The Impact of Gamification-Induced Emotions on In-car IS Adoption -- The Difference between Digital Natives and Digital Immigrants
Autor: | Lutz M. Kolbe, Sebastian Busse, Carolin Ebermann, Everlin Piccinini, Benjamin Brauer |
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Rok vydání: | 2016 |
Předmět: |
business.industry
media_common.quotation_subject 05 social sciences Immigration Entertainment industry Context (language use) Advertising 02 engineering and technology Pleasure Dominance (economics) 020204 information systems Digital native 0502 economics and business 0202 electrical engineering electronic engineering information engineering Information system 050211 marketing The Internet Psychology business Social psychology media_common |
Zdroj: | HICSS |
DOI: | 10.1109/hicss.2016.169 |
Popis: | Most information systems (IS) research focuses on the effect of gamification or the impact of emotions on IS adoption. Moreover, no study differentiates between digital natives and digital immigrants, although theoretically there should be differences in their IS adoption. Digital natives are those from the generation that has grown up with digital technology, their characteristics and behavior are distinguished from those of previous generations, i.e., digital immigrants. To address these research gaps, we conducted a mental simulation experiment with a between-subjects design where the participants used a dual-purpose IS with various game mechanisms inside a car. Our findings indicate that digital natives feel more pleasure, dominance, and arousal than digital immigrants after being confronted with the hedonic part of a dual-purpose IS. The game mechanisms implemented do not influence the emotional state of the user differently. Moreover, pleasure significantly predicts the adoption of the hedonic part of the dual-purpose IS. |
Databáze: | OpenAIRE |
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