A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä
Role of situational context in use continuance after critical exergaming incidents (2020)
Kari, T., Salo, M., & Frank, L. (2020). Role of situational context in use continuance after critical exergaming incidents. Information Systems Journal, 30(3), 596-633. https://doi.org/10.1111/isj.12273
JYU-tekijät tai -toimittajat
Julkaisun tiedot
Julkaisun kaikki tekijät tai toimittajat: Kari, Tuomas; Salo, Markus; Frank, Lauri
Lehti tai sarja: Information Systems Journal
ISSN: 1350-1917
eISSN: 1365-2575
Julkaisuvuosi: 2020
Volyymi: 30
Lehden numero: 3
Artikkelin sivunumerot: 596-633
Kustantaja: Wiley-Blackwell Publishing Ltd.
Julkaisumaa: Britannia
Julkaisun kieli: englanti
DOI: https://doi.org/10.1111/isj.12273
Julkaisun avoin saatavuus: Ei avoin
Julkaisukanavan avoin saatavuus:
Julkaisu on rinnakkaistallennettu (JYX): https://jyx.jyu.fi/handle/123456789/68744
Tiivistelmä
Use continuance is crucial in terms of information systems (IS) success. Previous research has shown that situational context can be central for IS use continuance but has paid limited attention to its specific characteristics. Furthermore, the link between situational context and use continuance has remained unexplored in the novel area of “exergames,” which are defined as digital games requiring physical effort from the player that determines the outcome of the game. Studying exergames is deemed important due to their potential in providing health benefits for users, revenues for providers, and well‐being for societies. However, their potential remains unreached because users tend to discontinue usage after their initial experiences. To address these gaps, we investigate the relationships between specific situational characteristics and use continuance after critical exergaming incidents, in which the user has an exceptionally positive or negative experience. To do this, we quantitatively and qualitatively examined 461 actual critical exergaming incidents. Our findings provide a greater understanding of IS use continuance by revealing new knowledge about the relationships between specific situational characteristics (ie, purpose of use, type of gaming platform, social setting, place, and exertion level) and use continuance. We also offer explanations for these relationships, thus providing a first understanding of the previously unmapped area of how users behave situation‐dependently after critical exergaming incidents. Thus, we contribute both to the general IS continuance literature as well as to the specific area of exergaming. The context specificity of our study matches the calls for heavily contextualised IS research.
YSO-asiasanat: liikuntateknologia; digitaaliset pelit; tietojärjestelmät; käyttäjätutkimus
Vapaat asiasanat: critical incident technique; digital games; exergaming; information systems; situational context; use continuance
Liittyvät organisaatiot
OKM-raportointi: Kyllä
Raportointivuosi: 2020
JUFO-taso: 3