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1 – 10 of 230Yijing Xun, Xiabing Zheng, Matthew Lee and Feng Yang
The rise and popularity of digitalization have made the addictive use in the virtual world more common, which has aroused wide attention from academia and public. Uncovering the…
Abstract
Purpose
The rise and popularity of digitalization have made the addictive use in the virtual world more common, which has aroused wide attention from academia and public. Uncovering the underlying mechanism of addictive use is essential to address this serious issue.
Design/methodology/approach
By utilizing the context of massively multiplayer online games (MMOGs), this study developed virtual-domain perfectionism of seeking excellence and avoiding failure from the dual process model of perfectionism and identified four affordances in MMOGs from the perspective of technology affordance. The authors surveyed 302 valid samples in MMOGs to empirically test the research model.
Findings
The results demonstrate that two processes of virtual-domain perfectionism influence addictive use positively in MMOGs. Technology affordances perform as the antecedents of virtual-domain perfectionism and conduct distinct impacts in MMOGs. Specifically, affordances of interaction and identity are positively related to virtual-domain perfectionism, while achievement affordance is unrelated to virtual-domain perfectionism. Immersion affordance is positively related to virtual-domain perfectionism of seeking excellence and negatively associated with virtual-domain perfectionism of avoiding failure.
Originality/value
This study identified virtual-domain perfectionism and specific MMOGs affordances. The research model provides insights into addictive use in MMOGs by leveraging context and combining lenses. Research findings help elucidate the role of virtual-domain perfectionism on the addictive use from MMOGs affordances with the corresponding technical features.
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Weihong Ning, Ofir Turel and Fred D. Davis
In this current review, we aimed to understand technology addiction interventions and provide guidelines for IS scholars to use IT to prevent or attenuate technology addiction.
Abstract
Purpose
In this current review, we aimed to understand technology addiction interventions and provide guidelines for IS scholars to use IT to prevent or attenuate technology addiction.
Design/methodology/approach
We systematically reviewed articles associated with technology and substance addiction interventions. These articles included review articles, peer-reviewed articles, conference proceedings, and online articles.
Findings
We propose a roadmap for technology addiction intervention development and testing based on the review. Next, we summarize the similarities and differences between substance addiction and technology addiction in terms of antecedents, negative consequences, and neurobiological mechanisms. Based on this, two types of potential interventions for substance addiction were reviewed to explore how they can be used for technology addiction. To conclude, IT-mediated interventions were summarized, and promising avenues for future research were highlighted.
Originality/value
Technology addiction has a broad range of adverse impacts on mental health and well-being. With the knowledge and insight from this review, the Information Systems community can become part of the solution to technology addiction.
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Xiang Gong, Zhenxin Xiao, Xiaoxiao Liu and Matthew K.O. Lee
Active participation is critical to the survival and development of the multiplayer online battle arena (MOBA) game community. However, this issue has not received much attention…
Abstract
Purpose
Active participation is critical to the survival and development of the multiplayer online battle arena (MOBA) game community. However, this issue has not received much attention in the information systems literature. To address this issue, we develop a tripartite model that accounts for the roles of behavioral dedication, constraint, obligation mechanisms on active participation in the MOBA community.
Design/methodology/approach
The research model is empirically validated by online survey data among 971 users of a popular MOBA community.
Findings
The results show that perceived enjoyment, perceived escapism, and affective commitment are key behavioral dedication factors, which further promote active participation in the MOBA community. In addition, past investment, self-efficacy for change, and calculative commitment are important behavioral constraint factors, which ultimately influence active participation in the MOBA community. Finally, subjective norm, group norm, social identity, and normative commitment are influential behavioral obligation factors, which in turn facilitate active participation in the MOBA community.
Originality/value
This study contributes to the theoretical understanding of active participation in the MOBA community and offers practical guidance for promoting active participation in the community.
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Justin Paul, Parul Manchanda, Nupur Arora and Aanchal Aggarwal
Smartphones have become a vital element of daily life and because of this ongoing reliance, consumer' attention is drawn to online platforms, which may harm societal…
Abstract
Purpose
Smartphones have become a vital element of daily life and because of this ongoing reliance, consumer' attention is drawn to online platforms, which may harm societal communications. Therefore, this paper investigates a behavioral addiction known as “fear of missing out” (FoMO), which causes anxiety and leads to more problematic smartphone usage and phubbing behavior (PB). In addition, this paper examines the multidimensional perspective of smartphone addiction (SMA) and the moderating role of Big 5 personality types in the aforesaid relationship.
Design/methodology/approach
An online questionnaire was administered, to collect data from 468 smartphone users from universities across India. Partial least squares structural equation modeling and Hayes' PROCESS macros were employed as statistical tools for analysis.
Findings
Results highlight that there is a significant association between FoMO and PB with SMA as a significant mediator with partial mediation effect.
Originality/value
Conscientiousness, neuroticism and extroversion were found to be significant moderators in the model. Further, the findings raise awareness regarding smartphone etiquette and additional technology literacy required in this field.
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Gen-Yih Liao, Tzu-Ling Huang, Alan R. Dennis and Ching-I Teng
Online games are popular applications of Internet technology, with over 2.8 billion users worldwide. Many players engage in team gameplay, indicating that online games are…
Abstract
Purpose
Online games are popular applications of Internet technology, with over 2.8 billion users worldwide. Many players engage in team gameplay, indicating that online games are suitable media through which players connect with their friends. However, past studies have not examined the ability of games to assist players in connecting with their friends, indicating a gap. To fill this gap, the authors propose a new concept, the friend-connecting affordance, which is the ability of an online game to enable players to contact friends within the game.
Design/methodology/approach
The authors built a model to explain how games' friend-connecting affordances influence game loyalty. The authors gathered responses from 1,347 online players and used structural equation modeling to test the model.
Findings
The authors found that friend-connecting affordances and team participation influence game loyalty. Gaming intensity and gaming history can moderate the impact of friend-connecting affordances.
Originality/value
This new affordance can be realized through various game elements, offering unique and actionable insights to game makers. The authors also compared the friend-connecting affordances among a number of popular online games, providing insights specific to each game and increasing the practical value of the findings.
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Norazha Paiman and Muhammad Ashraf Fauzi
This research aims to build on the pre-existing corpus of literature through the integration of the technology acceptance model (TAM) and usage habit to more accurately capture…
Abstract
Purpose
This research aims to build on the pre-existing corpus of literature through the integration of the technology acceptance model (TAM) and usage habit to more accurately capture the determinants associated with social media addiction among university students. This study seeks to delineate how usage habit and TAM may be used as predictors for addiction potential, as well as provide greater insight into current trends in social media usage across this population demographic.
Design/methodology/approach
A cross-sectional research design was employed to investigate the determinants of social media addiction among university students in Malaysia at the onset of their tertiary education. A self-administered survey, adapted from prior studies, was administered to a sample of 217 respondents. The hypotheses on social media addiction were subsequently tested using a partial least squares structural equation modeling (PLS-SEM) approach.
Findings
Usage habit was found to be a direct and strong predictor of this type of addiction, as well as all TAM variables considered in the research. Additionally, by integrating TAM with usage habit, the study revealed a comprehensive and multi-faceted understanding of social media addiction, providing an important insight into its complexity in the Malaysian context. Although several other factors have been identified as potential contributors to social media reliance and addictive behavior, it appears that usage habit is paramount in driving these addictive tendencies among university students.
Research limitations/implications
This expanded model holds significant implications for the development of interventions and policies that aim to mitigate the adverse effects of social media addiction on students' educational and psychological well-being. The study illustrates the applicability of the TAM in examining addictive behaviors within emerging contexts such as the Malaysian higher education sector, thus contributing to the extant literature on the subject.
Practical implications
The integrated TAM and habit model is an effective predictor of social media addiction among young adults in developing countries like Malaysia. This highlights the importance of actively monitoring and controlling users' interactions with technology and media platforms, while promoting responsible usage habits. Educators can use these findings to create tailored educational programs to educate students on how to use technology responsibly and reduce their risk of becoming addicted to social media.
Originality/value
This study provides a unique perspective on social media addiction among university students. The combination of TAM and usage habit has the potential to shed significant light on how variables such as perceived usefulness (PU) and perceived ease of use (PEOU) may be associated with addictive behaviors. Additionally, by considering usage habit as an explanatory factor, this research offers a novel approach to understanding how addictions form over time.
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Yijing Xun, Xiabing Zheng, Matthew K.O. Lee and Feng Yang
The health and survival of massively multiplayer online games (MMOGs) are of paramount concern to stakeholders. It is essential to understand the usage behaviors of exploitative…
Abstract
Purpose
The health and survival of massively multiplayer online games (MMOGs) are of paramount concern to stakeholders. It is essential to understand the usage behaviors of exploitative and exploratory strategies. By combining the typical user experience with psychological mechanisms in MMOGs, this study is devoted to clarifying how technology affordance and digital perfectionistic intention influence reinforcement and variety-seeking orientations of MMOGs use.
Design/methodology/approach
This study adopted a sequential triangulation mixed-methods design to explore how diverse usage behaviors of reinforced and varied use in MMOGs are formed. After proposing the theoretical framework from MMOGs affordance, perfectionistic intentions, and diverse use, empirical evidence was initially collected from representative samples through a survey. Qualitative interviews from players in MMOGs and game industry practitioners are conducted to confirm the results, supplement understanding, and gather insights from diverse backgrounds. The quantitative and qualitative inferences are discussed to validate the research focus.
Findings
Findings from various perspectives suggest that perfectionistic intentions are critical antecedents of different usage behaviors influenced by affordances provided in MMOGs. Goal-driven affordance with reward and competition, interaction affordance, and identity affordance are key MMOGs affordances and could affect perfectionistic intentions differently. People with different perfectionistic intentions, which are the psychological outcome of MMOGs affordances, possess diverse usage behaviors.
Originality/value
This study is the first to consider diverse usage behaviors in virtual worlds such as MMOGs by combining lenses of perfectionistic intentions and technology affordance. Findings from mixed-methods analysis significantly enrich the research on online game usage behavior, offering valuable theoretical and practical implications for studying usage behaviors within the virtual world.
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Triantoro Safaria, Yusti Probowati Rahayu and Soerjantini Rahaju
Previous studies have identified concerns and anxiety in individuals who are without their mobile phones, which is known as nomophobia, an acronym for “no mobile phone phobia.”…
Abstract
Purpose
Previous studies have identified concerns and anxiety in individuals who are without their mobile phones, which is known as nomophobia, an acronym for “no mobile phone phobia.” However, there is currently limited evidence of qualitative research that explores nomophobia. The purpose of this study is to explore personal experiences and individual meanings associated with mobile phone use and nomophobia.
Design/methodology/approach
To address this gap, the present study employed a Heideggerian phenomenological approach to investigate the issue. Ten college students, who have medium to high nomophobia were selected as respondents. Semi-structured interviews were conducted to collect data, which were then transcribed verbatim and analyzed using reflexive thematic analysis.
Findings
A deep understanding of the psychological dynamics, experiences, meanings, perceptions and beliefs of individuals regarding smartphone use can only be explored through a qualitative approach that presents personal statements of individuals through in-depth semi-structured interviews. This study contributes to a deep understanding of the psychological dynamic of nomophobia.
Research limitations/implications
This study has limitations that must be carefully considered. First, the respondents came from a university with a sample size of 10 people, which may not fully represent the phenomenon of nomophobia among students due to differences in cultural and academic backgrounds. However, we addressed this limitation by selecting only students who scored moderate to high levels of nomophobia. Second, the researchers acknowledge that the sample used in the study may not be fully representative of the broader target population or a larger group, as previously mentioned. Therefore, generalizing the findings of this research must be done carefully, being cautious and thoughtful to avoid hasty conclusions.
Practical implications
In the functional context, it is recommended for individuals to be more mindful of their smartphone usage and strive to strike a balance between utilizing their device's capabilities for productive purposes and avoiding excessive dependency that may lead to distractions or information overload. This includes limiting excessive smartphone usage for entertainment purposes, restricting aimless and irrelevant Internet browsing and implementing effective time management when using smartphones. For smartphone users from the ontological context, the advice is to critically evaluate their digital presence and ensure that their online activities align with their true values and self-perception, promoting responsible and ethical smartphone use. Engaging in fasting or break sessions by completely turning off the smartphone at specific times and utilizing that time for activities such as reading books, writing and engaging in spiritual practices, or exercising is also advisable. In the anthropomorphic context, individuals are advised to reflect on the potential emotional dependence on their smartphones and consider establishing healthy boundaries to avoid excessive reliance on these devices to fulfill emotional needs. One practical recommendation is to engage in self-reflection, where individuals take some time to ponder their smartphone usage patterns and emotional attachment to the device. They should ask themselves why they feel the need to constantly check their phone and how it impacts their emotions and overall well-being.
Originality/value
This study contributes to a deep understanding of the psychological dynamics of nomophobia by exploring the experiences, meanings, perceptions, and beliefs of individuals regarding smartphone use.
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Man Lai Cheung, Wilson K.S. Leung, Man Kit Chang, Randy Y.M. Wong and Sin Yan Tse
Despite the promising development and marketing potential of the metaverse, our understanding of how realistic metaverse environments impact user engagement and behaviours remains…
Abstract
Purpose
Despite the promising development and marketing potential of the metaverse, our understanding of how realistic metaverse environments impact user engagement and behaviours remains limited. This study investigates the role of perceived realism in influencing user engagement, thereby affecting external search behaviour and visit intentions.
Design/methodology/approach
We surveyed 270 active metaverse users to test the research model. The data were analysed using partial least squares structural equation modelling (PLS-SEM).
Findings
The results of our study show that three dimensions of realism – avatar involvement, perceptual pervasiveness and social realism – significantly enhance user engagement, which in turn influences external search behaviour and visit intention. In contrast, simulation realism and freedom of choice have minimal effects on absorption and dedication.
Research limitations/implications
This study highlights the role of perceived realism in enhancing user engagement with the metaverse and its impact on physical world behaviours. It contributes to metaverse literature by demonstrating that engagement within the metaverse significantly influences physical world behaviours, including visit intentions and external search behaviours.
Practical implications
This study offers practical guidance for developers to enhance user engagement in metaverse environments. Specifically, our findings advocate for visual and audio quality enhancements, greater persuasiveness of virtual spaces, improved avatar representativeness and a closer alignment of metaverse activities with real-life events.
Originality/value
This study advances the theoretical understanding of perceived realism by examining how its dimensions – such as visual and audio quality, avatar representativeness and alignment with real-life events – impact user engagement in the metaverse. It also explores how this engagement influences offline behaviours, thus bridging the gap between virtual and real-world interactions.
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Nadia Jimenez, Sonia San Martin and Paula Rodríguez-Torrico
This study aims to focus on how smartphone addiction impacts young consumer behavior related to mobile technology (i.e. the compulsive app downloading tendency). After a thorough…
Abstract
Purpose
This study aims to focus on how smartphone addiction impacts young consumer behavior related to mobile technology (i.e. the compulsive app downloading tendency). After a thorough literature review and following the risk and protective factors framework, this study explores factors that could mitigate its effects (resilience, family harmony, perceived social support and social capital).
Design/methodology/approach
The study used the covariance-based structural equation modeling approach to analyze data collected from 275 Generation Z (Gen Z) smartphone users in Spain.
Findings
Results suggest that resilience is a critical factor in preventing smartphone addiction, and smartphone addiction boosts the compulsive app downloading tendency, a relevant downside for younger Gen Z consumers.
Originality/value
Through the lens of the risk and protective factors framework, this study focuses on protective factors to prevent smartphone addiction and its negative side effects on app consumption. It also offers evidence of younger consumers’ vulnerability to smartphone addiction, not because of the device itself but because of app-consumption-related behaviors.
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