436 research outputs found

    Problematic Use of Massively Multiplayer Online Games: Scale Development and Validation

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    With the rise of the Internet, the new phenomenon of problematic use of online games has emerged, particularly with the popular genre of massively multiplayer online games (MMOGs). Currently, there are a growing number of reported cases of problematic MMOGs use and related negative outcomes. Though the concept of problematic MMOGs use has received considerable attention in the psychology community, there is still a lack of general consensus regarding its dimensionality, operationalization, and development, as well as a paucity of theory-guided empirical research. Thus, this study attempts to bridge research gaps by operationalizing and empirically validating a scale to measure problematic MMOGs use. In this research-in-progress paper, we propose a rigorous approach in developing and validating a problematic MMOGs use scale. The authors believe that this research will contribute to an understanding of the phenomenon and development of problematic MMOGs use in IS research, and add to the repository of rigorous research instruments for researchers to use

    An Examination Into The Determinants Of Positive And Negative Electronic Word-Of-Mouth Communication

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    The Internet has empowered consumers. More and more marketers attempt to harness the power of word-of-mouth communication in the online environment. In this paper, we attempt to explore the underlying motives for consumers engaging in both positive and negative eWOM communication. The findings reported here indicate that consumers engage in positive eWOM mostly for altruistic, self-enhancement, reciprocity, and sense of belonging. In contrast, consumers engage in negative eWOM for altruistic and venting negative feeling. The results of this exploratory study showed that though eWOM behaviour is the same, the underlying motives are very different. Thus, we recommend future research should clearly specify whether they are investigating PeWOM or NeWOM, and researchers should continue to identify corresponding theories to explain the two different eWOM phenomena

    Understanding the Development of Problematic Use of Massively Multiplayer Online Game

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    Online gaming has become one of the most popular forms of online leisure activity today. Massively multiplayer online game (MMOG), being highly persistent and immersive, is however often presented as being potentially dangerous of leading to problematic use. Despite a rising concern over this emerging societal challenge, the theoretical understanding of problematic use of MMOG is lacking in the information systems literature. Therefore, the objective of this study is to propose and empirically test a theory-guided model that explains the development of problematic use of MMOG. We built our research model on the hedonic management model of addictions, and explained the role of mood modification and deficient self-regulation in the development of problematic use of MMOG. We will validate the research model using longitudinal survey design and structural equation modeling approach. We believe that the current work presents significant implications to both research and practice

    Technology-Mediated Self-Regulation: An Implication for Preventing Online Gaming Addiction

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    Self-regulation has assumed an important role in online gaming addiction. Although the role of self-regulation has received increasing scholarly attention in the past decade, research on self-regulation remains new in the information systems literature. There is also a lack of understanding of how technological design features can enhance one’s self-regulation and thus prevent online gaming addiction. Therefore, we attempt to bridge these research gaps by identifying technological design features that can enhance one’s self-regulation in online gaming, as well as by developing a research model to explain how technological design features influence one’s online gaming addiction through the self-regulatory mechanisms. In this research-in-progress paper, we present our research model and hypotheses and describe our research design. We expect that this study contributes to our understanding of the intervention and prevention in the domain of technology addiction

    The Excessive Use of Massively Multiplayer Online Games: A Theoretical Investigation

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    Online gaming has become one of the most popular forms of Internet applications and online entertainments today, and has reshaped the ways people communicate and interact. Massively multiplayer online games (MMOGs), being highly challenging, interactive, immersive and persistent, are however often presented as being potentially dangerous of leading gamers to play excessively. Despite a rising concern over this emerging global issue, the theoretical understanding of the excessive use of MMOGs is lacking in the IS literature. Therefore, the main objective of this study is to propose a research model to theoretically explain the development of excessive use of MMOGs. We tested our research model in longitudinal design using an online survey with 602 active MMOGs users. Our results suggested that mood regulation derived from using MMOGs predicts the excessive use. Motivations for playing MMOGs, achievement and immersion, are found important in determining mood regulation. This study provides a theoretical explanation of excessive use of MMOGs, and the results help researchers and practitioners understand the main drivers and mechanisms of the development of excessive use of MMOGs

    A LITERATURE ANALYSIS ABOUT SOCIAL INFORMATION CONTRIBUTION AND CONSUMPTION ON SOCIAL NETWORKING SITES

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    Social networking sites (SNSs) have emerged as a center for daily social interactions. Every day, millions of users contribute information about themselves, and consume information about others on SNSs. In recent years, we have witnessed a growing number of studies on the issue of social information contribution and consumption behaviors on SNSs. This paper aims to provide a systematic literature review on this topic across different disciplines to understand the current research state and shed light on controversial findings of SNS usage regarding users’ well-being. We identified 126 relevant articles published between 2008 and 2014, and provide an overview of their antecedents and associated outcomes. Our analysis reveals that a majority of existing work focused primarily on social information contribution, its antecedents and favorable outcomes. Only few studies have dealt with contribution behavior and the dark sides of SNS use. Nevertheless, we could identify different characteristics of social information determining the favorability of contribution behavior. Further, we categorized the scarce papers of consumption behavior regarding the social information characteristics and identified different underlying processes: social comparison, monitoring and browsing. These findings contribute to the Information Systems (IS) discipline by consolidating previous knowledge about SNS usage patterns and individual well-being

    THE URGE TO CHECK SOCIAL NETWORKING SITES: ANTECEDENTS AND CONSEQUENCES

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    Social networking sites (SNSs), combined with the rapid growth trajectory of mobile devices, and widespread deployment of mobile data services, have evolved as a primary platform for daily social interaction. While the majority of users enjoy frequent interactions with their friends and family members, some users suffer from incessant urges to check up on the lives of others on their social networks. In the last decade, the use of SNSs has received much attention in the IS literature. Not until recently, researchers have begun to examine the dark side of using SNSs. In this study, we attempt to advance existing literature by exploring the role of urges in the context of SNSs. Particularly, we propose a research model that examines the antecedents and consequences of the urge to check SNSs. We will test the model with SNS users using structural equation modeling. We believe that current work will enrich the existing literature on the dark side of SNS use, and raise the awareness in the community regarding this emerging phenomenon

    Why People Participate in the Sharing Economy: An Empirical Investigation of Uber

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    Purpose - This study aimed at examining the effects of inhibiting, motivating, and technological factors on users’ intention to participate in the sharing economy. Design/methodology/approach - A self-reported online survey was conducted among Uber users in Hong Kong. A total of 295 valid responses were collected. The research model was empirically tested using the structural equation modeling (SEM) technique. Findings - The results suggested that perceived risks, perceived benefits, trust in the platform, and perceived platform qualities were significant predictors of users’ intention to participate in Uber. Research implications - This study bridged the research gaps in the sharing economy literature by examining the effects of perceived risks, perceived benefits, and trust in the platform on users’ intention to participate in the sharing economy. Moreover, this study enriched the extended valence framework by incorporating perceived platform qualities into the research model, responding to the calls for the inclusion of technological variables in information systems research. Practical implications - The findings provided practitioners with insights into enhancing users’ intention to participate in the sharing economy. Originality/value - This study presented one of the first attempts to systematically examine the effects of inhibiting, motivating and technological factors on users’ intention to participate in the sharing economy

    An Empirical Investigation into the Antecedents and Consequences of Customer Engagement in Omnichannel Retailing

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    Engaging customers across channels has become one of the biggest challenges for retailers adopting an omnichannel strategy. In this study, we examine how channel integration quality influences customer engagement in the context of omnichannel retailing. Drawing on the conceptual model of customer engagement, we proposed a research model to explain the effects of breadth of channel choice, transparency of channel-service configuration, content consistency, and process consistency on customer engagement, as well as the positive outcomes associated with the engagement. The research model will be tested with a sample of 500 omnichannel customers using a structural equation modeling approach. This study is expected to contribute to the research on, and practice of, the omnichannel customer engagement by validating the antecedents and consequences of such engagement as well as providing practitioners with insights into devising a successful omnichannel retailing strategy
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