Search results

1 – 10 of 699
Article
Publication date: 8 October 2020

Yuxiang Chris Zhao, Yan Zhang, Jian Tang and Shijie Song

In the domain of information science, affordance is a relatively new concept that deserves further exploration. It may serve as a bridge to narrow the research-practice…

Abstract

Purpose

In the domain of information science, affordance is a relatively new concept that deserves further exploration. It may serve as a bridge to narrow the research-practice gap that has persisted in information studies. Building upon previous research, we call for a broader concept of affordance that would help researchers understand information practices from an ecological perspective.

Design/methodology/approach

The study focuses on conceptualizing affordances for information practices in order to theorize engagement among people, technology, and sociocultural environments. We develop a hierarchical model and a component model to illustrate how key tenets of affordances can be linked with the decomposition of activities and its mechanism. Following this, we describe an illustrative case of a popular Chinese cloud-based music platform to demonstrate the utility of our conceptual frameworks in guiding studies of information practices.

Findings

The study proposes to shift the focus of technology affordances, which highlights the features and functions of particular technologies, to the affordances for practices that are enacted through technology and social construction within a sociocultural environment. The illustrative case of the cloud-based music platform shows that the proposed models can provide a structured view of operations, actions and motives for music information practices. The processes of internalization and externalization offer insight into the decomposition of information practice as a chain of activity-action-operation.

Originality/value

This study contributes to the literature on theorizing engagement among people, technology and sociocultural environments through the theoretical lens of affordances and sheds new light on the challenges of information practice.

Details

Journal of Documentation, vol. 77 no. 1
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 4 November 2014

Yuxiang Chris Zhao and Qinghua Zhu

The rapid development of Web 2.0 and social media enables the rise of crowdsourcing. Crowdsourcing contest is a typical case of crowdsourcing and has been adopted by many…

7546

Abstract

Purpose

The rapid development of Web 2.0 and social media enables the rise of crowdsourcing. Crowdsourcing contest is a typical case of crowdsourcing and has been adopted by many organisations for business solution and decision making. From a participant's perspective, it is interesting to explore what motivates people to participate in crowdsourcing contest. The purpose of this paper is to investigate the category of motivation based on self-determination theory and synthesises various motivation factors in crowdsourcing contest. Meanwhile, perceived motivational affordances and task granularity are also examined as the moderate constructs.

Design/methodology/approach

The paper builds a conceptual model to illustrate the relationships between various motivations (extrinsic and intrinsic) and participation effort under the moderating of perceived motivational affordances and task granularity. An empirical study is conducted to test the research model by surveying the Chinese participants of crowdsourcing contest.

Findings

The results show that various motivations might play different roles in relating to participation effort expended in the crowdsourcing contest. Moreover, task granularity may positively moderate the relationship between external motivation and participation effort. The results also show that supporting of a participant's perceived motivational affordances might strengthen the relationship between the individual's motivation with an internal focus (intrinsic, integrated, identified and introjected motivation) and participation effort.

Originality/value

Overall, the research has some conceptual and theoretical implications to the literature. This study synthesises various motivation factors identified by previous studies in crowdsourcing projects or communities as a form of motivation spectrum, namely external, introjected, identified, integrated and intrinsic motivation, which contributes to the motivation literatures. Meanwhile, the findings indicate that various motivations might play different roles in relating to participation effort expended in the crowdsourcing contest. Also, the study theoretically extends the crowdsourcing participation research to incorporate the effects of perceived motivational affordances in crowdsourcing contest. In addition, the study may yield some practical implications for sponsors, managers and designers in crowdsourcing contest.

Details

Online Information Review, vol. 38 no. 7
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 12 May 2022

Keshav Gupta, Yiran Su, Thilo Kunkel and Daniel Funk

Online services are increasingly utilizing gamification techniques to encourage consumer loyalty and engagement. However, the majority of the gamified services fail to be…

Abstract

Purpose

Online services are increasingly utilizing gamification techniques to encourage consumer loyalty and engagement. However, the majority of the gamified services fail to be financially sustainable. Existing freemium and gamified services literature provides scant knowledge on behavioral predictors of in-app purchases in freemium gamified services. The research examines highly interactive consumers' in-app behaviors using competition-based motivational affordances, daily usage behavior and social competition motivation that convert them into super engagers.

Design/methodology/approach

The authors applied a multimethod approach by using Multivariate Logistic Regression (n = 685) to analyze in-app behavioral data and Qualitative Comparative Analysis (n = 94) to examine survey and in-app behavioral data of highly interactive consumers of a freemium gamified service to explain paying behaviors.

Findings

Results reveal highly interactive consumers that elicit heavy daily usage of the application or excel at in-app challenges are less likely to convert to super engagers. Among super engagers, some are socially competitive, and their inability to advance in the leaderboard corresponds to in-app purchases, while non-socially competitive consumers make purchases to collect extrinsic rewards. Additionally, highly interactive consumers who possess more knowledge about the gamified service become super engagers to increase their chances to be socially competitive.

Originality/value

This research examines in-app behaviors of highly interactive consumers of a freemium gamified service that lead to in-app purchases following varying levels of daily usage behavior and social competition motivation. The authors contribute to the previous literature by defining and examining a new consumer segment – super engagers – that is financially beneficial for freemium services because of their in-app purchases. The authors provide insight on in-app behaviors that convert highly interactive consumers to super engagers and demonstrate that the reason for highly interactive consumers to make in-app purchases is a function of acquiring specific internal and external rewards based on their level of social competition.

Article
Publication date: 19 November 2021

Shijie Song, Yuxiang Chris Zhao, Xinlin Yao, Zhichao Ba and Qinghua Zhu

Hedonic social applications have been increasingly popular among health information consumers. However, it remains unclear what motivates consumers to adopt health…

1389

Abstract

Purpose

Hedonic social applications have been increasingly popular among health information consumers. However, it remains unclear what motivates consumers to adopt health information in hedonic applications when they have alternative choices of more formal health information sources. Building on the self-determination theory and the affordances lens, this study aims to investigate how different affordances on hedonic social applications affect consumers' basic psychological needs and further influence their intention to adopt health information on such applications.

Design/methodology/approach

As TikTok demonstrated great potential in disseminating health information, we developed a model that we analyze using the PLS-SEM technique with data collected from a valid research sample of 384 respondents with health information seeking or encountering experience in TikTok.

Findings

The results suggested that health information adoption in hedonic social applications is significantly predicted by the satisfaction of consumers' basic psychological needs, namely autonomy, relatedness and competence. Moreover, the satisfaction of basic psychological needs is positively affected by affordances provided by the hedonic social applications. The hedonic affordances positively influence autonomy satisfaction, while the connective affordances positively affect relatedness satisfaction, and the utilitarian affordances positively support competence satisfaction.

Originality/value

The study indicates that hedonic social applications such as TikTok could be an important channel for consumers to access and adopt health information. The study contributes to the literature by proposing a theoretical model that explains consumers' health information adoption and yields practical implications for designers and service providers of hedonic social applications.

Details

Journal of Documentation, vol. 78 no. 4
Type: Research Article
ISSN: 0022-0418

Keywords

Open Access
Article
Publication date: 13 November 2018

Jian Tang and Ping Zhang

Drawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.

4453

Abstract

Purpose

Drawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.

Design/methodology/approach

The authors conducted a literature analysis of 60 journal articles that studied motivational influences of gamification in information technology design. Content analysis was used to identify game design features and motivation variables studied in prior literature, and correspondence analysis was used to show the co-occurrence of game design features and basic motivational needs.

Findings

The results showed that four types of game design features and eight basic motivational needs are studied in this pool of literature. Correspondence analysis indicates some interesting associations between game design features and basic human needs.

Research limitations/implications

This research used a motivational affordance perspective to interpret the impact of game design features and suggested directions for future investigations. It is limited due to its sample size and considered as an exploratory study.

Practical implications

This research provided suggestions for technology designers that game design features vary in their motivational influence, and therefore, game design features should be used accordingly to meet users’ motivational needs.

Originality/value

This research is one of initial studies which explored the association between game design features and basic motivational needs. The findings of this study provide the groundwork for guidelines and strategies to facilitate motivational design in information technology.

Details

International Journal of Crowd Science, vol. 3 no. 1
Type: Research Article
ISSN: 2398-7294

Keywords

Open Access
Article
Publication date: 20 May 2021

Ana Carolina Tomé Klock, Eetu Wallius and Juho Hamari

Several freight operations rely on human cognition and behavior. Tackling these aspects, gamification transforms activities to resemble game-like experiences. Since the…

2285

Abstract

Purpose

Several freight operations rely on human cognition and behavior. Tackling these aspects, gamification transforms activities to resemble game-like experiences. Since the freight transportation sector is rapidly adopting gamification, the purpose of this study is to provide an overview that synthesizes the state-of-the-art and plot future directions for research and the practice of gamifying this area.

Design/methodology/approach

A systematic review of the gamification of freight transportation was conducted. After screening 691 studies, 40 relevant studies were analyzed.

Findings

Most studies found positive psychological and behavioral outcomes from gamification. Literature mainly focused on tackling the operational-level issues of road and maritime transportation modes by implementing simulation games.

Research limitations/implications

Besides elaborating how gamification can improve freight transportation, the authors describe directions still uncovered by the current corpus, such as research design and temporality and the variety of modes and tasks.

Practical implications

Practical implications emerged from the studies, primarily focusing on understanding users, tasks and contexts, targeting different audiences and transportation modalities, and balancing motivational affordances, while considering the demands of the freight transportation domain, including dynamic, spatially dispersed environments and cooperation between multiple stakeholders.

Social implications

The transportation of goods dominates much of the global economy and ecology. Therefore, gamifying this domain has a huge societal impact potential, especially related to issues of sharing economy, safety, environmental sustainability and social media.

Originality/value

Beyond providing an original overview of gamified freight transportation, this study maps current research gaps and describes practical recommendations.

Details

International Journal of Physical Distribution & Logistics Management, vol. 51 no. 7
Type: Research Article
ISSN: 0960-0035

Keywords

Article
Publication date: 5 June 2020

Donghee Shin and Yujong Hwang

This study takes an affordance approach to explain how users perceive the affordance of user action within blockchain and examines how it influences the subsequent user…

1051

Abstract

Purpose

This study takes an affordance approach to explain how users perceive the affordance of user action within blockchain and examines how it influences the subsequent user experience. Focusing on the effect of trust on cognitive processes, the authors analyze how affordances in blockchains affect the user experience.

Design/methodology/approach

The blockchain affordances are examined through a two-stage process. The authors employ a qualitative analysis based on insights gained from the current literature and interviews. The authors then apply a quantitative survey to examine the role of trust in interactions with blockchain services. A structural user model was tested in which their appreciation of affordances of blockchain predicted the trust and satisfaction.

Findings

Users' appreciation for transparency and reliability explained to what extent they trust and are satisfied, thereby suggesting the heuristic roles of trust in blockchains. The study findings indicate a heuristic role for trust regarding underlying links to technological and affective affordances. A user's cognitive heuristics affect their attitudes toward blockchain, in which technological features are processed through users' perceptions and experience.

Research limitations/implications

The model contributes to the conceptualization of security, privacy and traceability along with trust, which is then linked to transparency and reliability. The findings show how the frame of affordances gains explanatory power by being linked to the concepts of affect and emotion. The heuristics of direct perception of security–traceability–privacy (STP) can be used to understand the trajectory of heuristics and ongoing choices of blockchain.

Practical implications

The study results offer a lens through which to address the technology's most common problems by pairing user experience principles and heuristics to blockchain technologies. This study offers insights into the understanding of user actions related to blockchains and into practical implications for developing trust-based services. The results guide the application and tailoring of motivational affordances in blockchain.

Originality/value

While blockchain technology has gained popularity and momentum, there has been little research on how specific features of blockchain technology create value. This study contributes to the research gap by highlighting the role and dimension of trust in relation to STP in blockchains and provides meaningful implications for theory and practice.

Details

Online Information Review, vol. 44 no. 4
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 15 March 2022

Juliet Eyore Ikhide, Ahmet Tarik Timur and Oluwatobi A. Ogunmokun

Rather than overstating the favorable effects of gamification on work outcomes, the purpose of this paper is to present a more balanced perspective into the effects a…

Abstract

Purpose

Rather than overstating the favorable effects of gamification on work outcomes, the purpose of this paper is to present a more balanced perspective into the effects a gamified human resource management (HRM) system may have on creativity at work. This conceptual paper explores and delineates how employees' interaction with gamification features within a gamified HRM system enables and particularly undermines employees' motivation for workplace creative performance.

Design/methodology/approach

The cross-disciplinary nature of this paper necessitates the reliance on theoretical principles, the explanatory and predictive capacities of theories central to human-computer interaction, employee motivation and creativity fields. Thus, the tenets of affordance, self-determination and dynamic componential theory were utilized to analyze the affordance of a gamified HRM system for employees' creative outcomes.

Findings

It is discovered that augmenting the HRM system with gamification affordance is crucial amid global market change and increasing digitization. However, incorporating game design elements into work systems does not necessarily guarantee an increase in creative outcomes. On the contrary, the system may equally undermine employees' motivation, which in turn hampers their creative outcomes.

Originality/value

Many gamification papers have more often than not touted the positive effects of such a system on the targeted outcome. Based on the affordance theory which shows that a user's interaction with gamification properties could produce different outcomes (not only favorable ones) and considering the intricacies of employees' motivation and behavioral outcomes at work, this paper takes a more balanced perspective to examine how gamification could generate intended as well as unintended consequences for employees' creativity, which is crucial to overall job performance.

Details

Personnel Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0048-3486

Keywords

Article
Publication date: 7 August 2018

A.K.M. Najmul Islam, Matti Mäntymäki and Izak Benbasat

Self-promotion on social networking sites (SNSs) is a controversial issue as it has been attributed to various positive and negative consequences. To better understand the…

1325

Abstract

Purpose

Self-promotion on social networking sites (SNSs) is a controversial issue as it has been attributed to various positive and negative consequences. To better understand the reasons for the mixed consequences and the nature of self-promotion on SNSs, the purpose of this paper is to theorize and empirically investigate the duality of SNS self-promotion and its underlying socio-psychological mechanisms.

Design/methodology/approach

By drawing on the motivational affordance lens and self-determination theory, this study develops a theoretical account of the duality of self-promotion on SNSs. The author places subjective vitality and SNS addiction as the positive and negative consequences of self-promotion. The model was tested using partial least squares technique with data collected from 289 Finnish Facebook users using a survey.

Findings

The results show that self-promotion contributes to both subjective vitality and to SNS addiction. Importantly, exhibitionism attenuates the effect of self-promotion on subjective vitality and amplifies the effect of self-promotion on SNS addiction. The feature-level analysis shows that status updates, adding photos, commenting in others’ posts and profile completeness are the main determinants of self-promotion. Status updates, adding photos and check-ins, in turn, have high exhibitionistic appeal.

Originality/value

To date, the empirical attempts to investigate the duality of SNS use have been rare. In particular, prior research is largely silent in explaining what tilt the outcomes of self-promotion either toward positive or negative direction. The paper fills this theoretical and empirical gap and thus contributes to literature on dualities of SNS use.

Details

Information Technology & People, vol. 32 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 20 November 2020

Jialiang Huang and Liyun Zhou

Recently, both practitioners and researchers are beginning to recognize the great potential of social gamification in green information technology (IT) services. This…

Abstract

Purpose

Recently, both practitioners and researchers are beginning to recognize the great potential of social gamification in green information technology (IT) services. This study focuses on the roles of three social gamification affordances (interactivity, cooperation and competition) in gamified green IT services use, from the perspectives of recognition and social overload.

Design/methodology/approach

An online survey is conducted to examine the research model using structural equation modeling with users of Ant Forest, which is an example of green IT services in China.

Findings

Results indicate that interactivity, cooperation and competition can positively affect recognition, which further positively affects green IT services use; however, interactivity and cooperation can increase social overload, which negatively affects green IT services use.

Originality/value

This study provides new insights into the effects of social gamification affordances in green IT services by investigating the effects of interactivity, cooperation and competition on recognition and social overload. In addition, this study highlights the positive effect of recognition and negative effect of social overload on gamified green IT services use, extending the literature reviews surrounding gamified services use.

Details

Internet Research, vol. 31 no. 2
Type: Research Article
ISSN: 1066-2243

Keywords

1 – 10 of 699