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1.
Understanding post adoption behavior has emerged as an important issue in IS research. Organizations have invested in a plethora of Information Systems (IS) and the benefits that can be gained from these systems depend on their usage. Prior research has examined factors that impact users’ intention to continue using the IS. However, comprehending post adoption IS usage behavior has not received much attention. Building on TAM and IS success model, this study proposes that information quality and system integration influence perceived IS usefulness which will then drive post adoption usage of the IS. Post adoption IS usage is conceptualized as a broad concept that includes extended usage and exploratory usage. Data (N = 1032) was collected to test the model, in the context of a web-based student information system that students use to manage their academic work. The results show that at the post adoption stage, perceived IS usefulness is a good predictor of extended usage and exploratory usage. However, surprisingly IS usefulness was found to explain a much larger variance in exploratory usage. Information quality and system integration were found to influence IS usefulness. However, information quality also has a direct affect on extended usage, while system integration directly influenced exploratory usage. Assessment of the moderating role of gender and internet experience on model relationships reveals interesting insights. Implications are drawn for future research and practice.  相似文献   

2.
It has long been a challenge for online game providers that online game players frequently switch to alternative games without much hesitation. Current IS continuance theories are mainly developed to interpret user continuance of general utilitarian IS and are ineffective in interpreting user continuance of hedonic IS. In this study based on the uses and gratifications theory, a hedonic IS continuance model is developed by incorporating three types of gratification: hedonic gratification (enjoyment, fantasy and escapism); social gratification (social interaction and social presence); and utilitarian gratification (achievement and self-presentation). Age and gender are the moderating factors in the model. The research model is empirically assessed based on 3919 validated responses from the users of a social network game in China. In this study we found that three types of gratification affect an individual’s continuance intention to use a social network game: hedonic gratification (enjoyment, fantasy and escapism), utilitarian gratification (achievement) and social gratification (social interaction and social presence). The results provide weak support for the moderating effect of gender on the relationship between each antecedent and continuance intention, but offer strong support for the moderating effect of age on the relationships.  相似文献   

3.
Organisations have invested in self‐service information systems (IS) to provide a direct interface for service delivery. Enriching the usage of these systems can provide organisations with immense benefits. However, limited research has been directed towards understanding post‐adoption IS usage behaviour in general and specifically in the context of self‐service IS. This study proposes post‐adoption IS usage behaviour as a broader concept constituting feature level usage of IS, integration of IS in the work system and exploration of new uses of IS. We evaluate how the new conceptualisation can be used to classify users at different stages of self‐service IS usage. Further, we examine user perceptions that differentiate among the users situated at different self‐service IS usage stages. Data were collected in the context of a self‐service Web‐based IS to validate the post‐adoption IS usage constructs and to examine the proposed thesis. The newly developed conceptual structure and measures for post‐adoption IS usage behaviour exhibit strong psychometric properties. The analysis shows three distinct post‐adoption IS usage stages and highlights that usefulness, user‐initiated learning, ease of use, satisfaction and voluntariness of use differentiate users at the different stages of post‐adoption IS usage. The results show that these variables aggregate into value confirmation and learning orientation as two higher‐level concepts. Further, we evaluate the predictive efficacy of the research model in classifying users into different post‐adoption self‐service IS usage stages. Implications are drawn for future research.  相似文献   

4.
The study proposes an integrated comprehensive consumer decision-making model by extending the customer value, satisfaction, and loyalty framework to include customer experience as an antecedent to creating value and enhancing satisfaction toward technology continuance intention. Our study incorporates perspectives from information systems (IS) and service marketing, where customer value (hedonic and utilitarian) theory and literature on customer experience with perceived ease of use and perceived usefulness as its dimensions are found to be drivers of technology continuance intention for consumer electronics. In addition, partial least squares results from 370 smartphone users indicate that within consumer electronics, price negatively moderates the relationship between utilitarian value and satisfaction but not with hedonic value and satisfaction. Contributions of findings and implications are discussed to provide references for consumer electronic firms in IS and service marketing.  相似文献   

5.
This study examines determinants that affect the behaviour of information systems (IS) users, and influence of the users’ decisions to continue using IS by two models: the technology acceptance model (TAM) and the expectation-confirmation model of IS continuance (ECM-IS). The behaviour of professionals who utilise complex software solutions for performing their working tasks has been in the focus of this research. Based on data gathered from questionnaires filled-out by users of the integrated accounting and budgeting software (IABS), the confirmatory factor analysis has shown that both models demonstrate good factor, convergence and discriminatory validity, respectively. The comparison of the obtained results has been performed, and it shows that ECM-IS has a larger explanatory power (R2) over TAM, explaining 49% of the dependent variable (IS continuance intention) in relation to 29%. The IS continuance intention is determined by the users’ satisfaction and perceived usefulness. The user satisfaction is influenced by perceived usefulness and confirmation. The confirmation of the user's expectations has had a positive influence on perceived usefulness. The perceived ease of use has not exerted a significant influence on the user's intention of IS continuance.  相似文献   

6.
Social networking sites (SNS) have become a significant component of people's daily lives and have revolutionized the ways that business is conducted, from product development and marketing to operation and human resource management. However, there have been few systematic studies that ask why people use such systems. To try to determine why, we proposed a model based on uses and gratifications theory. Hypotheses were tested using PLS on data collected from 148 SNS users. We found that user utilitarian (rational and goal-oriented) gratifications of immediate access and coordination, hedonic (pleasure-oriented) gratifications of affection and leisure, and website social presence were positive predictors of SNS usage. While prior research focused on the hedonic use of SNS, we explored the predictive value of utilitarian factors in SNS. Based on these findings, we suggest a need to focus on the SNS functionalities to provide users with both utilitarian and hedonic gratifications, and suggest incorporating appropriate website features to help users evoke a sense of human contact in the SNS context.  相似文献   

7.
This study explores users’ continuance intention in online social networks by synthesizing Bhattacherjee’s IS continuance theory with flow theory, social capital theory, and the unified theory of acceptance and use of technology (UTAUT) to consider the special hedonic, social and utilitarian factors in the online social network environment. The integrated model was empirically tested with 320 online social network users in China. The results indicated that continuance intention was explained substantially by all hypothesized antecedents including perceived enjoyment, perceived usefulness, usage satisfaction, effort expectancy, social influence, tie strength, shared norms and trust. Based on the research findings, we offer discussions of both theoretical and practical implications.  相似文献   

8.
Users seek a more complete experience with software products, an experience that not only achieves well-defined goals, but also involves the senses and generates affective response. There is therefore a need to develop product characteristics that provide both instrumental and hedonic value to users of even utilitarian software products. But software product development organizations will be motivated to provide these features only if enhances business outcomes such as User Loyalty (UL) and positive Word-of-Mouth (WOM). Keeping this context in view, this study investigates how utilitarian product characteristics, as measured by perceived usefulness, and hedonic product characteristics, that generate perceived enjoyment and playfulness, impact UL and WOM. The results of the study show that hedonic and utilitarian product characteristics have distinctive impacts on UL and WOM with hedonic characteristics positively and significantly impacting WOM while utilitarian characteristics positively and significantly impacting UL. The reasons for this rather unexpected findings are discussed.  相似文献   

9.
Customer loyalty or repeat purchasing is critical for the survival and success of any store. By focusing on online stores, this study investigates the repeat purchase intention of experienced online buyers based on means‐end chain theory and prospect theory. In the research model, both utilitarian value and hedonic value are hypothesised to affect repeat purchase intention positively. Perceived risk is hypothesised to affect repeat purchase intention negatively and moderate the effects of utilitarian and hedonic values on repeat purchase intention. Utilitarian value is proposed as a formative second‐order construct formed by product offerings, product information, monetary savings and convenience. Hedonic value is also proposed as a formative second‐order construct formed by the six hedonic benefits that have been identified in prior research. Data collected from 782 Yahoo!Kimo customers provide strong support for the research model. The results indicate that both the utilitarian value and hedonic value are positively associated with buyers' repeat purchase intention. A higher level of perceived risk reduces the effect of utilitarian value and increases the effect of hedonic value on repeat purchase intention. Implications for theory and practice and suggestions for future research are provided.  相似文献   

10.
This study links generational literature and information systems (IS) research by investigating the effect of generational differences on the usage of Twitter. Using theories of technology acceptance and IS continuance, we propose a research model to explore whether digital natives (DN) and digital immigrants (DI) perceive technology differently, and whether any such differences affect Twitter use-continuance behaviour. Structural equation modelling analysis of survey data from 385 users reveals that DN and DI perceive Twitter differently, providing partial support for the propositions of the model. The findings emphasise the role of generation in explaining users' continuance behaviour, with DN experiencing more social pressure to use Twitter, and finding it easier to use – but less useful – than do DI. This study has important implications for research in that it contributes to the debate on generational differences and to the IS continuance literature.  相似文献   

11.
Increasingly, researchers have come to acknowledge that consumption activities entail both utilitarian and hedonic components. Whereas utilitarian consumption accentuates the achievement of predetermined outcomes typical of cognitive consumer behavior, its hedonic counterpart relates to affective consumer behavior in dealing with the emotive and multisensory aspects of the shopping experience. Consequently, while utilitarian consumption activities appeal to the rationality of customers in inducing their intellectual buy-in of the shopping experience, customers’ corresponding emotional buy-in can only be attained through the presence of hedonic consumption activities. The same can be said for online shopping. Because the online shopping environment is characterized by the existence of an IT-enabled web interface that acts as the focal point of contact between customers and vendors, its design should embed utilitarian and hedonic elements to create a holistic shopping experience. Building on Expectation Disconfirmation Theory (EDT), this study advances a research model that not only delineates between customers’ utilitarian and hedonic expectations for online shopping but also highlights how these expectations can be best served through functional and esthetic performance, respectively. Furthermore, we introduce online shopping experience (i.e., transactional frequency) as a moderator affecting not only how customers form utilitarian and hedonic expectations but also how they evaluate the functional and esthetic performances of e-commerce sites. The model is then empirically validated via an online survey questionnaire administered on a sample of 303 respondents. Theoretical contributions and pragmatic implications to be gleaned from our research model and its subsequent empirical validation are discussed.  相似文献   

12.
Engagement in virtual worlds has become pervasive, particularly among the young. At the same time, the number of virtual environments has increased rapidly. Due to intensifying competition, promoting sustained usage, i.e. continuance, has become a top priority for virtual world operators. Prior research has shown that network externalities play a key role in the adoption of communication technologies. However, a small amount of research has examined the role of network externalities in continued IT usage in general or with respect to the virtual world participation in particular. To fill in this gap, we examine how perceived network externalities affect the continuance of social virtual worlds. To this end, we introduce the concept of perceived aggregate network exposure (PANE). We extend the original information systems (IS) continuance model with perceived enjoyment and position PANE as a moderator. We test the model with data collected from 2134 Finnish Habbo Hotel users and employ structural equation modelling in the analysis. The results demonstrate that PANE moderates the influence of motivational factors on continued use intention and satisfaction.  相似文献   

13.
Corporate mergers and acquisitions (M&As) are prominent means for corporate strategy. In many M&As information systems (IS), integration is critical for achieving the intended goals. By integrating previous research on M&A and IS integration, we develop a six‐dimensional theoretical framework for IS integration in corporate M&As. The framework is used to describe and explain IS integration management in four M&As. Based on the four cases, the theoretical framework and the existing literature, an initial model (Dynamic System of IS Integration in M&A, DySIIM) describing and explaining how IS integration relates to the M&A process is developed. Through the combination of the DySIIM's dimensions, the dynamics of different parts of the M&A process are captured. The model can be used in further research to build cumulative knowledge about how to manage IS integration in M&A. The model can also be used by companies in their M&A since through the combination of dimensions, it shows the IS integration issues, decisions and actions that a company has to address in the process.  相似文献   

14.
Abstract.  Past research indicates that expectations play a crucial role in the final satisfaction of users of information systems (IS). This includes expectations regarding the skill levels exhibited by the providers of the IS services and products. Typically, the expectations are examined as gaps from perceived performance or as gaps from realistic expectations. The interaction of these gaps has not been thoroughly explored in past research, although recent theories anticipate both gaps are crucial in meeting the desires of the users. A matched pair sample of IS users and IS providers is used to collect data on expected skill levels and perceived delivery of the skills demanded. Gaps, both between these two stakeholder groups regarding expectations and within the user group regarding perceived delivery, are found to impact user satisfaction in a two-way analysis. The results indicate that expectations should be managed to higher levels and commonly understood across the user and provider groups.  相似文献   

15.
Consumers' perceived value plays a dominant role in determining the adoption of mobile technologies. However, behavior literature suggests that consumer value is context dependent. The current study attempts to understand the effects of use context on consumers' perceived value and adoption of mobile Internet. An adoption model that reflects the unique use context and the utilitarian values (perceived usefulness and perceived mobility) and hedonic values (perceived enjoyment and concentration) of mobile Internet was developed and empirically tested against data collected from 507 mobile Internet users in China. Structural equation analysis results indicate that consumers' values perceptions and adoption decisions are context dependent. The use context fully mediates the effects of utilitarian values and partially mediates the relationship between hedonic values and intention to use mobile Internet. Theoretical and practical implications of the findings are discussed.  相似文献   

16.
Since the introduction of the Motivational Technology Acceptance Model in 1992, many researchers have considered both extrinsic and intrinsic motivation as antecedents of intent to use and actual use of a system. However, it has been a long-standing and largely unchallenged assumption that intrinsic motivation (i.e., fun or enjoyment) is a more dominant predictor of hedonic (fun) application use and that extrinsic motivation (i.e., usefulness) is a more dominant predictor of utilitarian (practical) application use. In this article, we probe whether system type serves as a boundary condition (i.e., moderator) for understanding an individual’s interaction with information technology. Specifically, we examine whether perceived enjoyment’s influence on perceived ease of use, perceived usefulness, intention, and use varies with system type. On the basis of a meta-analytic structural equation modeling analysis of 185 studies between 1992 and February 2011, our findings suggest intrinsic motivation is equally relevant for predicting intentions toward using and actual use of both hedonic and utilitarian systems. Therefore, our meta-analytic results call into question the rigidity of the assumption that system type is a ‘boundary condition’ for understanding individuals’ interaction with information technology. The implications of these results for research and practice are discussed.  相似文献   

17.
This study presents two extensions to the two‐stage expectation‐confirmation theory of information systems (IS) continuance. First, we expand the belief set from perceived usefulness in the original IS continuance model to include three additional predictors identified in the unified theory of acceptance and use of technology, namely effort expectancy, social influence and facilitating conditions. Second, we ground the IS continuance model in the context of transactional systems that involve transmission of personal and sensitive information and include trust as a key contextual belief in the model. To test the expanded IS continuance model, we conducted a longitudinal field study of 3159 Hong Kong citizens across two electronic government (e‐government) technologies that enable citizens' access to government services. In general, the results support the expanded model that provides a rich understanding of the changes in the pre‐usage beliefs and attitudes through the emergent constructs of disconfirmation and satisfaction, ultimately influencing IS continuance intention. Finally, we discuss the theoretical and practical implications of the expanded model.  相似文献   

18.
This study aims to explore how IT-business alignment can be better achieved. Drawing on the dynamic capability view, information systems (IS) alignment and IS ambidexterity are theorized as IT departments’ ordinary capability and dynamic managerial capability, respectively. Four IS assets are identified as antecedents of both IS ambidexterity and IS alignment. A research model with 14 hypotheses is tested with a sample of 162 manufacturing firms. The PLS analysis shows that IS ambidexterity can increase IS alignment in terms of operational support and that the four IS assets can affect IS alignment directly or indirectly. Implications for research and practice are provided.  相似文献   

19.
With the recent proliferation of physical game systems in entertainment contexts, gaining a better understanding of why users are willing to utilize physical game systems has become an important topic for practitioners and academics. The current study attempts to explore the determinants of behavioral intention pertaining to the use of physical tennis games from the perspective of both hedonic and utilitarian motivations. A research model is proposed based on the existing literature. Data collected from 124 experienced players of physical tennis games are tested against the research model using the partial least squares approach. The results indicate that both perceived exercise utility and perceived enjoyment have a significant influence on behavioral intention. In addition, perceived motion-sensing, challenge, interactivity, ease of use, and design aesthetics are found to have a significant effect on perceived enjoyment. More specifically, perceived motion-sensing is observed to be the antecedent of perceived exercise utility. The findings of this study provide several important implications pertaining to both the research and practice of physical game system development and diffusion.  相似文献   

20.
Given the important impact that an IS strategy has on the potential value IS brings to an organization, we develop and test a model of IS Strategy and Firm Performance. Our survey-based study provides strong evidence that firms with defined IS strategies (either IS Innovator or IS Conservative) perform better than those without defined IS strategies. Organizations without a clearly defined IS strategy actually experienced a negative relationship with firm performance. These organizations should realize the potentially negative outcomes of such a lack of strategy and work to extricate themselves before a consistent pattern of investing in IS without clear organizational benefit develops. Furthermore, the study suggests that the IS Innovator strategy is, in particular, associated with more superior firm performance than the IS Conservative strategy under conditions of environmental dynamism. Organizational leaders need to consider the external environments under which their organizations are operating and evaluate the influence those environments may have on their IS strategy’s ability to impact performance. Post hoc analysis results also reveal a fourth potential IS strategy, one that strives for ambidexterity. Ambidextrous firms were found to be associated with the most superior performance, leading to a potential extension of the existing IS strategy typology and a call for future research.  相似文献   

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