[AISWorld] JAIS 2013 Volume 14, Issue 11 (November) Contents

JAIS JAIS at comm.virginia.edu
Wed Nov 27 14:43:12 EST 2013


Contents of Volume 14, Issue 11 (November) Journal of the Association for Information Systems (JAIS) Official Publication of the Association for Information Systems

Published: Monthly Electronically

ISSN: 1536-9323

Published by the Association for Information Systems, Atlanta, USA http://aisel.aisnet.org/jais/
Editor-in-Chief:  Professor Suprateek Sarker, University of Virginia, USA

PAPER ONE
Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) By Paul Benjamin Lowry, James Eric Gaskin, Nathan W. Twyman, Bryan Hammer, and
Tom L. Roberts

Abstract
Hedonic-motivation systems (HMS)—systems used primarily to fulfill users’ intrinsic motivations—are the elephant in the room for IS research. Growth in HMS sales has outperformed utilitarian-motivation systems (UMS) sales for more than a decade, generating billions in revenue annually; yet IS research focuses mostly on UMS. In this study, we explain the role of intrinsic motivations in systems use and propose the hedonic-motivation system adoption model (HMSAM) to improve the understanding of HMS adoption. Instead of a minor, general TAM extension, HMSAM is an HMS-specific system acceptance model based on an alternative theoretical perspective, which is in turn grounded in flow-based cognitive absorption (CA). The HMSAM extends van der Heijden’s (2004) model of hedonic system adoption by including CA as a key mediator of perceived ease of use (PEOU) and of behavioral intentions to use (BIU) hedonic-motivation systems. Results from experiments involving 665 participants confirm that, in a hedonic context, CA is a more powerful and appropriate predictor of BIU than PEOU or joy, and that the effect of PEOU on BIU is fully mediated by CA sub-constructs. This study lays a foundation, provides guidance, and opens up avenues for future HMS, UMS, and mixed-motivation system research

To obtain a copy of the entire article, click on the link below:
http://aisel.aisnet.org/jais/vol14/iss11/2/


PAPER TWO
Laboring Online: Are There “New” Labor Processes In Virtual Game Worlds? By Anita Greenhill and Gordon Fletcher

Abstract
As unemployment figures rise in the developed world, questions regarding the meaning of “labor” and the intrinsic ”value” of work re-emerge. This paper examines labor practices in virtual game worlds to extend existing theoretical explorations regarding concepts of labor and work in the information systems field. The cases explored in this study observe the labor processes associated with two virtual game worlds. We explore whether labor processes are being replicated in virtual environments and, if so, whether “conventional” hegemonies identified by Marxist literature regarding labor are also found in these virtual worlds. This paper contributes to critical information systems research by exploring emancipatory claims regarding labor practices in ICT-enabled work. We present the findings from empirical studies of the Puzzle Pirates and Farmville virtual worlds where we examine the forms of labor undertaken online and their significance in the construction of hegemonic power relationships. The research utilizes a structured ethnographic-style methodology to explore daily working life found in these game environments. This paper contributes to critical information systems research by testing the robustness of existing theories of labor process in the problematic and expansive space of virtual worlds.

To obtain a copy of the entire article, click on the link below:
http://aisel.aisnet.org/jais/vol14/iss11/1/




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