7 research outputs found
Data-Driven Meets Theory-Driven Research in the Era of Big Data: Opportunities and Challenges for Information Systems Research
The era of big data provides many opportunities for conducting impactful research from both data-driven and theory-driven perspectives. However, data-driven and theory-driven research have progressed somewhat independently. In this paper, we develop a framework that articulates important differences between these two perspectives and propose a role for information systems research at their intersection. The framework presents a set of pathways that combine the data-driven and theory-driven perspectives. From these pathways, we derive a set of challenges, and show how they can be addressed by research in information systems. By doing so, we identify an important role that information systems research can play in advancing both data-driven and theory-driven research in the era of big data
System: A core conceptual modeling construct for capturing complexity
[EN] The digitalization of human society continues at a relentless rate. However, to develop modern information technologies, the increasing complexity of the real-world must be modeled, suggest-ing the general need to reconsider how to carry out conceptual modeling. This research proposes that the often-overlooked notion of "system"should be a separate, and core, conceptual modeling construct and argues for incorporating it and related concepts, such as emergence, into existing approaches to conceptual modeling. The work conducts a synthesis of the ontology of systems and general systems theory. These modeling foundations are then used to propose a CESM+ template for conducing systems-grounded conceptual modeling. Several new conceptual modeling notations are introduced. The systemist modeling is then applied to a case study on the development of a citizen science platform. The case demonstrates the potential contributions of the systemist approach and identifies specific implications of explicit modeling with systems for theory and practice. The paper provides recommendations for how to incorporate systems into existing projects and suggests fruitful opportunities for future conceptual modeling research.We wish to thank the editor-in-chief, Carson Woo, and three anonymous reviewers for their exceptionally insightful and developmental comments. The substantial improvements that resulted from their feedback were much deeper than we usually experience in journal review processes. We wish to thank the participants of www.nlnature.com (now inactive) who contributed their sightings from 2010 to 2022. We also thank Jeffrey Parsons and Yolanda Wiersma - the co -investigators of NLNature. We are grateful to the late Mario Bunge and to Ron Weber with whom we discussed ontological ideas that inspired this paper. We also want to thank the participants and reviewers of AIS SIGSAND and ER Conference for their comments and feedback on earlier versions of this paper. This research was supported by McIntire School of Commerce, University of Virginia, J. Mack Robinson College of Business, Georgia State University, United States, and by VRAIN Research Institute of the Universitat Politecnica de Valencia and the Generalitat Valenciana, Spain under the CoMoDiD project (CIPROM/2021/023) .Lukyanenko, R.; Storey, VC.; Pastor López, O. (2022). System: A core conceptual modeling construct for capturing complexity. Data & Knowledge Engineering. 141:1-29. https://doi.org/10.1016/j.datak.2022.10206212914
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Artistry, Aesthetic Experience, and Global Futures in Civilization Game Design: How the ESCAPe Framework as an Ontology Captures an Art Form of the Information Age
Civilization games can depict imaginative and sophisticated perspectives on the future. Yet some scholars have critiqued civilization games for their replication of dominant, limited ideologies. Game designers often learn about design directly or indirectly from frameworks, such as the Mechanics-Dynamics-Aesthetics (MDA) framework which contains a very idiosyncratic definition of aesthetics.
Given that aesthetic thinking can unlock the sociological imagination, the aim of this dissertation was to discover opportunities to expand civilization game design by understanding the aesthetic experience of designers. A qualitative interview study was conducted of 13 game designers who created at least one civilization game based in the future. The interview and analysis had an ontological focus, to better understand how aesthetics fit into the existing puzzle of game design knowledge. The findings showed that designers employ their perspective in game design; this sense of self and perspective is not captured by current ontologies of game design.
Furthermore, designers are limited in their ability to explore the boundaries of civilization games by task complexity, emotionality, and reliance on player experience. Resultantly, they may focus intensely on known aspects of game design in order to deliver a product. The dissertation proposes two primary solutions. Firstly, a game design framework that integrates the self into game design and more clearly delineates the game as an artifact.
Secondly, cultivate truer senses of vision in game design for those who want to push civilization games and games as a whole, while understanding the practical realities of game design. These implications can be used by educators to reconsider game design program curricula, as well as affirm game designers’ pursuit of their own perspective