58 research outputs found

    The Trajectory of IT in Healthcare at HICSS: A Literature Review, Analysis, and Future Directions

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    Research has extensively demonstrated that healthcare industry has rapidly implemented and adopted information technology in recent years. Research in health information technology (HIT), which represents a major component of the Hawaii International Conference on System Sciences, demonstrates similar findings. In this paper, review the literature to better understand the work on HIT that researchers have conducted in HICSS from 2008 to 2017. In doing so, we identify themes, methods, technology types, research populations, context, and emerged research gaps from the reviewed literature. With much change and development in the HIT field and varying levels of adoption, this review uncovers, catalogs, and analyzes the research in HIT at HICSS in this ten-year period and provides future directions for research in the field

    Interpersonal Relations and Social Actions on Live Streaming Services. A Systematic Review on Cyber-social Relations

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    This article provides a systematic review on interpersonal relations and social actions on live streaming services as, for instance, Twitch, Chaturbate, YouNow, or Taobao Live. Are those relations social, parasocial, or is there another specific kind of relation? Based on 77 articles, we give a short bibliometric overview and discuss interactions on live streaming services, social actions of streamers, social actions of viewers, shopping relations on live streaming services, and the streamers’ and viewers’ intentions to continuous actions leading (also supported by elements of gamification) the audience to a kind of stickiness towards individual streams, streamers, and services. Due to highly interactive communication between audience and broadcasters and among the viewers, social actions on live streaming services take a middle position between social and parasocial relations and―concerning shopping―also a middle position between physical event-shopping and ordering on an e-commerce platform. They form a new human-human relation, which we name “cyber-social relation.

    Gamification in sport apps: the determinants of users'' motivation

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    Purpose: Gamification is a tool with great potential to motivate individuals to increase their physical activity. That is why sport apps for mobile devices, such as Nike+ or Strava, have integrated game elements. There is, however, little evidence of gamification''s effectiveness in this field. Therefore, the aim of the present study is to analyze the impact of game elements included in gamified sports'' apps on the satisfaction of basic psychological needs (i.e. competence, autonomy and relatedness). Similarly, the research analyzes the impact of these needs on autonomous motivation. Design/methodology/approach: To achieve these goals, data were collected from users of gamified sport apps, using an online questionnaire. The data were analyzed using partial least squares structural equation modeling. Findings: The results showed that interaction in the app with achievement-related game elements satisfied the needs for competence, autonomy and relatedness; social-related elements satisfied the need for relatedness; and immersion-related elements satisfied the needs for competence and autonomy. Similarly, satisfaction of the needs for autonomy and relatedness while using the app is crucial to experience autonomous motivation. Practical implications: The findings of this study provide guidelines for practitioners and app developers. Originality/value: Based on self-determination theory, the paper provides new insights into the relationship between game elements included in sport apps and individuals'' basic psychological needs and motivation

    Innovative Concepts within Knowledge Management

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    In our increasingly knowledge-based society the need for innovative concepts within the discipline of Knowledge Management (KM) becomes clear. Therefore, this article aims to shed light on current and uprising innovative technologies and concepts within the discipline of KM. This study conveys recent and previous scientific literature on the relevance of uprising innovative concepts within the various dimensions of KM. We conducted a systematic literature review (SLR) on various literature sources to cover the whole spectrum of innovative KM approaches. All 37 reviewed articles originate from acknowledged sources and were written in English. The findings show, which innovative concepts show relevance within KM, how they are classified into the three innovation categories social, technological, and organizational, how they manifest within KM and what to expect from future KM innovations

    Semi-Autonomous Avatars: A New Direction for Expressive User Embodiment

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    Computer animated characters are rapidly becoming a regular part of our lives. They are starting to take the place of actors in films and television and are now an integral part of most computer games. Perhaps most interestingly in on-line games and chat rooms they are representing the user visually in the form of avatars, becoming our on-line identities, our embodiments in a virtual world. Currently online environments such as “Second Life” are being taken up by people who would not traditionally have considered playing games before, largely due to a greater emphasis on social interaction. These environments require avatars that are more expressive and that can make on-line social interactions seem more like face-to-face conversations. Computer animated characters come in many different forms. Film characters require a substantial amount of off-line animator effort to achieve high levels of quality; these techniques are not suitable for real time applications and are not the focus of this chapter. Non-player characters (typically the bad guys) in games use limited artificial intelligence to react autonomously to events in real time. However avatars are completely controlled by their users, reacting to events solely through user commands. This chapter will discuss the distinction between fully autonomous characters and completely controlled avatars and how the current differentiation may no longer be useful, given that avatar technology may need to include more autonomy to live up to the demands of mass appeal. We will firstly discuss the two categories and present reasons to combine them. We will then describe previous work in this area and finally present our own framework for semi-autonomous avatars

    Motivations for the Use of Video Game Streaming Platforms: The Moderating Effect of Sex, Age and Self-Perception of Level as a Player

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    A particularly striking new phenomenon in recent years is the live streaming of video games through popular platforms, such as Twitch. This study focuses on the motivations and types of use underlying viewer participation in live streaming platforms. Based on the uses and gratifications theory, this paper aims to analyse how three basic motivations are related to the use of video game streaming platforms. Furthermore, it examines the moderating effects that significant variables, such as the audience member’s age, sex or self-perception of level as a player may exert on this relationship. The results reveal that the three types of motivations are positively associated with use of the platform, although notable differences appear, with informational motivations outweighing entertainment and social motivations. At the same time, no moderating effects on the results of the proposed model were found for the heterogeneity stemming from sex and age. Conversely, the influence of informational motivations on the use of these platforms is moderated by the self-perception of level as a player

    GoRace: A Multi-Context and Narrative-Based Gamification Suite to Overcome Gamification Technological Challenges

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    Gamification is a potential approach to foster motivation and engagement in different contexts which popularity in recent years has encouraged its application in a diversity of domains, including health, education, business, society, or tourism. However, although all their promising benefits and rapidly developing, the gamification community should face a variety of theoretical, empirical, and technological challenges. Focusing on technological challenges, we can observe a need that claims for suitable gamification software tools that offer system-independence and flexibility, support the gamification design, implementation, and monitoring activities, and experiment with more game elements than only points, badges, and leaderboards. For that reason, this paper deals with the identified technological challenges by introducing a gamification software tool to cover the main lacks found. An analysis of the advances in gamification domain and their recent literature was conducted to identify the strengths and weaknesses of the most popular gamification software tools in order to design and develop a flexible system-independent gamification software solution that goes beyond the implementation of the classic game elements. As a result, we created GoRace, a multi-context and narrative-based gamification suite that supports the entire gamification process, provides flexible and system-independent gamification solutions, and allows the creation of tailored and reusable gamification solutions that go beyond the classic game elements to immerse participants in a fun, engaging, and challenging narrative-based gamification experience
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