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1 – 10 of 10In the wake of the COVID-19 pandemic, the interest in the use of virtual reality (VR) for organizational collaboration has dramatically increased. However, empirical research on…
Abstract
Purpose
In the wake of the COVID-19 pandemic, the interest in the use of virtual reality (VR) for organizational collaboration has dramatically increased. However, empirical research on the optimal types of VR and avatar designs for effective collaboration remains limited. To address these gaps, this study investigates how VR types (immersive vs non-immersive) and avatar similarity (high vs low) impact collaboration performance, with a focus on the mediating roles of somatic, psychological and behavioral engagement.
Design/methodology/approach
Drawing on embodied cognition theory and grounded in user engagement theory, we developed a research model that delineates the factors influencing collaboration performance. This model was empirically tested with data collected from a laboratory experiment involving 195 participants, employing a 2 × 2 factorial design. The Engage VR was used for the experiment because it supports the same virtual environment for collaboration between immersive and non-immersive VR contexts. The data were analyzed at the team level (n = 65).
Findings
The results of this study reveal that both immersive VR and high avatar similarity significantly enhance collaboration performance by augmenting somatic engagement, which subsequently boosts psychological and behavioral engagement.
Originality/value
This research deepens the scholarly understanding of the intricate interplay among VR types, avatar design and user engagement. The study’s theoretical implications underscore the conceptualization of somatic engagement as a critical dimension of user engagement in virtual collaboration, enriching the extant literature on VR-based collaboration. It also provides pragmatic insights to enhance virtual collaboration in the workplace.
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Ayoung Suh, Christy M.K. Cheung and Yongqian Lin
In light of the recent increase in the scholarly attention given to meaningful engagement with gamified information systems (IS), this research explores the definition and…
Abstract
Purpose
In light of the recent increase in the scholarly attention given to meaningful engagement with gamified information systems (IS), this research explores the definition and measurement of meaningful engagement as well as its role in predicting employees’ knowledge contributions via gamified knowledge management systems (KMSs).
Design/methodology/approach
The authors conducted two empirical studies. Study 1 develops a measure of meaningful engagement and evaluates its validity and reliability. Drawing on the literature on user engagement and work gamification theory, Study 2 places meaningful engagement in a nomological network and assesses the construct’s utility for predicting the quantity and quality of knowledge contributions via a gamified KMS.
Findings
The results show that meaningful engagement encompasses five specific dimensions: intense involvement, sense of meaning, self-discovery, pursuit of excellence, and personal expressiveness. The results also indicate that fostering meaningful engagement, which goes beyond hedonic and instrumental engagement, is essential to enhance the quality and quantity of knowledge contribution.
Research limitations/implications
This research contributes to the literature on gamification by drawing scholarly attention to meaningful engagement as a parsimonious yet powerful construct that complements the notions of hedonic and instrumental engagement with KMSs. Although previous studies have highlighted the significance of meaningful engagement with gamified IS, little effort has been made to develop a scale to measure meaningful engagement. The scale the authors have developed will help researchers precisely measure users’ meaningful engagement and systematically examine its role in gamified systems compared to that of other forms of engagement. The study also has practical implications, as the results can inform future design strategies to enable the successful implementation of gamified KMSs that facilitate knowledge contribution in the workplace.
Originality/value
The development of new constructs is the starting point for theoretical development. This research responds to the call to conceptualize meaningful engagement with gamified IS.
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Ayoung Suh and Christian Wagner
This study aims to examine how gamification increases employees’ knowledge contribution to the place of work. It develops and tests the conjecture that gamification adds hedonic…
Abstract
Purpose
This study aims to examine how gamification increases employees’ knowledge contribution to the place of work. It develops and tests the conjecture that gamification adds hedonic value to the use of an enterprise collaboration system (ECS), which, in turn, increases in both the quality and quantity of knowledge contribution.
Design/methodology/approach
Drawing on the framework of successful gamification against a backdrop of affordance theory, this study develops and tests a theoretical model that explains the effects of gamification affordances on knowledge contribution via the use of an ECS. Empirical data were gathered from 166 employees at a global company that used a gamified ECS designed to aid knowledge sharing.
Findings
Results using structural equation modeling showed that three gamification affordances – rewardability, competition and visibility of achievement – jointly influenced employees’ perceived hedonic value of the ECS, which, in turn, increased knowledge contribution.
Practical implications
The results indicate that designing affordances that can increase hedonic value is central to facilitating employees’ knowledge contribution. However, simply incorporating game artifacts does not guarantee increased hedonic value of an ECS. Instead, assessing, monitoring and diagnosing what affordances users perceive from the use of a gamified system are important.
Originality/value
By conceptualizing gamification affordances rather than specifying the design features of enterprise applications, this study provides meaningful insights into how the benefits of gamification can be harnessed for knowledge management in organizations.
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Despite the increasing interest in the metaverse—immersive three-dimensional virtual worlds wherein personalized avatars interact with one another—little is known about how users…
Abstract
Purpose
Despite the increasing interest in the metaverse—immersive three-dimensional virtual worlds wherein personalized avatars interact with one another—little is known about how users cognitively appraise and emotionally experience it. To fill this gap, the present study explores the emotional, behavioral and social consequences of users' cognitive appraisals, while focusing on social virtual reality (VR) as a representative entry point to the metaverse.
Design/methodology/approach
Drawing on cognitive appraisal theory against the backdrop of a framework for classifying emotions, this study develops and tests a theoretical model to account for users' continuance intention and its consequences in the social VR context based on two-wave panel survey data collected from 216 users of social VR platforms, including AltspaceVR, VRChat, Bigscreen and Rec Room.
Findings
The results of the first survey showed that perceived opportunity was more strongly influenced by technological opportunity than social opportunity, whereas perceived threat was more strongly affected by social threat than technological threat. Integrating the data collected from the first survey with those of the second survey, we also found that users' continuance intention positively influenced both their behavioral engagement and social self-efficacy.
Originality/value
By adopting a longitudinal approach, this study provides insights that may be valuable to researchers and practitioners who seek to use social VR for business purposes. This study also contributes to the metaverse literature by conceptualizing and operationalizing the opportunity and threat factors of social VR and identifying salient emotions that users experience in this context. Finally, this study has practical implications for addressing the social and technological features that may cause adverse user experiences in social VR.
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Ayoung Suh and Jumin Lee
The purpose of this paper is to develop and test a theoretical model that predicts a teleworker’s job satisfaction.
Abstract
Purpose
The purpose of this paper is to develop and test a theoretical model that predicts a teleworker’s job satisfaction.
Design/methodology/approach
By drawing on the technostress model and job characteristics theory, this study proposed a theoretical model. The proposed model was tested through a survey of 258 teleworkers from two global IT companies that have adopted telework programs.
Findings
The results show that technology and job characteristics jointly induce teleworkers’ technostress, which in turn reduces their job satisfaction. The results also indicate that the manner in which technology and job characteristics influence teleworkers’ technostress varies depending on the intensity of teleworking (IOT). Interestingly, this study finds that teleworkers with a low IOT are more vulnerable to technostress than those with a high IOT.
Research limitations/implications
By discussing the magnitude of the different factors that determine teleworkers’ technostress and job satisfaction, this study contributes to a more nuanced understanding of teleworkers’ challenges. The study provides insights and prescriptive guidelines that will help managers and companies develop strategies to maximize the benefits of teleworking implementation.
Practical implications
This study provides insights and prescriptive guidelines for managers or companies to develop strategies to maximize the benefits of teleworking implementation.
Originality/value
This paper is one of the first to develop and empirically test an integrated model of technostress and job characteristics. The paper outlines relevant research avenues for researchers investigating remote work and virtual collaboration.
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This study examines how individual contributors' evaluation of the two aspects in reward-based crowdfunding—service and community—influences the formation of platform loyalty. It…
Abstract
Purpose
This study examines how individual contributors' evaluation of the two aspects in reward-based crowdfunding—service and community—influences the formation of platform loyalty. It also seeks to determine the conditions under which the evaluation is positive.
Design/methodology/approach
We collaborated for data collection with two reward-based crowdfunding platforms in South Korea that primarily promote crowdfunding campaigns in the creative domains. We combined the survey data collected from 578 contributors and campaign data from the platforms, empirically examining the formation of platform loyalty and its antecedents.
Findings
The results suggest that service satisfaction with a platform and a sense of belonging to it are positively associated with platform loyalty. We also found that an individual contributor's self-image congruence with the crowdfunding platform is positively associated with service satisfaction and a sense of belonging, while the experience of greater campaign success moderates the relationship in different ways.
Research limitations/implications
This study contributes to the crowdfunding literature by establishing a theoretical background for understanding reward-based crowdfunding platforms, which combine service and community. It also extends the scope of the literature on crowdfunding by examining the role of platform loyalty at the platform level.
Practical implications
The results suggest that service and community are both critical for building a sustainable crowdfunding platform. Platform operators are expected to provide high-quality services and foster a sense of community. Identifying and developing contributors with higher self-image congruence with the platforms is essential.
Originality/value
While previous literature on reward-based crowdfunding has focused on individual contributor- and campaign-level analyses, platform-level knowledge is lacking. This study is among the first to focus on platform loyalty of individual contributors toward reward-based crowdfunding platforms. Moreover, we use both individual-level perception and campaign-level performance variables to examine the formation of platform loyalty.
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Mengjun Li and Ayoung Suh
The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.
Abstract
Purpose
The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.
Design/methodology/approach
Drawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players of Honor of Kings, a popular mobile multiplayer game.
Findings
The results indicate that developing social play habit is critical to the formation of a we-intention to continue playing in the context of mobile multiplayer games. The results also suggest that technological (social features embedded in the game) and individual (desire for co-play and privacy concerns) factors jointly influence social play habit.
Research limitations/implications
This study contributes to the literature on we-intention by conceptualizing social play habit and verifying its role in facilitating a shared intention to continue playing mobile multiplayer games. Our work responds to the call for understanding the mechanism by which multiple people form a shared intention to continue using an information technology at a collective level. Our findings provide significant insights into the design of information technologies for collaboration.
Originality/value
This study is among the first to extend the literature on gaming habits by considering other players' involvement. Specifically, our study shifts researchers' attention from gaming habits characterized by individual properties to social gaming habits characterized by communal properties.
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Lili Liu, Ayoung Suh and Christian Wagner
Researchers have called for the synthesis of divergent perspectives and the development of a theoretical model that examines individuals’ donation behavior in charitable…
Abstract
Purpose
Researchers have called for the synthesis of divergent perspectives and the development of a theoretical model that examines individuals’ donation behavior in charitable crowdfunding. To fill this research gap, the purpose of this paper is to synthesize the literature pertaining to the determinants of donation behavior in charitable crowdfunding. Then, drawing on the stimulus-organism-response framework, the authors develop and test a model that explains individuals’ intention to donate to charitable crowdfunding.
Design/methodology/approach
This paper follows a quantitative research approach. An online survey was distributed to collect data from individuals who had experienced charitable crowdfunding. In total, 205 valid responses were received and analyzed.
Findings
First, this study finds that individuals’ empathy and the perceived credibility of a charitable crowdfunding project are key determinants for their intention to donate in charitable crowdfunding. Second, the study finds that website quality, transaction convenience, and project content quality influence both empathy and perceived credibility in different ways. Third, it is noteworthy that initiator reputation is positively related to perceived credibility, while project popularity is positively associated with empathy.
Originality/value
This research advances the knowledge of individual donation behavior in charitable crowdfunding. The model can help researchers understand individuals’ philanthropic behavior by providing empirical explanations of the interplay between technological and project characteristics, emotional and cognitive states, and individuals’ donation behavior. For practitioners, the research suggests appropriate design, launch, and operation strategies to facilitate individuals’ donation behavior in charitable crowdfunding.
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Alisha Rath and Lalatendu Kesari Jena
The competency trap can occur when organizations become resistant to change due to their existing competencies, leading to a culture of complacency and hindering adaptability and…
Abstract
Purpose
The competency trap can occur when organizations become resistant to change due to their existing competencies, leading to a culture of complacency and hindering adaptability and innovation. This paper aims to understand this trap and its hindrance to organizational learning and knowledge acquisition. The study aims to integrate employee well-being into knowledge management (KM) strategies to overcome obstacles and demonstrate its significant contribution to effective KM and improving overall organizational health.
Design/methodology/approach
A systematic literature review (SLR) process was used in this research, with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) protocol used to scrutinize articles for review. Only 50 peer-reviewed articles from 2000 to 2023 that focused on KM and employee well-being were included for review.
Findings
Organizations can tackle the competency trap by managing knowledge effectively and prioritizing employee well-being. When considered for effective KM, the PERMA (positive emotions, engagement, relationship, meaning and accomplishment) facets of well-being strategically supports knowledge sharing and sustainable organizational change through KM.
Practical implications
Focusing on PERMA facets of well-being in KM, an organization can emphasize employees' sense of achievement, addressing the competency trap to build a culture of knowledge sharing. This approach benefits professionals in developing an effective KM system.
Originality/value
This paper addresses the challenge of the competency trap, which has gained less academic attention, and explores KM from a well-being perspective.
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Asyari Asyari, Mohammad Enamul Hoque, Perengki Susanto, Halima Begum, Awaluddin Awaluddin, Marwan Marwan and Abdullah Al Mamun
This study aims to explore the determinants that impact state Islamic University/Perguruan Tinggi Keagamaan Islam Negeri students’ intention to adopt online cash waqfs. In doing…
Abstract
Purpose
This study aims to explore the determinants that impact state Islamic University/Perguruan Tinggi Keagamaan Islam Negeri students’ intention to adopt online cash waqfs. In doing so, this study integrates knowledge of cash waqf and trust variables within the theory of planned behavior (TPB), allowing an examination of the mediating role of TPB variables and trust within the relationship between knowledge of cash waqf and intention for online cash waqf behavior.
Design/methodology/approach
To carry out an empirical analysis, the authors developed a well-structured questionnaire and distributed it to a group of students currently enrolled in PTKIN, obtaining 443 usable responses. The partial least squares-structural equation modeling (PLS-SEM) technique was used for the dual purposes of data analysis and hypothesis testing.
Findings
This study demonstrates that factors such as attitude, subjective norms, perceived behavioral control, trust and knowledge of cash waqf have a significant and favorable influence on the intention to donate through e-cash waqf. Knowledge of cash waqf impacts attitudes, subjective norms, perceived behavioral control and trust. The final analysis shows that attitude, subjective norms, perceived behavioral control and trust partially mediate the relationship between knowledge and intention in the online cash waqf context.
Practical implications
The aforementioned elucidates the paramount importance of trust in shaping individuals’ tendencies to engage in cash waqfs. The insights mentioned have the potential to be used by cash waqf establishments to promote transparency and accountability, ultimately bolstering the confidence of potential donors.
Originality/value
The concepts of waqf and the use of online cash waqf as a means of donation in developing countries are relatively new. In this study, the intention of students to adopt online cash waqf was predicted for the first time by considering their knowledge of cash waqf and their trust in online cash waqf transactions.
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