Näytä suppeat kuvailutiedot

dc.contributor.authorKöse, Dicle Berfin
dc.contributor.authorMorschheuser, Benedikt
dc.contributor.authorHamari, Juho
dc.date.accessioned2020-01-13T13:39:10Z
dc.date.available2020-01-13T13:39:10Z
dc.date.issued2019
dc.identifier.citationKöse, D. B., Morschheuser, B., & Hamari, J. (2019). Is it a tool or a toy? How user's conception of a system’s purpose affect their experience and use. <i>International Journal of Information Management</i>, <i>49</i>, 461-474. <a href="https://doi.org/10.1016/j.ijinfomgt.2019.07.016" target="_blank">https://doi.org/10.1016/j.ijinfomgt.2019.07.016</a>
dc.identifier.otherCONVID_32714818
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/67233
dc.description.abstractThe boundary between hedonic and utilitarian information systems has become increasingly blurred during recent years due to the rise of developments such as gamification. Therefore, users may perceive the purpose of the same system differently, ranging from pure utility to pure play. However, in literature that addresses why people adopt and use information systems, the relationship between the users conception of the purpose of the system, and their experience and use of it has not yet been investigated. Therefore, in this study we investigate the interaction effects between users’ utility-fun conceptions of the system and the perceived enjoyment and usefulness from its use, on their post-adoption intentions (continued use, discontinued use, and contribution). We employ survey data collected among users (N = 562) of a gamified crowdsourcing application that represents a system affording both utility and leisure use potential. The results show that the more fun-oriented users conceive the system to be, the more enjoyment affects continued and discontinued use intentions, and the less ease of use affects the continued use intention. Therefore, users’ conceptions of the system prove to be an influential aspect of system use and should particularly be considered when designing modern multi-purposed systems such as gamified information systems.en
dc.format.mimetypeapplication/pdf
dc.languageeng
dc.language.isoeng
dc.publisherElsevier
dc.relation.ispartofseriesInternational Journal of Information Management
dc.rightsCC BY-NC-ND 4.0
dc.subject.otheruser conception
dc.subject.otherdual information systems
dc.subject.othergamification
dc.subject.othercrowdsourcing
dc.subject.otherpost-adoption intentions
dc.titleIs it a tool or a toy? How user's conception of a system’s purpose affect their experience and use
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202001131172
dc.contributor.laitosInformaatioteknologian tiedekuntafi
dc.contributor.laitosFaculty of Information Technologyen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange461-474
dc.relation.issn0268-4012
dc.relation.volume49
dc.type.versionacceptedVersion
dc.rights.copyright© 2019 Elsevier Ltd
dc.rights.accesslevelopenAccessfi
dc.subject.ysojoukkoistaminen
dc.subject.ysokäyttäjäkokemus
dc.subject.ysotietojärjestelmät
dc.subject.ysopelillistäminen
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p25552
jyx.subject.urihttp://www.yso.fi/onto/yso/p25337
jyx.subject.urihttp://www.yso.fi/onto/yso/p3927
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
dc.rights.urlhttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.relation.doi10.1016/j.ijinfomgt.2019.07.016
jyx.fundinginformationThis work was supported by the Finnish Funding Agency for Technology and Innovation TEKES (40111/14, 40107/14 and 40009/16) and participating partners, as well as Satakunnan korkeakoulusäätiö and its collaborators. The authors would like to thank the Robert Bosch GmbH and the Robert Bosch Car Multimedia GmbH for supporting this research.
dc.type.okmA1


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