4.7 Article

Creatability, achievability, and immersibility: New game design elements that increase online game usage

Related references

Note: Only part of the references are listed.
Article Information Science & Library Science

The ethics of ChatGPT - Exploring the ethical issues of an emerging technology

Bernd Carsten Stahl et al.

Summary: This article explores the ethical issues raised by generative conversational AI systems, specifically ChatGPT. The analysis finds that while ChatGPT could provide significant societal and ethical benefits, it also raises concerns related to social justice, individual autonomy, cultural identity, and environmental issues. The findings align with emerging research and industry priorities on the ethics of generative AI.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2024)

Article Information Science & Library Science

Exploring the pivotal role of community engagement on tourists' behaviors in social media: A cross-national study

Khaldoon Nusair et al.

Summary: This study proposes a new framework that explains the antecedents and consequences of individual-level community engagement in social media networks (SMNs), and validates it from a cross-national perspective. The findings suggest that perceived anonymity triggers tourist community engagement, which enhances brand relationship quality and decision-making. Additionally, the study identifies differences between American and Chinese tourists in these relationships.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2024)

Article Information Science & Library Science

Identification of Causal Mechanisms from Randomized Experiments: A Framework for Endogenous Mediation Analysis

Jing Peng

Summary: This study presents a flexible endogenous mediation analysis framework in experimental research in business disciplines, which allows for understanding the mechanisms underlying treatment effects. The researchers discuss the identification conditions for different types of endogenous mediators and show that endogenous mediation models can be identified without an instrumental variable when the mediator's generating process is nonlinear. The study also offers guidelines on when and how to use endogenous mediation analysis and discusses implications for experimental design and empirical research.

INFORMATION SYSTEMS RESEARCH (2023)

Article Information Science & Library Science

Understanding sustained participation in crowdsourcing platforms: the role of autonomy, temporal value, and hedonic value

Wei Wu et al.

Summary: This study examines the impact of job autonomy on crowdworkers' sustained participation intention by surveying 212 crowdworkers from a leading crowdsourcing platform in China. The findings suggest that different dimensions of job autonomy have differential effects on temporal value and hedonic value, which in turn influence crowdworkers' sustained participation intention.

INFORMATION TECHNOLOGY & PEOPLE (2023)

Article Computer Science, Cybernetics

Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions

Selen Turkay et al.

Summary: This interview study of 11 participants explored the effects of the COVID-19 pandemic on individuals' videogame behaviors. The findings suggest that playing videogames served as a compensatory response to pandemic-related stress, providing social connection and temporarily distracting individuals. Many participants returned to their regular gaming behaviors as the pandemic situation improved.

BEHAVIOUR & INFORMATION TECHNOLOGY (2023)

Article Psychology, Multidisciplinary

How to provide competitors in educational gamification: The roles of competitor level and autonomous choice

Yang Cao et al.

Summary: Competition, a common element in educational gamification systems, has varying effects on learning. This study examined the effects of competitor level and autonomous choice on learning, and found that lower competitor level led to more positive emotions, less negative emotions, and stronger competence need satisfaction. Additionally, autonomous choice was beneficial for emotions and competence need satisfaction when competing with high-level competitors. Overall, lower competitor level and autonomous choice contributed to stronger autonomy need satisfaction and motivation.

COMPUTERS IN HUMAN BEHAVIOR (2023)

Article Information Science & Library Science

Technology readiness and the organizational journey towards AI adoption: An empirical study

Victoria Uren et al.

Summary: Artificial Intelligence (AI) is considered to have significant potential, but its history of boom and bust cycles can make adopters cautious. A study with AI experts suggests that readiness in people, process, data, and technology is necessary for long-term success. The findings also highlight the importance of bridging technical and business functions in innovative organizations.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Review Information Science & Library Science

Re-examining post-acceptance model of information systems continuance: A revised theoretical model using MASEM approach

Anubhav Mishra et al.

Summary: This study extends the post-acceptance model of IS continuance and includes additional variables. The proposed model was tested using meta-analytic structural equation modeling, confirming the significance of all relationships in the original model. The findings show that factors like perceived ease of use, trust, and enjoyment have a positive impact on users' satisfaction and IS continuance. Post-consumption satisfaction also influences users' attitude towards technology and the continued usage.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Editorial Material Information Science & Library Science

Cross-sectional research: A critical perspective, use cases, and recommendations for IS research

Christian Maier et al.

Summary: This editorial reviews cross-sectional studies, discusses their strengths and limitations, and provides recommendations for the appropriate use of such data. The authors raise concerns about establishing causal relationships without temporal order in cross-sectional methods. They emphasize the importance of reporting research in detail, ensuring appropriate sampling, taking configurational perspectives, and integrating cross-sectional data into mixed-method designs.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Information Science & Library Science

An evaluation of the critical success factors impacting artificial intelligence implementation

Mohammad I. Merhi

Summary: This paper identifies and evaluates the critical factors that influence the successful implementation of AI systems. The study categorizes nineteen factors into organization, technology, process, and environment. The results indicate that technology is the most significant category, while ethics is the most crucial factor. The paper also discusses the implications of these findings for practice and research.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Computer Science, Information Systems

When carrots and sticks meet: A mixed-methods study on internet taxi drivers? job engagement in the IT-driven sharing economy

Tingting Hou et al.

Summary: This research investigates the motivation of Internet taxi employees and its relationship with job engagement. The qualitative study identifies three specific intrinsic motivators: stress reduction, self-efficacy, and job autonomy. The follow-up quantitative research reveals the significance of external regulations in determining intrinsic motivation and job engagement. The study emphasizes the role of intrinsic motivators and the importance of both monetary incentives and punishment.

INFORMATION & MANAGEMENT (2023)

Article Business

Lender retention of online prosocial lending: a self-determination perspective

Xi Zhang et al.

Summary: This study investigates the mechanism of lender retention in online prosocial lending from a self-determination perspective. The findings suggest that the lender's lending experience, such as the use of profit language in loan narratives and past participation failure, negatively affect lender retention. On the other hand, the lender's social connections, such as having friends or being part of a small lending team, positively influence lender retention. The study contributes to the literature on online philanthropy, self-determination theory, and user retention on online platforms.

INTERNET RESEARCH (2023)

Article Information Science & Library Science

Customers? acceptance of artificially intelligent service robots: The influence of trust and culture

Oscar Hengxuan Chi et al.

Summary: This study fills two critical research gaps in human-robot interaction (HRI): the lack of systematic research on the role of trust in customers' acceptance of AI robots, and the lack of understanding of robot acceptance across different cultural backgrounds. Using the AIDUA framework, the study develops a theoretical model to examine the impacts of trust and moderating effects of national and individual culture on customers' intentions to use AI robots in hospitality services. The model is tested on data collected from 491 U.S. and 495 Chinese respondents. The findings show that trust in interaction with AI robots significantly influences the intention of use, and cultural factors (uncertainty avoidance, long-term orientation, and power distance) moderate this relationship. This study extends the theoretical frameworks in HRI and provides guidance for promoting AI robot applications in different cultural contexts.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Information Science & Library Science

The effect of fear and situational motivation on online information avoidance: The case of COVID-19

Tahmina Sultana et al.

Summary: During the COVID-19 pandemic, numerous online sources for information and news dissemination have emerged. This study explores the impact of an individual's fear and situational motivation on Online Information Avoidance. The findings suggest that fear, intrinsic motivation, and external regulation are drivers of Online Information Avoidance, with intrinsic motivation being the most significant driver.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Information Science & Library Science

A conceptual model of feedback mechanisms in adjusted affordances-Insights from usage of a mental mobile health application

Christian Meske et al.

Summary: This article proposes a conceptual model of feedback mechanisms to study and understand the adjustment of affordances in the use of a system. The model integrates affordance theory and mental model theory, and explores how affordance perceptions are adjusted over time. The empirical case study on a mental health mobile app in Germany demonstrates that users' perceptions of affordances change and lead to updates in their mental models.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Information Science & Library Science

The Influence of Media Capabilities on Knowledge Contribution in Online Communities

Gen-Yih Liao et al.

Summary: Online communities are prevalent in both work and personal settings. Communication in these communities is similar to that of work and nonwork teams. We developed a theoretical model that examines how different communication capabilities influence user commitment, individual growth, and knowledge contribution in online communities. Our results show that direct user-to-user interaction has a stronger influence on knowledge contribution than knowledge repositories.

INFORMATION SYSTEMS RESEARCH (2023)

Editorial Material Information Science & Library Science

Immersive time (ImT): Conceptualizing time spent in the metaverse

Emmanuel Mogaji et al.

Summary: With increasing investments in the metaverse, the hardware and software required are becoming more powerful and affordable, and tech companies have high expectations for this market. In addition, consumer brands are staking their claim in the digital realm as consumers look for experiences beyond the real world. Engagement on this platform is crucial for all stakeholders.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Information Science & Library Science

?So what if ChatGPT wrote it?? Multidisciplinary perspectives on opportunities, challenges and implications of generative conversational AI for research, practice and policy

Yogesh K. Dwivedi et al.

Summary: This article brings together contributions from 43 experts to discuss the advantages and limitations of ChatGPT, as well as its potential impacts in various industries. The article identifies areas for further research, including knowledge, transparency, and ethics; digital transformation of organizations and societies; and teaching, learning, and scholarly research.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Information Science & Library Science

Exploring the factors, affordances and constraints outlining the implementation of Artificial Intelligence in public sector organizations

Giulia Maragno et al.

Summary: Artificial Intelligence (AI) holds great potential for improving internal activities and public service delivery in the public sector. However, the successful implementation of AI depends on understanding the unique factors that influence its use. This study combines the Technology-Organization-Environment (TOE) framework and the Technology Affordances and Constraints Theory (TACT) to develop a conceptual framework that explores how contextual factors and AI-related factors influence AI implementation.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Information Science & Library Science

Following too much on Facebook brand page: A concept of brand overload and its validation

Xiaolin Lin et al.

Summary: As consumers increasingly engage in online brand communities, the demand for brand-related activities also increases. To understand this phenomenon, the researchers conceptualized it as brand overload and examined its antecedents and consequences. Results from surveys of 409 American consumers showed that consumer-generated content and social interaction quality were primary drivers of information and social overload, which in turn led to brand disloyalty. A qualitative study further supported the proposed research model. The study provides insights for companies on how to strategically and efficiently use online brand communities to avoid negative impacts.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Information Science & Library Science

The dualistic view of challenge-hindrance technostress in accounting information systems: Technological antecedents and coping responses

Zhangyao Zhu et al.

Summary: Due to the pervasive use of accounting information systems (AIS), financial workers are experiencing increased levels of technostress. This study investigates the relationship between AIS characteristics, technostress appraisals, coping responses, and job burnout. The results show that certain AIS characteristics are associated with technostress appraisals, which in turn influence job burnout through coping responses. The findings have theoretical and practical implications for understanding and managing technostress in the workplace.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Information Science & Library Science

What is novel about the Metaverse?

Shahper Richter et al.

Summary: The Metaverse is not a radical departure, but rather an incremental evolution influenced by previous virtual worlds such as Second Life. By studying these earlier platforms, a framework has been proposed to differentiate the Metaverse from previous virtual worlds based on user experience. Comparing the Metaverse to Second Life demonstrates the value of this framework and deepens the current discourse on virtual worlds. The framework also sheds light on the potential impact of the Metaverse and helps identify lessons learned for its further development.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Information Science & Library Science

Exploring the impact of online social participation on loneliness in older adults: Evidence from The Canadian Longitudinal Study on Aging

Soheil Goodarzi et al.

Summary: As individuals age, their mental and physical health can deteriorate, affecting their well-being. Previous research only focused on specific social activities or did not differentiate between different forms of social participation among older adults. In contrast, our study proposes that older adults optimize various forms of social participation to improve their well-being. By analyzing data from the Canadian Longitudinal Study on Aging, we found that online social participation has a U-shaped effect on loneliness, while personal-oriented offline social participation mitigates this effect. Our findings have implications for the design of comprehensive aging support programs and the use of information and communication technology to promote mental well-being in older adults.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2023)

Article Psychology, Multidisciplinary

Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction

Felix Reer et al.

Summary: This laboratory experiment, based on self-determination theory, investigates the impact of virtual reality (VR) technology on the gaming experience. The findings suggest that playing the VR version of a game offers a more naturally mapped experience, leading to higher levels of enjoyment compared to playing the non-VR version.

COMPUTERS IN HUMAN BEHAVIOR (2022)

Article Information Science & Library Science

How does media richness foster online gamer loyalty?

Fan-Chen Tseng et al.

Summary: By examining how aspects of media richness impact gamers' perceptions of presence, interactivity, and swift guanxi, this study reveals that certain aspects effectively enhance these perceptions, subsequently strengthening gamer loyalty. The findings highlight the importance of specific aspects of media richness in fostering gamer loyalty.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2022)

Article Computer Science, Interdisciplinary Applications

What motivates employees to use social media at work? A perspective of self-determination theory

Shaobo Wei et al.

Summary: This study examines the relationship between psychological needs and employee social media use, particularly in work- and social-related contexts. By moderating the relationship between different needs, employees exhibit varying patterns of social media use in different social media environments. The findings provide empirical support for a deeper understanding of employee social media use.

INDUSTRIAL MANAGEMENT & DATA SYSTEMS (2022)

Article Business

Real-world demotivation as a predictor of continued video game playing: A study on escapism, anxiety and lack of intrinsic motivation

Gen-Yih Liao et al.

Summary: Past research has identified some positive impacts of game escapism, but has not explored what drives gamers to escape into games. This study fills this gap by examining how different types of real-world frustration drive game escapism and foster continued playing intention.

ELECTRONIC COMMERCE RESEARCH AND APPLICATIONS (2022)

Article Psychology, Multidisciplinary

Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic

Jessica Formosa et al.

Summary: This study utilizes Self Determination Theory and the Dualistic Model of Passion to explore the relationships between people's need satisfaction (and frustration), passion for video games, and wellbeing prior to and during the COVID-19 pandemic. Findings suggest that in-game need satisfaction can lead to either harmonious or obsessive passion for video games, while frustration of needs through important life domains is more likely to determine an obsessive passion. The study also highlights the significant differences in wellbeing outcomes seen prior to and during the COVID-19 pandemic, indicating that video game engagement may play an important role in improving players' vitality and lowering psychological distress during this time.

COMPUTERS IN HUMAN BEHAVIOR (2022)

Article Information Science & Library Science

How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances

Jiahong Xu et al.

Summary: This study examines the impact of gamification design on consumer citizenship behavior, finding that gamification affordances and psychological ownership influence consumer citizenship behavior. The results support most hypotheses, extending our understanding of the effects of perceived gamification affordances on consumer citizenship behavior and the mediating role of psychological ownership.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2022)

Article Information Science & Library Science

On the benefits of consumer IT in the workplace-An IT empowerment perspective

Iris Junglas et al.

Summary: Employees' increasing investment in consumer IT and related applications in the workplace has been linked to higher perceived performance and innovative work behaviors, suggesting a beneficial relationship between personal technology usage and job outcomes.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2022)

Article Cultural Studies

Last Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory

Martha Fernandez de Henestrosa et al.

Summary: Based on the Self-Determination Theory, this study investigated the relationship between personal values, psychological needs, well-being, and Battle Royale gaming. The findings suggest that the association between player value orientation and well-being is contingent on gaming experience and the need for relatedness. The study provides initial insights into the importance of player motives and their association with basic psychological needs in the context of Battle Royale gaming.

GAMES AND CULTURE (2022)

Article Information Science & Library Science

The effects of trust on behavioral intention and use behavior within e-government contexts

Apeksha Hooda et al.

Summary: In the context of e-government, trust plays a central role in determining users' intention to use and use behavior of systems, influenced by various factors, and indirectly affecting users' behavior through behavioral intention.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2022)

Review Information Science & Library Science

Gamification of cooperation: A framework, literature review and future research agenda

Marc Riar et al.

Summary: This study examines how gamification motivates cooperation and its effects in cooperative contexts. By theorizing a framework for gamifying cooperation, the research reviews existing literature and proposes future research agenda points for exploring gamifying cooperative activity.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2022)

Article Information Science & Library Science

Tailoring open government data portals for lay citizens: A gamification theory approach

Anthony Simonofski et al.

Summary: This study aims to tailor Open Government Data (OGD) portals for lay citizens using the gamification approach. Through interviews with experts and lay citizens, the requirements of lay citizens towards OGD portals were identified. Fifteen design propositions were implemented using gamification theory to meet these requirements. The evaluation with lay citizens revealed the perceived usefulness of the design propositions, with badges being the most useful design proposition for highlighting portal relevance. This study contributes to the development of OGD theory and provides practical insights for improving OGD portals.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2022)

Article Information Science & Library Science

The role of cybersecurity and policy awareness in shifting employee compliance attitudes: Building supply chain capabilities

Lai-Wan Wong et al.

Summary: This paper investigates the impact of general cybersecurity and cybersecurity policy awareness on the supply chain cyber resilience reactive capabilities of Small and Medium Enterprises (SMEs), emphasizing the importance of preventive measures and employee cyber hygiene.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2022)

Article Information Science & Library Science

Features of technology and its linkages with turnover intention and work exhaustion among IT professionals: A multi-study investigation

Gunjan Tomer et al.

Summary: This study explores the impact of technology on the work outcomes of IT professionals through two studies, and provides valuable insights for managing IT professionals.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2022)

Article Information Science & Library Science

How strategic, offensive, and defensive engagement impact gamers? need satisfaction, loyalty, and game usage

Ching- Teng et al.

Summary: This research aims to theorize competitive engagement in online games and build a theoretical model to explain how it satisfies gamer needs and increases game usage. The findings suggest that meeting gamer needs is positively related to loyalty and usage. These insights provide game makers with new perspectives and highlight the importance of motivating competitive engagement.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2022)

Article Information Science & Library Science

Drawing goals nearer: Using the goal-gradient perspective to increase online game usage

Ching- Teng et al.

Summary: Online games attract a large number of players, and game developers face a dilemma in setting achievable game goals to retain players. This study proposes two triggers, expectancy for character growth and gaming self-efficacy, which can motivate players to achieve game goals and sustain game usage.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2022)

Article Information Science & Library Science

Context is key: The joint roles of transformational and shared leadership and management innovation in predicting employee IT innovation adoption

Aldijana Bunjak et al.

Summary: This study found that shared leadership mediated the relationship between perceived transformational leadership and followers' IT innovation adoption at the individual level; organizational-level management innovation moderated the relationship between transformational leadership and IT innovation adoption, mediated by shared leadership.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2022)

Article Psychology, Multidisciplinary

Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience

Samuli Laato et al.

Summary: Playing augmented reality games like Pokémon GO feels meaningful to players due to the nostalgic feelings towards Pokémon increasing imagination of AR content in the real world. Surprisingly, using imagination was a stronger predictor of affection towards fictional Pokémon creatures than nostalgia. Community identification and social self-efficacy further enhance players' sense of meaningfulness in playing.

COMPUTERS IN HUMAN BEHAVIOR (2021)

Article Psychology, Multidisciplinary

Need satisfaction, passion, empathy and helping behaviour in videogame play

Daniel Johnson et al.

Summary: The study found that in-game helping behavior is mainly influenced by players' empathy, harmonious passion, as well as competence and relatedness.

COMPUTERS IN HUMAN BEHAVIOR (2021)

Review Information Science & Library Science

Continuance intention of online technologies: A systematic literature review

Min Yan et al.

Summary: This paper presents a Systematic Literature Review of Continuance Intention for online technologies, analyzing antecedents and consequences and outlining future research directions.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2021)

Article Information Science & Library Science

Making Digital Innovation Happen: A Chief Information Officer Issue Selling Perspective

Daniel Qi Chen et al.

Summary: This study examines how chief information officers (CIOs) could lead their organizations' digital innovation initiatives, proposing that the CIO's issue selling effectiveness directly influences the level of organizational digital innovation success. The study also highlights the importance of CIO's structural power in amplifying the impact of issue selling on digital innovation outcomes, and identifies four enabling forces of CIO issue selling effectiveness.

INFORMATION SYSTEMS RESEARCH (2021)

Article Information Science & Library Science

How can avatar's item customizability impact gamer loyalty?

Ching- Teng

Summary: This study found that players can enhance their identification with their avatars and subsequently increase their loyalty to games by customizing their avatars' items. In addition, the flow experience weakens the impact of appearance similarity on homophily.

TELEMATICS AND INFORMATICS (2021)

Article Information Science & Library Science

Attractiveness of game elements, presence, and enjoyment of mobile augmented reality games: The case of Pokemon Go

Yan Qin

Summary: This study investigates the attractiveness of various game elements of Pokemon Go and the associations among the attractiveness of game elements, players' need satisfaction, sense of presence, enjoyment, and length of gameplay. The research found that autonomy- and relatedness-supportive elements were associated with autonomy and relatedness need satisfaction, which in turn related to presence significantly. Satisfaction of autonomy and competence needs related to game enjoyment, which influenced gameplay length.

TELEMATICS AND INFORMATICS (2021)

Article Business

Online service or virtual community? Building platform loyalty in reward-based crowdfunding

Sunghan Ryu et al.

Summary: This study investigates how individual contributors' evaluation of service and community influences the formation of platform loyalty in reward-based crowdfunding. The results indicate that service satisfaction and a sense of belonging are positively associated with platform loyalty. Moreover, self-image congruence with the platform and campaign success also play a role in moderating this relationship.

INTERNET RESEARCH (2021)

Article Computer Science, Information Systems

Online social games: The effect of social comparison elements on continuance behaviour

Jose Esteves et al.

Summary: Social comparison features, such as leaderboards and achievement badges, play a significant role in enhancing player enjoyment and engagement, but increasing user enjoyment and retention remains a key challenge for the social game industry.

INFORMATION & MANAGEMENT (2021)

Article Computer Science, Artificial Intelligence

Exploring the effects of psychological ownership, gaming motivations, and primary/secondary control on online game addiction

Xunyi Wang et al.

Summary: This study examines the effects of psychological ownership, gaming motivation, and primary-secondary control on online game addiction (OGA). Findings show that motivations of achievement and escapism are positively associated with psychological ownership towards a virtual gaming environment, and there is an inverted-U relationship between psychological ownership and OGA. Additionally, individuals with high levels of primary control are more inclined to be addicted to online games.

DECISION SUPPORT SYSTEMS (2021)

Article Computer Science, Interdisciplinary Applications

Understanding how firm attributes affect voice in brand community

Yongqiang Sun et al.

Summary: This study explores the impact of firm attributes on continuous voice intention in brand virtual communities. The results show that intrinsic motivation positively influences voice intention, with brand identification's impact being fully mediated by community identification. Customer orientation has a positive effect on perceived openness, leading to positive effects on brand and community identification.

INDUSTRIAL MANAGEMENT & DATA SYSTEMS (2021)

Article Psychology, Multidisciplinary

Digital support for student engagement in blended learning based on self-determination theoryk

Thomas K. F. Chiu

Summary: In a blended learning environment, digital support is more effective than teacher support in engaging students by fulfilling their needs. Teacher support is closely related to student engagement, while the relationship between digital support and student engagement varies depending on factors such as offering multiple modalities and emotional designs.

COMPUTERS IN HUMAN BEHAVIOR (2021)

Article Information Science & Library Science

Who captures whom - Pokemon or tourists? A perspective of the Stimulus-Organism-Response model

Chun-Hua Hsiao et al.

Summary: This study examines the post-adoption behavior of Poke'mon Go players and its influential factors in the gaming and tourism industries. Findings show that social and media stimuli significantly impact players' internal gamified experience, affecting their visit intention and intention to continue playing the game. The study provides links between gamification and tourism literature and offers theoretical and managerial implications.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2021)

Article Information Science & Library Science

Continuance intention in gamified mobile applications: A study of behavioral inhibition and activation systems

Elif Tugba Aydinliyurt et al.

Summary: Reward responsiveness has the most significant impact on user satisfaction and continuance intention, while fun-seeking plays a crucial role in continuance intention, but is not significantly related to satisfaction. Individual satisfaction is significantly and negatively affected by BIS, but it has no impact on continuance intention.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2021)

Article Information Science & Library Science

For it is in giving that we receive: Investigating gamers' gifting behaviour in online games

Shavneet Sharma et al.

Summary: The study explores the factors impacting gamers' gifting behaviour in online games, drawing on theories such as Social Identity Theory, Social Exchange Theory, and Theory of Planned Behaviour. Findings suggest that gaming team identification and adherence to team norms are linked to commitment, while factors like gifting reciprocity, pleasure, and convenience affect perceived worth of gift-giving. Ultimately, gifting behavior in online games is influenced by intention, providing insights for game developers to enhance revenue through virtual in-game item sales.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2021)

Editorial Material Information Science & Library Science

Gamification in marketing

Gurinder Singh et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2021)

Article Information Science & Library Science

Game on! How gamified loyalty programs boost customer engagement value

Linda D. Hollebeek et al.

Summary: The study reviews gamified loyalty programs (GLPs), introduces the concept of GLP engagement (GLPE) and its major drivers, and discusses the associations with customer brand engagement value (CBEV). It also classifies members' GLP contributions and formulates Propositions for further research on GLPE.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2021)

Article Information Science & Library Science

'Go with the flow' for gamification and sustainability marketing

Lucas Whittaker et al.

Summary: This study examines the potential of gamification for sustainability marketing efforts, finding that gameful experiences can enhance user engagement and value perceptions in performing sustainable behaviors, thereby promoting continued use of gamified apps.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2021)

Article Information Science & Library Science

Convergence between the real and the augmented: Experiences and perceptions in location-based games

Samuli Laato et al.

Summary: Location-based augmented reality games have become massively popular in recent years, generating billions of dollars in revenue. Research found that only a small percentage of players regularly use or appreciate AR features utilizing the mobile device's camera, while more players preferred location-based features and digital content augmentation on a map interface.

TELEMATICS AND INFORMATICS (2021)

Article Psychology, Multidisciplinary

The Fortnite social paradox: The effects of violent-cooperative multi-player video games on children's basic psychological needs and prosocial behavior

Anat Shoshani et al.

Summary: This study found that playing a violent multiplayer online game in the cooperative mode can enhance children's subsequent prosocial behavior compared to playing in the single mode. The satisfaction of psychological needs acts as a mediator in this relationship.

COMPUTERS IN HUMAN BEHAVIOR (2021)

Article Information Science & Library Science

Do stressors stifle or facilitate employees' innovative use of enterprise systems: the moderating role of IT mindfulness

Shaobo Wei et al.

Summary: This study explores the impact of stressors (challenge and hindrance stressors) on employees' innovative use of ES, with the moderating effects of IT mindfulness. Results show that challenge stressors have a positive effect, hindrance stressors have no significant effect. IT mindfulness moderates the effects of stressors on innovative use of ES. This research provides new insights on how to promote innovative use of ES based on employees' IT mindfulness levels.

INFORMATION TECHNOLOGY & PEOPLE (2021)

Article Information Science & Library Science

Understanding massively multiplayer online role-playing game addiction: A hedonic management perspective

Zach W. Y. Lee et al.

Summary: This article addresses the issue of MMORPG addiction by proposing and testing a research model, which shows that both forms of hedonic effects are positively correlated with the extent of MMORPG addiction. The study also reveals the relationships between MMORPG affordances, hedonic effects, and the extent of addiction.

INFORMATION SYSTEMS JOURNAL (2021)

Article Psychology, Multidisciplinary

Running on a social exercise platform: Applying self-determination theory to increase motivation to participate in a sporting event

Tsai-Hsuan Tsai et al.

Summary: The study developed a mobile running application, Gatherun, based on self-determination theory to enhance relatedness between exercisers and spectators, increasing users' autonomy motivation. By utilizing the technology acceptance model to assess user attitudes and behavioral intentions, the study found that perceived usefulness and attitude positively correlated with behavioral intention for both user groups.

COMPUTERS IN HUMAN BEHAVIOR (2021)

Article Computer Science, Information Systems

Gaming the system: The effects of social capital as a resource for virtual team members

Stacie Petter et al.

INFORMATION & MANAGEMENT (2020)

Article Computer Science, Information Systems

Prominence and Engagement: Different Mechanisms Regulating Continuance and Contribution in Online Communities

Jungwon Kuem et al.

JOURNAL OF MANAGEMENT INFORMATION SYSTEMS (2020)

Article Information Science & Library Science

Adverse consequences of emotional support seeking through social network sites in coping with stress from a global pandemic

A. K. M. Najmul Islam et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2020)

Article Computer Science, Information Systems

Research Directions in Information Systems Field, Current Status and Future Trends: A literature analysis of AIS Basket of Top Journals

Elham Mazaheri et al.

AUSTRALASIAN JOURNAL OF INFORMATION SYSTEMS (2020)

Article Information Science & Library Science

Did location-based games motivate players to socialize during COVID-19?

Samuli Laato et al.

TELEMATICS AND INFORMATICS (2020)

Article Information Science & Library Science

Mobile food ordering apps: An empirical study of the factors affecting customer e-satisfaction and continued intention to reuse

Ali Abdallah Alalwan

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2020)

Article Information Science & Library Science

When digitalized customers meet digitalized services: A digitalized social cognitive perspective of omnichannel service usage

Yongqiang Sun et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2020)

Article Information Science & Library Science

How online gamers' participation fosters their team commitment: Perspective of social identity theory

Gen-Yih Liao et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2020)

Article Psychology, Multidisciplinary

Virtual reality as a platform for research in gambling behaviour

Patrick Dickinson et al.

COMPUTERS IN HUMAN BEHAVIOR (2020)

Article Information Science & Library Science

Why pay premium in freemium services? A study on perceived value, continued use and purchase intentions in free-to-play games

Juho Hamari et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2020)

Article Psychology, Multidisciplinary

Expressivity of creativity and creative design considerations in digital games

Johanna Hall et al.

COMPUTERS IN HUMAN BEHAVIOR (2020)

Article Psychology, Multidisciplinary

Group behavior in social media: Antecedents of initial trust formation

Mahmud A. Shareef et al.

COMPUTERS IN HUMAN BEHAVIOR (2020)

Article Computer Science, Information Systems

Social Influence and Monetization of Freemium Social Games

Bin Fang et al.

JOURNAL OF MANAGEMENT INFORMATION SYSTEMS (2019)

Article Information Science & Library Science

How motivational feedback increases user's benefits and continued use: A study on gamification, quantified-self and social networking

Lobna Hassan et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2019)

Article Information Science & Library Science

An approach for planning and deploying gamification concepts with social networks within educational contexts

Armando M. Toda et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2019)

Article Information Science & Library Science

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

Nannan Xi et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2019)

Review Information Science & Library Science

The rise of motivational information systems: A review of gamification research

Jonna Koivisto et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2019)

Article Computer Science, Information Systems

Enhancing User Engagement through Gamification

Ayoung Suh et al.

JOURNAL OF COMPUTER INFORMATION SYSTEMS (2018)

Article Computer Science, Information Systems

Understanding the role of competition in video gameplay satisfaction

Sepandar Sepehr et al.

INFORMATION & MANAGEMENT (2018)

Article Information Science & Library Science

Enhancing customer loyalty to mobile instant messaging: Perspectives of network effect and self-determination theories

Fan-Chen Tseng et al.

TELEMATICS AND INFORMATICS (2018)

Article Information Science & Library Science

Dividing network externality into the number of peers and users: Focusing on sociability and enjoyment in online games

Hana Kim et al.

INFORMATION TECHNOLOGY & PEOPLE (2018)

Article Business

You Can Make It: Expectancy for Growth Increases Online Gamer Loyalty

Gen-Yih Liao et al.

INTERNATIONAL JOURNAL OF ELECTRONIC COMMERCE (2017)

Article Computer Science, Information Systems

User Motivations in Protecting Information Security: Protection Motivation Theory Versus Self-Determination Theory

Philip Menard et al.

JOURNAL OF MANAGEMENT INFORMATION SYSTEMS (2017)

Article Computer Science, Information Systems

Digital Games and Beyond: What Happens When Players Compete

De Liu et al.

MIS QUARTERLY (2017)

Article Computer Science, Information Systems

Using Mechanical Turk Data in IS Research: Risks, Rewards, and Recommendations

Ronnie Jia et al.

COMMUNICATIONS OF THE ASSOCIATION FOR INFORMATION SYSTEMS (2017)

Article Information Science & Library Science

Content design of advertisement for consumer exposure: Mobile marketing through short messaging service

Mahmud Akhter Shareef et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2017)

Article Information Science & Library Science

Factors influencing adoption of mobile banking by Jordanian bank customers: Extending UTAUT2 with trust

Ali Abdallah Alalwan et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2017)

Review Information Science & Library Science

Why do people play games? A meta-analysis

Juho Hamari et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2017)

Article Psychology, Multidisciplinary

Influence of temperament and character on online gamer loyalty: Perspectives from personality and flow theories

Han-Chung Huang et al.

COMPUTERS IN HUMAN BEHAVIOR (2017)

Article Business

Assessing endogeneity issues in international marketing research

Ruey-Jer Bryan Jean et al.

INTERNATIONAL MARKETING REVIEW (2016)

Article Business

Promoting sales of online games through customer engagement

Christy M. K. Cheung et al.

ELECTRONIC COMMERCE RESEARCH AND APPLICATIONS (2015)

Article Business

Understanding players' achievement values from MMORPGs: an exploratory study

Chwen-Yea Lin et al.

INTERNET RESEARCH (2015)

Article Information Science & Library Science

Why do people use gamification services?

Juho Hamari et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2015)

Article Information Science & Library Science

Citizen's adoption of an e-government system: Validating extended social cognitive theory (SCT)

Nripendra P. Rana et al.

GOVERNMENT INFORMATION QUARTERLY (2015)

Article Psychology, Multidisciplinary

Problematic involvement in online games: A cluster analytic approach

Joel Billieux et al.

COMPUTERS IN HUMAN BEHAVIOR (2015)

Article Computer Science, Artificial Intelligence

Why do newcomers participate in virtual communities? An integration of self-determination and relationship management theories

Hsien-Tung Tsai et al.

DECISION SUPPORT SYSTEMS (2014)

Article Computer Science, Information Systems

Enhancing User-Game Engagement Through Software Gaming Elements

Mengxiang Li et al.

JOURNAL OF MANAGEMENT INFORMATION SYSTEMS (2014)

Article Computer Science, Information Systems

DATA COLLECTION IN THE DIGITAL AGE: INNOVATIVE ALTERNATIVES TO STUDENT SAMPLES

Zachary R. Steelman et al.

MIS QUARTERLY (2014)

Article Computer Science, Information Systems

CONTRIBUTION BEHAVIOR IN VIRTUAL COMMUNITIES: COGNITIVE, EMOTIONAL, AND SOCIAL INFLUENCES

Hsien-Tung Tsai et al.

MIS QUARTERLY (2014)

Article Business

Reasons for Avatar Gender Swapping by Online Game Players: A Qualitative Interview-Based Study

Yu-Jen Chou et al.

INTERNATIONAL JOURNAL OF E-BUSINESS RESEARCH (2014)

Article Information Science & Library Science

Digital natives in social virtual worlds: A multi-method study of gratifications and social influences in Habbo Hotel

Matti Mantymaki et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2014)

Article Information Science & Library Science

Purchasing behavior in social virtual worlds: An examination of Habbo Hotel

Matti Mantymaki et al.

INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2013)

Article Computer Science, Information Systems

Inducing Intrinsic Motivation to Explore the Enterprise System: The Supremacy of Organizational Levers

Weiling Ke et al.

JOURNAL OF MANAGEMENT INFORMATION SYSTEMS (2012)

Article Business

Bolstering and restoring feelings of competence via the IKEA effect

Daniel Mochon et al.

INTERNATIONAL JOURNAL OF RESEARCH IN MARKETING (2012)

Article Business

The IKEA effect: When labor leads to love

Michael I. Norton et al.

JOURNAL OF CONSUMER PSYCHOLOGY (2012)

Article Psychology, Multidisciplinary

Enhancing one life rather than living two: Playing MMOs with offline friends

Jeffrey G. Snodgrass et al.

COMPUTERS IN HUMAN BEHAVIOR (2011)

Article Psychology, Multidisciplinary

Customization, immersion satisfaction, and online gamer loyalty

Ching-I Teng

COMPUTERS IN HUMAN BEHAVIOR (2010)

Article Psychology, Mathematical

Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models

Kristopher J. Preacher et al.

BEHAVIOR RESEARCH METHODS (2008)

Article Communication

Motivations for play in online games

Nick Yee

CYBERPSYCHOLOGY & BEHAVIOR (2006)

Article Psychology, Experimental

The motivational pull of video games: A self-determination theory approach

Richard M. Ryan et al.

MOTIVATION AND EMOTION (2006)

Article Psychology, Applied

The application of social cognitive career theory to sport and leisure career choices

George B. Cunningham et al.

JOURNAL OF CAREER DEVELOPMENT (2005)

Review Psychology, Applied

Common method biases in behavioral research: A critical review of the literature and recommended remedies

PM Podsakoff et al.

JOURNAL OF APPLIED PSYCHOLOGY (2003)

Review Psychology, Multidisciplinary

The what and why of goal pursuits: Human needs and the self-determination of behavior

EL Deci et al.

PSYCHOLOGICAL INQUIRY (2000)