6 research outputs found
Getting From ”Know-What” To ”Know-How” Via Online Communities: A Conversational Analysis Of An Openoffice.Org Language Project
Information systems (IS) innovation researchers explain that in the early phases of IS innovation, organizations must acquire knowledge about, “what, “when”, “why” and “how” to innovate with information technologies (IT). To acquire this knowledge, innovators with IT may access business and technology publications or the more costly option of consulting services. However, widespread use of online communities has created a more cost effective way of learning about IT innovations and is now being used by organizations. Using online communities, organizations can circumvent logistical constraints to take advantage of networks of human capital. In this study we analysed collaborations in the online community OpenOffice.org. The study showed that successful knowledge sharing in online communities where interaction is temporal and focused requires context specific knowledge gaps. The analysis revealed patterns in the communication that exposed a taken-for-granted knowledge sharing mechanism we conceptualise as “gap-filling”. Within this mechanism “what I know” and “what I don’t know” statements provided a mechanism for identify context based knowledge gaps that enable participants to go from “know-what” to “know-how”
How to Achieve Goals in Digital Games: An Empirical Test of a Goal-Oriented Model in Pokemon GO
To effectively design digital games and gamified systems, it is important to properly understand the psychological and behavioral processes that players use to reach goals. Although numerous prior studies have examined individual adoption, use, and continued use of digital games, few attempts have been made to understand how people desire and strive to achieve goals. The objective of this study is to develop and test a model of individual achievement of goals in digital gaming. Drawing upon theories of goal-directed behavior, we propose a conceptual model describing goal setting, goal striving, goal attainment, and feedback evaluations in the context of mobile gaming. To empirically test the proposed model, we collected two sets of (cross-sectional and longitudinal) data from 407 users of Pokemon GO. The results generally indicate that goal-directed effort plays an important role in translating goal desire into goal attainment. In addition, we found prior game points and goal desire have interaction effects on goal-directed effort and the subsequent acquisition of game points. Finally, this study shows that action strategies such as in-game payment and deliberate planning have differential effects on goal-directed effort and satisfying experiences. Overall, our findings provide empirical support for the efficacy of our goal-oriented model as a theoretical tool for explaining the process of goal striving to obtain game points. Our findings not only have important implications for digital gaming but also contribute to emerging research on gamified systems
Socio Cognitive and Affective Processing in the Context of Team-Based Gamified ERP Training: Reflective and Impulsive Model
Team-based enterprise gamification is designed to support teamwork and increase productivity within the organization in order to derive positive business outcomes through its own employees. While there have been a number of studies on gamification, they have mainly focused in the individual as the unit of analysis. Based on Reflective and Impulsive Model, the purpose of this study is to examine the effects of team-level reflective and impulsive determinants in the context of gamified ERP training. Our research model proposes that team absorptive capacity and team mood influence individuals’ ERP competence and hedonic motivation, which in turn affect intention to learn about ERP systems
Four essays on IT users' psychological states and behaviors
This dissertation is intended to study information technology (IT) users’
psychological states and behaviors. It consists of four essays. The first essay
examines how people react to social networking services (SNS). In this essay,
we attempted to extend the existing model, which includes dedication- and
constraint-based mechanisms, by additionally including the obligation-based
mechanism underlying SNS-related behavior. The second essay is designed to
investigate individuals’ smartphone use. In particular, we focused on the role
of smartphone addiction in shaping individuals’ perceptions about their
smartphone. The third essay is about online community behavior. Drawing on
the model of engagement, we developed a conceptual model by introducing a
relatively new notion of prominence. Finally, the fourth essay developed and
tested a theoretical framework on Non-Work-Related Computing. Drawing on
the concept of recovery, we investigated the antecedents and performance-related consequences of recovery factor
Short-time non-work-related computing and creative performance
It has been argued that non-work-related computing (NWRC) takes time away from work and, hence, decreases work productivity. On the other hand, it has also been claimed that short-time non-work-related computing (STNWRC) (a maximum of 15 minutes), has a positive impact on work productivity, including relief from boredom, higher creativity, and the underlying recovery mechanisms. To examine the impact of STNWRC on creative performance, we draw on Fredrickson's broaden-and-build theory, the concept of recovery with mental well-being and low cognitive effort. A 2 Ă— 2 factorial experiment with 40 subjects was conducted. The results indicate that STNWRC has a positive effect on creative performance, when people have mental fatigue. In the post hoc analysis, STNWRC with low cognitive effort has a greater positive effect on creative performance. As a research implication, we suggest that organizations need to encourage employees to use STNWRC as a recovery tool when employees have mental fatigue.peerReviewe