87 research outputs found

    Digital native identity development in virtual worlds

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    In the transition from childhood to adolescence, teens are engaged in defining who they are and finding a place in the wide world creates insecurity. Digital natives are growing up as part of digital generation where technology is ubiquitous in a young person’s life. One online technology commonly used by digital natives are virtual worlds. Increasingly, they have come to rely on this digital media to help them navigate the challenges and issues they face in this period of life. This paper presents a research framework designed to provide a road map for the IS community in conducting research into this new and exciting area of virtual worlds and their impact on digital native identity development

    LEAPing forward: A Case Study Employing High Impact Practices in Undergraduate Education

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    In support of a major curriculum association initiative adopted by a large Midwestern business college, faculty adopted a hands-on community service-based project in an undergraduate business project management course. The project was developed in order to incorporate the specific High-Impact Educational Practice (HIP) of service or community-based learning, as defined by the Liberal Education and America’s Promise (LEAP) initiative. This research describes (1) how the project management faculty revised the course to incorporate service and community-based learning, (2) related student activities, (3) preliminary results, and (4) next steps

    Agility Of The Firm: Customers\u27 Perspective

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    Special issue on 'Dark side of information technology use':an introduction and a framework for research

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    We introduce the Special Issue on “Dark Side of Information Technology Use”. We first provide a brief summary of the literature and suggest a framework as guidance for future research on dark side phenomenon. We then comment on and characterize the papers presented in this Special Issue using this framework

    Social Competence of Digital Natives: Impact of Social Networking Sites (SNS) Use

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    The digital natives of today are the first generation to grow up immersed in information and communication technologies and in particular social networking sites (SNSs). There is much hype in the media about the negative effects of SNSs, at the same time there are concerted efforts to reach these digital natives through social media by politicians, advertisers, organisations, and agencies. There is much isolated research on social media, digital natives, youth well-being, etc. But there is very little research that brings these diverse disciplinary threads together in a holistic manner. The purpose of our research is to address this lacuna by exploring the impact of social networking sites on digital native well-being in particular social competence. In this paper we explore this area and come up with three propositions that could become the foundation for future research

    Still Targeting Younger Customers? A Field Experiment on Digital Communication Channel Migration

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    When encouraging customers to migrate to a digital communication channel, companies often factor age into their targeting strategy. Both the popular press and scholarly work generally believe that younger customers are more likely to opt into communication digitally. However, our empirical evidence from a large-scale field experiment shows that younger customers are not more likely to migrate to a digital communication channel. Besides, we propose two IT-embodied factors to better target customers in the context of digital communication, namely individual digital activeness and information seeking intensity. We find that customers with higher individual digital activeness, or those with lower information seeking intensity, are more likely to migrate to a digital communication channel. Our study thus offers implications for companies to focus more on customer IT-embodied characteristics instead of age

    Empirical Analysis of Web 2.0 Implications on Collaborative Tool Usage and Team Interactions in Virtual Teams

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    This paper presents the results of an empirical survey of habits with web 2.0 tool usage at home, on technology usage and team interactions in virtual team settings. Using existing instruments for the constructs, we find that habitual usage of specific web 2.0 tools at home leads to an increasing intention to use similar features in the workplace. However we do not find significant impact on the usage of the present set of collaborative tools with web 2.0 features on specific aspects of team interaction. We also explore the web 2.0 applications perceived to be most useful by the managers participating in the study. The implications for practice and research are then discussed

    A Design Science Approach For Developing And Evaluating A Competence Acquisition Mobile App

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    The continuous development and acquisition of competences by a firm’s employee are fundamental instruments for achieving sustainable competitive advantage. In this scenario, digital technologies play a relevant role in providing a ubiquitous platform to foster and facilitate this learning process. This paper describes the design, development and evaluation process of a competence acquisition mobile app. The evaluation of the app was carried out through an experimentation involving middle managers as well as project managers form an IT consulting firm. The results indicate that the use of the mobile app effectively improved users’ learning process outcomes as well as the ability to deploy the new competence – demonstrating that an ubiquitous learning environment can be paramount for the development of competence acquisition tools

    Subverting Organisational IT Policy:A Case in China

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    Studies of the dark side of Information Systems are encountered with increasing frequency. In this paper, we investigate how selected hotel employees in China deliberately subvert IT Policy in order to gain access to the IT applications that they believe essential to work. Following a review of the literature on IT governance, resistance and subversion, we engage in an interpretive case study of employee practices, drawing on the Work Systems framework to analyse employees’ work practices and subversive behaviour. We suggest that subversive IT behaviour may be more common than the limited literature would suggest and encourage researchers to probe these organisational practices and solutions in depth
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