Index

Information Technology in Organisations and Societies: Multidisciplinary Perspectives from AI to Technostress

ISBN: 978-1-83909-813-0, eISBN: 978-1-83909-812-3

Publication date: 11 June 2021

This content is currently only available as a PDF

Citation

(2021), "Index", Lee, Z.W.Y., Chan, T.K.H. and Cheung, C.M.K. (Ed.) Information Technology in Organisations and Societies: Multidisciplinary Perspectives from AI to Technostress, Emerald Publishing Limited, Leeds, pp. 243-246. https://doi.org/10.1108/978-1-83909-812-320211010

Publisher

:

Emerald Publishing Limited

Copyright © 2021 Emerald Publishing Limited


INDEX

Absorption trait
, 113–114

Advanced analytics
, 29, 31

Advanced persistent threat
, 68

Agency of technology
, 8, 12–15

Agile development
, 9

Analytical methods
, 43

Analytics-based prediction
, 4–5

Anxiety
, 90–91

Artificial intelligence (AI)
, 2, 26, 69

Augmentation
, 148, 153–154, 167–168

Augmented reality (AR)
, 148

Automated storefronts
, 5

Automation
, 5

AutoML
, 4

Backfire
, 17

Behavioural techno-strain
, 206, 216

Big data
, 29, 43

Big Five Personality Trait Assessment
, 187–188

Black-box algorithms
, 17

Blockchain technologies
, 70

Business analytics capability
, 30

Business intelligence competency centre (BICC)
, 40, 42

Chatbots
, 5, 14

Clean desk policy
, 75

Coding
, 93–94

Cognitive absorption (CA)
, 112

Cognitive engagement
, 113–114

Compliance behaviour
, 71

Computer-mediated communication (CMC)
, 180

Concentration problems
, 216

Concept drift
, 15

Concept matrix
, 228–242

Confidentiality
, 65

Consumer value perceptions
, 155–156, 167

Continuous partial attention
, 89

Conversational agents
, 14

Counteraction strategies
, 75–77

Covariance shift
, 15

Curiosity
, 115

Cyberbullying
, 63, 209

Data (see also Big data)

analytics
, 33, 36

breach response policy
, 75

consumption
, 36, 44

curators
, 43

data-driven organisational ethos
, 36

imbalance
, 16

ingestion
, 36, 43

integrity
, 15

management
, 36

models
, 36, 43

platform
, 36

processes
, 36

requirement
, 36, 43

science labour
, 5

strategy
, 43

Data-driven decision-making
, 27, 29–32, 37, 44, 46

Decision support systems (DSSs)
, 4

Decision-makers
, 29

Deep learning
, 3–5, 17

Denial of service attacks
, 68

Design science research
, 32

Deteriorated performance
, 216

Digital marketing tools
, 149

Digital shopping approaches
, 157

Digital technologies
, 26

Digitisation
, 65–70

DIKIW pyramid
, 37, 42

Disclosure
, 209

Discontinuous usage intention
, 216

Dissatisfaction
, 213–214

Distraction
, 216–217

Diurnal cortisol production
, 215

E-commerce
, 62

Ease of use
, 153, 166

Educational gamified systems
, 62

Electronic leash and expectations of availability
, 89–90

Email

filtering
, 76

policy
, 75

Embedded case study
, 93

Employee ISP violations
, 71

Employees security-related behaviours
, 70

Exhaustion
, 214

Experiential marketing
, 149

External human threats
, 68

Extroversion
, 187–188

Face-to-face self-disclosure
, 187

False progress
, 18

Fatigue
, 91

Fear of Missing out (FoMo)
, 210

Feature overload
, 212

Feeling inefficient
, 91

Feeling of obligation
, 91–92

Firms
, 62, 75

Flow

state
, 113–114

theory
, 120

Focussed immersion
, 115

Fully autonomous systems
, 13–15

Gamified systems
, 62

Gartner information technology
, 29

Graphical processing units (GPUs)
, 3

Healthcare
, 62

Hedonic value perception
, 167–168

Hedonism
, 155

Heightened enjoyment
, 115

Human and machine knowledge collaboration
, 37

Human in loop’ ML systems
, 12

Human intervention
, 43

Human involvement
, 7

Human threats
, 68

Human-AI

collaborations
, 31

hybrid systems
, 12–13

Hybrid intelligence systems
, 12

Hyperpersonal communication model
, 176

Hypothalamic-pituitary-adrenal axis (HPA axis)
, 215

Impression management
, 211

Information and communication technologies (ICTs)
, 62, 86, 205

Information avoidance behaviour
, 217

Information fatigue syndrome (IFS)
, 91

Information loss
, 15–16

Information overload
, 210

Information processing capability
, 29

Information richness theory
, 176

Information security (InfoSec)
, 63

Information system (IS)
, 62, 178

Information technologies (IT)
, 62–65

Informativeness
, 153, 166

Informed decisions
, 30

InfoSec policies (ISPs)
, 70

violation
, 73

Insecurity
, 212–213

Insider threat programs
, 75

Insights-driven digital organisation (iDDO)
, 40

Integrative framework of CA for technology use
, 122–125

Integrity
, 65

Intelligent machines
, 26–27, 29

Intentional malicious insiders
, 69

Intentional non-malicious insiders
, 69

Interaction approach
, 88

Interaction overload
, 210

Interactivity
, 167–168

of AR
, 154

Internal human threats
, 68

Internet of Things (IoT)
, 4–5, 17, 69

Interpretivism
, 93

Interrelationships
, 124

Interruptions
, 89

Invasion
, 213

Knowledge work
, 26–29

social context
, 28

Knowledge workers
, 28

Logic
, 36

Logical reasoning
, 43

Machine learning (ML)
, 3–4, 17, 26

Malicious attackers
, 70

Malware
, 68

Maturity frameworks
, 37

Maturity scale
, 43–44

Model poisoning attacks
, 16

Multiple cloud code resources
, 70

Multitasking
, 76

Natural language processing (NLP)
, 3–5

Negative spillover
, 17–18

Obligation
, 91–92, 95

Online disinhibition
, 180, 184–187

Online learning and education
, 62

Online social comparison
, 210–211

Organisational ability
, 37

Organisational transformation framework for data-driven decision-making (OTxDD)
, 25, 27, 32, 37–47

Parental monitoring
, 211

Password attacks
, 68

Perceptions of information privacy violations
, 62–63

Person-artefact-task model (PAT model)
, 122–124

Person-environment fit theory
, 63

Person-technology theory
, 64

Personal device policy
, 75

Personalisation
, 7

Personality trait-extroversion
, 187–188

Phishing attacks
, 68

Physiological techno-strains
, 206, 215–217

Policy violation
, 69

Privacy

concerns
, 213

risk
, 179

Programmer bias
, 16

Project managers
, 9

Psychological stress
, 180, 187

Psychological techno-strain
, 206, 213–215

Psychophysiological effects
, 215–216

Purchase intention
, 155, 167

Ransomware attacks
, 69

Regret
, 214–215

Reinforcement learning
, 4–5

Reliable data
, 5

Reliance on cloud
, 17

Remote access policy
, 75

Response approach
, 88

Robotics
, 4–5, 17

Role ambiguity
, 89

Self-disclosure
, 176–177

Sensemaking approach
, 43

Sensor failures
, 17

Signal innovation
, 8

Sleep problems
, 217

Social anxiety
, 179–180, 184

Social context cues hypothesis
, 176

Social identity model of deindividuation (SIDE model)
, 176

Social influence
, 218

Social media
, 62, 204

Social networking
, 176

Social networking sites (SNSs)
, 62–63, 176, 204

Social overload
, 211–212

Social presence theory
, 176

Standardisation
, 6

Stimuli approach
, 88

Stimulus-organism-response model (SOR model)
, 154–155

Strain
, 90

Strategy
, 37

Stress
, 63–65

Stressors
, 64

Strong AI
, 10–11

Structural model testing
, 165

Supervised learning
, 5

Switching exhaustion
, 215

System developers
, 9–10

Systematic literature review (SLR)
, 32–33

Task assemblage
, 31

Task augmentation
, 31

Task orientation
, 8–11

Task substitution
, 31

Technical SNS-stressors
, 212–213

Techno-complexity
, 64, 73, 76, 90

Techno-insecurity
, 64, 74, 90

Techno-invasion
, 64, 74, 90

Techno-overload
, 64, 74, 76, 90

Techno-uncertainty
, 64, 73–74, 76, 90

Techno-unreliability
, 64, 74, 76

Technoaddiction
, 91

Technological threats
, 68

Technology acceptance model (TAM)
, 111

Technostrains
, 88, 90–91, 205

Technostress
, 63, 87, 205–206

Technostressor
, 88, 205

Telecommunication organisation
, 40

Telepresence
, 148, 153, 157–158, 166–168

Tellegen Absorption Scale
, 113

Temporal dissociation
, 114

Top management and users
, 9

Training data
, 15

Trait of absorption
, 113–114

Transactional approach
, 88

Transactional model of SNS-use stress
, 208

Turing test
, 10

Uncertainty
, 213

Unintentional non-malicious insiders
, 69

Unsupervised learning
, 5

Upper respiratory infection (URI)
, 216

User-generated content
, 204

Utilitarian value perception
, 155–156, 166

Utilitarianism
, 155

Validity
, 15

Video games
, 62

Virtual platforms
, 62

Virtual reality (VR)
, 151 (see also Augmented reality (AR))

Vulnerabilities
, 3, 15–16, 18, 70, 76

Weak AI
, 9–11

Well-being
, 183, 187

Work-home

balance
, 101–102

conflict
, 89

Workaholism
, 91

Workplace
, 63