A1 Journal article (refereed)
Is it a tool or a toy? How user's conception of a system’s purpose affect their experience and use (2019)
Köse, Dicle Berfin; Morschheuser, Benedikt; Hamari, Juho (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. DOI: 10.1016/j.ijinfomgt.2019.07.016
JYU authors or editors
Publication details
All authors or editors: Köse, Dicle Berfin; Morschheuser, Benedikt; Hamari, Juho
Journal or series: International Journal of Information Management
ISSN: 0268-4012
eISSN: 1873-4707
Publication year: 2019
Volume: 49
Pages range: 461-474
Publisher: Elsevier
Publication country: United Kingdom
Publication language: English
DOI: https://doi.org/10.1016/j.ijinfomgt.2019.07.016
Open Access: Publication channel is not openly available
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/67233
Abstract
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.
Keywords: user experience; data systems; gamification; crowdsourcing
Free keywords: user conception; dual information systems; gamification; crowdsourcing; post-adoption intentions
Contributing organizations
Ministry reporting: Yes
Reporting Year: 2019
JUFO rating: 2