2 research outputs found

    A Longitudinal Model of Post-Adoption Phenomena and Its Empirical Test in the Context of Social Games

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    It is widely accepted that initial adoption is critical to innovation success. A less recognized argument in the information System (IS) field is that post-adoption use of an innovation is equally important, if not more important than its initial acceptance. Drawing on the popular Unified Theory of Acceptance and Use Technology (UTAUT) model (Venkatesh et al. 2003) while adopting the Integrative Framework of Technology Use (IFTU) (Kim and Malhotra, 2005) paradigm, the present study proposes and tests a general modeling approach for one type of modern internet innovations – social games. To this end, we develop testable hypotheses which will be tested in order to support our claims. A research design based on the model is proposed, and theoretical contributions are provided

    Gamification – A New Phenomenon in Information Systems Research?

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    In recent years, gamification, the use of game design elements in non-game contexts, has found widespread adoption in online-communities and social media applications with the aim to enhance brand awareness and loyalty, innovation, and online user engagement. Information Systems (IS) research seems to have just started to pay attention to gamification as a phenomenon that is worth to be studied, although the interaction of technological and social systems is at the core of the discipline. By means of a thorough literature review, we investigate whether gamification is actually a new phenomenon in IS research or if it has already been researched previously, but simply using a terminology that is different from current gamification research in other disciplines. Through this study, we identify the overlap between IS and gamification research, identify specific research needs, and suggest avenues for future research on gamification from an IS perspective
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