A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä
Is it a tool or a toy? How user's conception of a system’s purpose affect their experience and use (2019)


Köse, D. B., Morschheuser, B., & Hamari, J. (2019). Is it a tool or a toy? How user's conception of a system’s purpose affect their experience and use. International Journal of Information Management, 49, 461-474. https://doi.org/10.1016/j.ijinfomgt.2019.07.016


JYU-tekijät tai -toimittajat


Julkaisun tiedot

Julkaisun kaikki tekijät tai toimittajatKöse, Dicle Berfin; Morschheuser, Benedikt; Hamari, Juho

Lehti tai sarjaInternational Journal of Information Management

ISSN0268-4012

eISSN1873-4707

Julkaisuvuosi2019

Volyymi49

Artikkelin sivunumerot461-474

KustantajaElsevier

JulkaisumaaBritannia

Julkaisun kielienglanti

DOIhttps://doi.org/10.1016/j.ijinfomgt.2019.07.016

Julkaisun avoin saatavuusEi avoin

Julkaisukanavan avoin saatavuus

Julkaisu on rinnakkaistallennettu (JYX)https://jyx.jyu.fi/handle/123456789/67233


Tiivistelmä

The boundary between hedonic and utilitarian information systems has become increasingly blurred during recent years due to the rise of developments such as gamification. Therefore, users may perceive the purpose of the same system differently, ranging from pure utility to pure play. However, in literature that addresses why people adopt and use information systems, the relationship between the users conception of the purpose of the system, and their experience and use of it has not yet been investigated. Therefore, in this study we investigate the interaction effects between users’ utility-fun conceptions of the system and the perceived enjoyment and usefulness from its use, on their post-adoption intentions (continued use, discontinued use, and contribution). We employ survey data collected among users (N = 562) of a gamified crowdsourcing application that represents a system affording both utility and leisure use potential. The results show that the more fun-oriented users conceive the system to be, the more enjoyment affects continued and discontinued use intentions, and the less ease of use affects the continued use intention. Therefore, users’ conceptions of the system prove to be an influential aspect of system use and should particularly be considered when designing modern multi-purposed systems such as gamified information systems.


YSO-asiasanatkäyttäjäkokemustietojärjestelmätpelillistäminenjoukkoistaminen

Vapaat asiasanatuser conception; dual information systems; gamification; crowdsourcing; post-adoption intentions


Liittyvät organisaatiot


OKM-raportointiKyllä

Raportointivuosi2019

JUFO-taso2


Viimeisin päivitys 2024-08-01 klo 17:50