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Information Filtering in Electronic Networks of Practice: An fMRI Investigation of Expectation (Dis)confirmation 电子实践网络中的信息过滤:期望(非)确认的fMRI研究
IF 5.8 3区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-03-01 DOI: 10.17705/1JAIS.00731
Kelly J. Fadel, Thomas O. Meservy, C. Kirwan
Online forums sponsored by electronic networks of practice (ENPs) have become an important platform for technology-mediated knowledge exchange, yet relatively little is known about how ENP participants filter and evaluate the information they encounter on these forums. This study integrates perspectives from expectation confirmation theory, prospect theory, and neuroscience research to explore how ENP forum filtering judgments are influenced when expectations formed on the basis of contextual cues are confirmed or disconfirmed by the examination of solution quality. We summarize six different models of expectation confirmation explored in previous IS literature and report the results of a neuroimaging experiment using functional MRI (fMRI) that paired both positive and negative contextual cues with high- and low-quality solutions on a mock ENP forum interface. Results show that evaluation judgments are strongest in conditions where initial contextual cue judgments are confirmed by examination of solution quality except when the perceived expectation-experience gap is large, providing evidence for an assimilation-contrast model of expectation confirmation. We also found neural activation differences for expectation confirmation vs. disconfirmation and, consistent with prospect theory, differences in filtering behaviors with respect to unexpected gains vs. unexpected losses.
由电子实践网络(ENPs)赞助的在线论坛已成为技术介导的知识交流的重要平台,但对于ENP参与者如何过滤和评估他们在这些论坛上遇到的信息,人们知之甚少。本研究整合了期望确认理论、前景理论和神经科学研究的观点,探讨当情境线索形成的期望被解决方案质量检验证实或不证实时,ENP论坛过滤判断是如何受到影响的。我们总结了以前IS文献中探索的六种不同的期望确认模型,并报告了在模拟ENP论坛界面上使用功能磁共振成像(fMRI)将积极和消极背景线索与高质量和低质量解决方案配对的神经成像实验结果。结果表明,除了感知期望-经验差距较大外,当初始情境线索判断被解决方案质量检验证实时,评价判断最强,这为期望确认的同化-对比模型提供了证据。我们还发现了预期确认与预期不确认的神经激活差异,以及与前景理论一致的,关于意外收益与意外损失的过滤行为差异。
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引用次数: 3
Designing Attentive Information Dashboards 设计细心的信息仪表板
IF 5.8 3区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-03-01 DOI: 10.17705/1JAIS.00732
Peyman Toreini, Moritz Langner, A. Maedche, Stefan Morana, Tobias Vogel
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引用次数: 8
Useful Products in Information Systems Theorizing: A Discursive Formation Perspective 信息系统理论中的有用产品:一个话语形成的视角
IF 5.8 3区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-03-01 DOI: 10.17705/1JAIS.00730
N. Hassan, P. Lowry, L. Mathiassen
Although there is a growing understanding of theory building in the information systems (IS) field, what constitutes IS theory remains the subject of intense debate. Following Weick’s recommendation to focus on the products of theorizing rather than on what theories are, we assemble and analyze 12 products: question; paradigm; law, framework, myth, analogy, metaphor, model, concept, construct, statement and hypothesis, that are rarely discussed together in any depth in the IS field and combine them into a coherent theorizing framework. Drawing on Foucault’s thesis of discursive formation we characterize the unique role of each product in IS theorizing and illustrate the usefulness of the framework in relation to both classical IS theorizing in the form of media richness theory as well as next-generation theorizing.
尽管人们对信息系统(is)领域的理论建设有了越来越多的了解,但什么构成了is理论仍然是激烈辩论的主题。按照Weick的建议,把重点放在理论化的产品上,而不是理论是什么,我们收集并分析了12种产品:问题;范式;法律、框架、神话、类比、隐喻、模型、概念、结构、陈述和假设,这些在信息系统领域很少被深入讨论,并将它们组合成一个连贯的理论框架。根据福柯的话语形成理论,我们描述了每种产品在信息系统理论化中的独特作用,并说明了该框架在以媒介丰富理论形式进行的经典信息系统理论化以及下一代理论化方面的有用性。
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引用次数: 12
Using Simulation in Information Systems Research 仿真在信息系统研究中的应用
IF 5.8 3区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-03-01 DOI: 10.17705/1jais.00743
John Qi Dong
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引用次数: 1
Dynamic Capabilities in Information Systems Research: A Critical Review, Synthesis of Current Knowledge, and Recommendations for Future Research 信息系统研究中的动态能力:批判性回顾,当前知识的综合,以及对未来研究的建议
IF 5.8 3区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-03-01 DOI: 10.17705/1JAIS.00736
Dennis M. Steininger, Patrick Mikalef, Adamantia G. Pateli, Ana Ortiz de Guinea
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引用次数: 36
Theorizing Routines with Computational Sequence Analysis: A Critical Realism Framework 用计算序列分析理论化例程:一个批判的现实主义框架
IF 5.8 3区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-03-01 DOI: 10.17705/1jais.00734
Zhewei Zhang, Habin Lee, Youngjin Yoo, Youngseok Choi
We develop a methodological framework to develop process theories on routines by leveraging large volumes of digital trace data following critical realism principles. Our framework starts with collecting and pre-processing digital trace data, corresponding to the empirically observed experience of critical realism. At the second and third steps of the framework, we identify a finite set of similar repetitive patterns (routines) through computational analysis. We accomplish this by combining frequent sub-sequence mining and clustering analysis to transform empirical observation into a set of routines that correspond to actual happening in critical realism. Then we employ a retroduction approach to identify generative mechanisms of the routines. At the final step, we validate the generative mechanisms by evaluating proposed processual explanations and/or eliminating alternatives. We provide an illustrative example of developing a process theory with regards to the collaboration pattern in Wikipedia.
我们开发了一种方法框架,通过利用大量的数字跟踪数据,遵循批判现实主义原则,来开发关于例程的过程理论。我们的框架从收集和预处理数字痕迹数据开始,对应于批判现实主义的经验观察经验。在框架的第二步和第三步,我们通过计算分析确定一组有限的相似重复模式(例程)。我们通过结合频繁的子序列挖掘和聚类分析来实现这一目标,将经验观察转化为一组与批判现实主义中实际发生的事件相对应的例程。然后,我们采用还原方法来识别例程的生成机制。在最后一步,我们通过评估提出的过程解释和/或消除替代方案来验证生成机制。我们提供了一个关于Wikipedia中协作模式开发过程理论的说明性示例。
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引用次数: 4
How to Achieve Goals in Digital Games: An Empirical Test of a Goal-Oriented Model in Pokémon GO 如何在数字游戏中实现目标:《pokemon GO》中目标导向模型的实证测试
IF 5.8 3区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-03-01 DOI: 10.17705/1JAIS.00733
Dong-Heon Kwak, Shuyuan Deng, Jungwon Kuem, Sung S. Kim
To effectively design digital games and gamified systems, it is important to better understand the psychological and behavioral processes players use to reach goals. Although numerous prior studies have examined individuals’ 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 in this study was to develop and test a model of individuals’ achievement of goals in digital gaming. Drawing upon theories of goal-directed behavior, we proposed 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 indicated 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 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.
为了有效地设计数字游戏和游戏化系统,我们必须更好地理解玩家为达到目标所使用的心理和行为过程。尽管之前有许多研究调查了个人对数字游戏的接受、使用和持续使用,但很少有人试图了解人们是如何渴望和努力实现目标的。本研究的目的是开发和测试个人在数字游戏中实现目标的模型。根据目标导向行为理论,我们提出了一个概念模型,描述手机游戏背景下的目标设定、目标努力、目标实现和反馈评估。为了对所提出的模型进行实证检验,我们从407名《Pokemon GO》用户中收集了两组(横断面和纵向)数据。结果表明,目标导向的努力在将目标愿望转化为目标实现的过程中起着重要作用。此外,我们发现先前的游戏积分和目标欲望对目标导向努力和随后的游戏积分获取有交互作用。最后,该研究表明,行动策略(如游戏内付费和深思熟虑的计划)对目标导向的努力和满足体验有不同的影响。总的来说,我们的研究结果为我们的目标导向模型的有效性提供了实证支持,该模型是解释目标努力获得游戏积分过程的理论工具。我们的发现不仅对数字游戏具有重要意义,而且对游戏化系统的新兴研究也有贡献。
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引用次数: 1
IT Use and Job Outcomes: A Longitudinal Field Study of Technology Contingencies 信息技术使用与工作结果:技术偶然性的纵向实地研究
IF 5.8 3区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-01-01 DOI: 10.17705/1jais.00760
V. Venkatesh, Cheri Speier-Pero, Ruba Aljafari, Hillol Bala
As information technology (IT) continues to be an integral yet evolving component in work settings, organizations need to ensure that they realize value from IT. Prior studies examining the post-adoption consequences of IT use in terms of employee job outcomes have been inconclusive with respect to the magnitude and direction of these impacts—i.e., the positive, negative, and nonsignificant impacts of IT use on job outcomes. The question of under what conditions IT use leads to favorable job outcomes over time thus remains largely unanswered. We develop a model of IT-related contingencies that integrates core constructs from the IT adoption research with two key job outcomes: job satisfaction and job performance. We hypothesize that in the post-adoption phase, technology-job fit is a key moderator of the relationships between IT use for supporting sales operations and job outcomes. Further, we suggest a theoretical extension of the classical predictors of IT adoption—perceived usefulness and perceived ease of use—as we expect them to moderate the effect of IT use on job performance over time. We tested our model in a longitudinal field study among 295 field sales personnel over a 24-month period. We found that although IT use had a negative effect on job satisfaction during the post-adoption phase, this effect was moderated by technology-job fit such that the negative effect was significantly attenuated by technology-job fit. We also found that perceived usefulness, perceived ease of use, and technology-job fit enhanced the positive effect of IT use on job performance. Our findings offer insights into the mechanisms and conditions related to the post-adoption impacts of IT use on key job outcomes.
随着信息技术(IT)继续成为工作环境中不可或缺且不断发展的组成部分,组织需要确保他们从IT中实现价值。先前的研究从员工工作结果的角度考察了采用IT后的后果,但在这些影响的大小和方向方面尚无定论。信息技术使用对工作结果的积极、消极和非显著影响。因此,随着时间的推移,在什么条件下使用IT会带来有利的工作结果,这个问题在很大程度上仍然没有答案。我们开发了一个IT相关突发事件模型,该模型将IT采用研究的核心结构与两个关键工作结果:工作满意度和工作绩效相结合。我们假设,在采用后阶段,技术-工作契合度是支持销售运营的IT使用与工作结果之间关系的关键调节因素。此外,我们建议对IT采用的经典预测因素——感知有用性和感知易用性——进行理论扩展,因为我们期望它们能够随着时间的推移调节IT使用对工作绩效的影响。我们在24个月的时间里对295名现场销售人员进行了纵向现场研究,测试了我们的模型。我们发现,尽管在采用后阶段,IT使用对工作满意度有负面影响,但这种影响被技术-工作契合度所缓和,因此,技术-工作契合度显著减弱了这种负面影响。我们还发现,感知有用性、感知易用性和技术-工作契合度增强了IT使用对工作绩效的积极影响。我们的研究结果提供了与IT使用对关键工作结果的采用后影响相关的机制和条件的见解。
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引用次数: 3
Meta-Analysis of the Unified Theory of Acceptance and Use of Technology (UTAUT): Challenging its Validity and Charting a Research Agenda in the Red Ocean 技术接受与使用统一理论(UTAUT)的元分析:挑战其有效性并在红海制定研究议程
IF 5.8 3区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-01-01 DOI: 10.17705/1JAIS.00719
Markus Blut, A. Chong, Zayyad Tsigna, V. Venkatesh
There are both formal and informal cries that UTAUT and, by association, the stream of research on technology adoption has reached its limit, with little or no opportunities for new knowledge creation. Such a conclusion is ironic because the theory has not been sufficiently and suitably replicated. It is possible that misspecifications in the various replications, applications, and extensions have led to the incorrect conclusion that UTAUT is more robust than it really is, leaving limited opportunities for future work. Although work on UTAUT has included important variables, predictors, and moderators, absent a faithful use of the original specification, it is impossible to assess the true nature of the effects of the original and additional variables. The present meta-analysis uses 25,619 effect sizes reported by 737,112 users in 1,935 independent samples to address this issue. Consequently, we develop a clear current state-of-the-art and revised UTAUT that extends the original theory with new endogenous mechanisms from different, other theories (i.e., technology compatibility, user education, personal innovativeness, and costs of technology) and new moderating mechanisms to examine the generalizability of UTAUT in different contexts (e.g., technology type and national culture). Based on this revised UTAUT, we present a research agenda that can guide future research on the topic of technology adoption in general and UTAUT in particular.
有正式和非正式的呼声认为,UTAUT和相关的技术采用研究已经达到了极限,几乎没有创造新知识的机会。这样的结论是具有讽刺意味的,因为该理论没有得到充分和适当的复制。可能是各种复制、应用程序和扩展中的错误规范导致了UTAUT比实际更健壮的错误结论,从而限制了未来工作的机会。尽管对UTAUT的研究包括了重要的变量、预测因子和调节因子,但如果没有忠实地使用原始规范,就不可能评估原始变量和附加变量影响的真实性质。目前的荟萃分析使用了1935个独立样本中737112名用户报告的25,619个效应量来解决这个问题。因此,我们开发了一个明确的当前最先进的和修订的UTAUT,它扩展了原始理论,使用来自不同其他理论(即技术兼容性,用户教育,个人创新和技术成本)的新的内生机制和新的调节机制,以检查UTAUT在不同背景下的普遍性(例如,技术类型和民族文化)。基于这一修订后的UTAUT,我们提出了一个研究议程,可以指导未来关于一般技术采用主题的研究,特别是UTAUT。
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引用次数: 78
The Effects of Digitally Delivered Nudges in a Corporate Wellness Program 数字化推送对企业健康计划的影响
IF 5.8 3区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2022-01-01 DOI: 10.17705/1jais.00783
Yash Babar, S. Curley, Zhihong Ke, De Liu, Zachary J. Sheffler
We investigate how two digitally delivered nudges, namely light social support (nonverbal cues such as kudos or likes) and motivational messaging, affect employees’ self-reported physical activity in an online, corporate wellness program. Within this unique field setting, using data from several years, we found evidence that both types of nudges provide benefits beyond the effect of cash incentives. However, the effects vary by individual, depending on whether the employee is actively engaging in physical activity, and by time, depending on how long the employee has been in the wellness program. We found light social support to be less effective over time, while motivational messages were found to be more effective with the duration in the program and generally more effective for physically inactive users. Our findings have implications for the design of wellness systems, suggesting different approaches depending on an employee’s current activity level and tenure in the program
我们研究了两种数字化的推动,即轻微的社会支持(非语言暗示,如表扬或喜欢)和激励信息,如何影响员工在一个在线公司健康项目中自我报告的身体活动。在这个独特的领域背景下,我们使用了几年来的数据,发现有证据表明,两种类型的推动都比现金激励的效果更好。然而,效果因人而异,取决于员工是否积极参加体育活动,也取决于时间,取决于员工参加健康计划的时间。我们发现,随着时间的推移,轻微的社会支持的效果会降低,而激励信息的效果会随着项目的持续时间而增加,对不怎么运动的用户来说通常更有效。我们的研究结果对健康系统的设计有启示,建议根据员工当前的活动水平和在项目中的任期采取不同的方法
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引用次数: 1
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Journal of the Association for Information Systems
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