach
- Top Cited Papers
- 1 September 2022
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- Vol. 39 (18) , 3586-3603
Virtual Reality in Museums: Does It Promote Visitor Enjoyment and Learning?
Museums have shown keen interest in providing XR experiences, in particular, augmented reality (AR) and virtual reality (VR), as part of their exhibitions. However, little is known about how visitors feel about such experiences and how exposure to them affects visitor interest in topics. In this study, the authors conducted a pre/post-usage survey among visitors at a museum with VR installation. Four research models were compared to determine the most suitable model for studying gratifications. Our results showed that visitors expect to be entertained, yet they are less entertained than expected. VR provides positive learning effects, and scholars can rely on post-usage measures to assess the experience.
- 1 September 2022
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- Vol. 39 (18) , 3586-3603
Top Cited PapersVirtual Reality in Museums: Does It Promote Visitor Enjoyment and Learning?
Museums have shown keen interest in providing XR experiences, in particular, augmented reality (AR) and virtual reality (VR), as part of their exhibitions. However, little is known about how visitors feel about such experiences and how exposure to them affects visitor interest in topics. In this study, the authors conducted a pre/post-usage survey among visitors at a museum with VR installation. Four research models were compared to determine the most suitable model for studying gratifications. Our results showed that visitors expect to be entertained, yet they are less entertained than expected. VR provides positive learning effects, and scholars can rely on post-usage measures to assess the experience.
- 31 March 2022
- Published by Academy of Taiwan Information Systems Research in Contemporary Management Research
- Vol. 18 (1) , 1-33
A Systematic Literature Review and Future Research Agenda for the Gratification Discrepancies Approach
Uses and gratifications theory helps in studying the underlying needs for using media that lead to positive behavioral intention and satisfaction. One of its approaches is gratification discrepancies (i.e., the difference between gratifications obtained and gratifications sought [GO-GS]) helps to explore the gratifications of using media and the results obtained after using media. The GO-GS approach provides an opportunity to collect the data two times, both before and after the usage of media. Several researchers have suggested this approach as a suitable method for investigating attitudinal change, beliefs, satisfaction, and behavioral intentions. Despite the importance of the GO-GS approach, there is a lack of systematic literature review to summarize the developments in academic literature related to GO-GS. Therefore, this review addresses this gap by assessing the articles using the GO-GS approach published from 1979–2020. A research string was developed using Boolean operators to search the literature. A total of 4,184 articles were considered for the initial screening, but only 23 articles met the inclusion criteria. These articles were critically analyzed, and seven main realms are proposed, grounded in developments in the literature, such as research context, regions of research, media, gratifications, consumer behavior, other theories or models, and different conceptualizations to study gratification discrepancies.
- 31 March 2022
- Published by Academy of Taiwan Information Systems Research in Contemporary Management Research
- Vol. 18 (1) , 1-33
A Systematic Literature Review and Future Research Agenda for the Gratification Discrepancies Approach
Uses and gratifications theory helps in studying the underlying needs for using media that lead to positive behavioral intention and satisfaction. One of its approaches is gratification discrepancies (i.e., the difference between gratifications obtained and gratifications sought [GO-GS]) helps to explore the gratifications of using media and the results obtained after using media. The GO-GS approach provides an opportunity to collect the data two times, both before and after the usage of media. Several researchers have suggested this approach as a suitable method for investigating attitudinal change, beliefs, satisfaction, and behavioral intentions. Despite the importance of the GO-GS approach, there is a lack of systematic literature review to summarize the developments in academic literature related to GO-GS. Therefore, this review addresses this gap by assessing the articles using the GO-GS approach published from 1979–2020. A research string was developed using Boolean operators to search the literature. A total of 4,184 articles were considered for the initial screening, but only 23 articles met the inclusion criteria. These articles were critically analyzed, and seven main realms are proposed, grounded in developments in the literature, such as research context, regions of research, media, gratifications, consumer behavior, other theories or models, and different conceptualizations to study gratification discrepancies.