Upon a grounded theory-based literature review of 220 articles published in the AIS "Senior Scholars' Basket of Journals" over the period of twenty years of 2000-2020, this study examines concepts, constructs, topics, methodologies, and research models/paradigms of Big Data literature in the information systems (IS) discipline. We extend the well-established IS success model into the Big Data area, synthesize theoretical perspectives and empirical findings of literature, identify critical success factors and interrelationships, and develop a unified Big Data success theory in the organizational context. Building upon the literature review, we propose a set of research agendas and articulate opportunities and challenges of the evolving Big Data literature. The paper concludes with research implications, contributions, and limitations of the study in the ever-emerging AI-Driven era.
In this chapter, we provide a brief review of the state of research on affect in the information and communication technologies (ICT) context in Information Systems (IS) field. Then we focus on discussing various affective concepts that represent interactions between users and ICT. Further, we introduce research findings on using ICT to detect affective responses from users. At the end, we point out some future research directions.
Using gamification for learning is gaining popularity. Yet, existing research found inconclusive effects of gamification design on learning outcomes. The mixed findings may result from not contextualizing the problems with domain-specific knowledge. Our framework combines two theories and offers research propositions for designing gamified learning systems. We name the framework Goal Structuration for Gamification Design in Learning (GSGDL). We use a case named Class Olympics for teaching an undergraduate Information Technology course to illustrate the framework. Our research advances gamification design theory in learning and assists instructors in course design.
Gamification is considered a promising approach to motivating learners. Yet, existing research found an inconsistent motivating impact of gamification designs. This paper explores individual differences in gamification design in the college learning context. Drawing upon the extended achievement goal theory, we posit that individuals’ academic and social achievement goal orientations can portray user types for gamification designs in a learning environment. Using data collected from college students, we validate an instrument to measure college learners’ achievement goal orientations. We subsequently identify three clusters of learners: the Self-image Worriers, the Minimizers, and the Eager Learners. We name this learner taxonomy ASGOL (Academic and Social Goal Orientation Learners). We speculate about gamification design implications for supporting all ASGOL types.
P. Zhang 1, J. Tang 2, E. Jeong 3 1Syracuse University (UNITED STATES) 2Central University of Finance and Economics (CHINA) 3University of Wisconsin–Madison (UNITED STATES)
Gamification has gained significant attention from academia and industry in the recent decade. Correspondingly, there has been a prolific publication record on gamification research. This research aims to explore a landscape view of gamification research through a meta-review, a systematical assessment of a collection of gamification literature reviews. The meta-review addresses four research questions on (1) literature review scope, (2) application domains, (3) review types, and (4) review foci in 48 reviews published from January 2018 to June 2020. This research contributes to a high-level overview of the state of development in the gamification field. It also demonstrates a process of conducting meta-reviews.
Aim/Purpose: In spite of the insights in paving solid grounds and avenues for meaningful studies, the predicament of the literature in lacking fruitful understanding of the critical success factors and models of Big Data remain elusive and unexplored. A systematic literature review of research topics, perspectives, and substantial findings of Big Data is needed, so an overarching framework of Big Data success can be developed to integrate findings and systematically guide future research for advancing IS theoretical and practical progressing. Background: This study (1) uses the grounded theory as a literature review method to search and collect Big Data studies in the AIS “Senior Scholars’ Basket of Journals” over the period of twenty years from 2000 to 2020, (2) employs data coding and content analysis of the grounded theory to conduct a systematic literature review of research concepts, categories, topics, methodologies, and models and paradigms of Big Data in IS discipline, and (3) up-on synthesis of theoretical perspectives and empirical findings, develops a Big Data success theory with a research agenda to enrich the cumulative knowledge of critical success factors and interrelationships of Big Data in the organizational contexts. Methodology: A grounded theory-based review of Big Data literature helps investigate the emerging and evolving theoretical foundations of the subject, and create a roadmap for advancing IS theory and business relevance. Contribution The research in critical success factors and models of Big Data presents a novel opportunity for advancing IS theory across different IS traditions and paradigms. Findings: While this study is still in progress, currently we report preliminary findings in research methodologies, topics, and abstractions of open coding. Re-search of next steps toward a Big Data success theory is also reported in the submitted abstract. As the study proceeds, we expect more in-depth findings to be reported in the conference presentation in July, 2021. Recommendations for Practitioners: The findings of this study shall enrich our understanding of how organizations transform Big Data potentials into organizational performance and economic value. Recommendations for Researchers: The research in critical success factors and models of Big Data presents a novel opportunity for advancing IS theory across different IS traditions and paradigms. Impact on Society: The findings of this study shall enrich the cumulative knowledge of critical success factors and interrelationships of Big Data in the organizational contexts. Future Research: Future research may consider collecting the literature data from a wider variety of journal outlets and capture more relevant critical success factors and interrelationships of Big Data for the theory development.
Gamification is a promising approach for motivating and engaging users in nongame tasks. However, theoretical support on why and how gamification enhances users’ motivation or behavior is limited. Considering the concepts of goal orientation and goal structure suggested by achievement goal theory, we prescribe gamification design as purposely creating goal structures to support users’ goal adoption and achievement behaviors. This conceptual work addresses the question: what types of achievement goals can be associated with gamification design? Particularly, how can the use of gamification design help construct goal structures to support users’ goal adoption? Adapting achievement goal theory, we identify three sets of achievement goals, namely, cognitive competence, social competence, and social purpose, and develop six propositions on gamification design. Each proposition is illustrated with empirical examples from the literature. This research contributes to the theoretical advancement of gamification design and provides additional insights into the motivational design of information systems.
Approach and avoidance are typical behavioral tendencies of consumers when exposed to a new environment. Drawing on the stimulus-organism-response (S-O-R) framework, this study investigates the effects of atmospheric cues on consumers' approach and avoidance intentions in social commerce environments. We elucidate the interaction mechanisms between atmospheric cues (task, aesthetic and social cues) and consumers' evaluations through the lens of perceived affordances. Then we investigate how three types of perceived affordances (utilitarian, hedonic and connective) influence consumers’ approach and avoidance behavioral intentions. A three-way factorial experiment provides strong evidence that task cues, aesthetic cues and social cues elicit perceived utilitarian, hedonic and connective affordances, respectively. Approach behavioral intentions were affected by all three types of perceived affordances, yet avoidance intentions were only affected by perceived utilitarian and hedonic affordances. This paper discusses both theoretical and practical implications for social commerce research.
Purpose Drawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature. Design/methodology/approach The authors conducted a literature analysis of 60 journal articles that studied motivational influences of gamification in information technology design. Content analysis was used to identify game design features and motivation variables studied in prior literature, and correspondence analysis was used to show the co-occurrence of game design features and basic motivational needs. Findings The results showed that four types of game design features and eight basic motivational needs are studied in this pool of literature. Correspondence analysis indicates some interesting associations between game design features and basic human needs. Research limitations/implications This research used a motivational affordance perspective to interpret the impact of game design features and suggested directions for future investigations. It is limited due to its sample size and considered as an exploratory study. Practical implications This research provided suggestions for technology designers that game design features vary in their motivational influence, and therefore, game design features should be used accordingly to meet users’ motivational needs. Originality/value This research is one of initial studies which explored the association between game design features and basic motivational needs. The findings of this study provide the groundwork for guidelines and strategies to facilitate motivational design in information technology.
Gamification is a promising approach to enhance user experience in many contexts. Taking a motivational perspective and using the motivational affordances theory as a guiding framework, this paper presents a literature analysis of 60 journal articles that study motivational influences of gamification in information technology design. Our results reveal that four types of game design features and eight basic human needs are studied in this pool of literature. Correspondence analysis indicates some interesting associations between game design features and basic human needs. We discuss the findings and suggest potential directions for future investigations.
Younger scholars often receive advice to submit work to conferences for feedback and polishing in anticipation that they will later submit it to a journal for publication. But is this a normal practice? What do the IS scholars really think or do about the linkage between conferences and journals? What are IS journals' policies and their editors-in-chiefs' views on that linkage? This paper explores aspects of the relationship between conference presentation and journal publication, which include motivations for participating in conferences, potential for subsequent publication, preferred journal targets, and progress of paper development following conference presentation. We obtained data that form the basis for our findings and recommendations from two main sources: 1) a panel study with two sequential surveys of IS scholars who presented papers at three consecutive International Conference on Information Systems (ICIS) meetings (in St. Louis 2010, Shanghai 2011, and Orlando 2012) and 2) an email interview with the editors-in-chief of 21 major IS journals in regard to their respective journals' policies and their personal views. The paper provides recommendations for various stakeholders including scholars, journal editors, conference organizers, leaders in the field, and anyone outside the IS field who wants to understand its norms and culture.
To build on the first CAIS special issue on IS history, this second special issue reports additional efforts and results on several aspects of the implementation of the strategic plan of the IS history initiative. Since the publication of the first special issue, I conducted several oral history interviews to collect the memories from pioneers in the IS field, including Gordon Davis, Gordon Everest, David Naumann, Jan DeGross, and Alan Merten. In this special issue, several papers cover a variety of issues about IS history, such as the rise of IS at the graduate school of management in UCLA, the IS field’s intellectual and institutional structure, theory in North American IS research, historical roots and approaches to user satisfaction research, revolutionary approach to enterprise system design using resources-eventsagents design theory, the evolution of human resource information systems research, green IS research, software piracy research, the role of doctoral consortium at major IS conferences, and a recollection of LEO in East Europe during 1963-1974.
Despite the rapid growth of social commerce, there is only a limited understanding of how social media technologies, marketers and customers can interact to achieve business initiatives and opportunities. This study develops an integrative formative model outlining key qualities and dimensions of social commerce and their interactions. The model was validated with a field survey of 1250 social commerce customers. The findings contribute to information systems (IS) research, and bear important implications for social commerce practice.
To build on the first CAIS special issue on IS history, this second special issue reports additional efforts and results on several aspects of the implementation of the strategic plan of the IS history initiative. Since the publication of the first special issue, I conducted several oral history interviews to collect the memories from pioneers in the IS field, including Gordon Davis, Gordon Everest, David Naumann, Jan DeGross, and Alan Merten. In this special issue, several papers cover a variety of issues about IS history, such as the rise of IS at the graduate school of management in UCLA, the IS field's intellectual and institutional structure, theory in North American IS research, historical roots and approaches to user satisfaction research, revolutionary approach to enterprise system design using resources-events-agents design theory, the evolution of human resource information systems research, green IS research, software piracy research, the role of doctoral consortium at major IS conferences, and a recollection of LEO in East Europe during 1963-1974.
Human-Computer Interaction and Management Information Systems: Foundations offers state-of-the art research by a distinguished set of authors who span the MIS and HCI fields. The original chapters provide authoritative commentaries and in-depth descriptions of research programs that will guide 21st century scholars, graduate students, and industry professionals. Human-Computer Interaction (or Human Factors) in MIS is concerned with the ways humans interact with information, technologies, and tasks, especially in business, managerial, organizational, and cultural contexts. It is distinctive in many ways when compared with HCI studies in other disciplines. The MIS perspective affords special importance to managerial and organizational contexts by focusing on analysis of tasks and outcomes at a level that considers organizational effectiveness. With the recent advancement of technologies and development of many sophisticated applications, human-centeredness in MIS has become more critical than ever before. This book focuses on the basics of HCI, with emphasis on concepts, issues, theories, and models that are related to understanding human tasks, and the interactions among humans, tasks, information, and technologies in organizational contexts in general.
A number of factors influence STEM (science, technology, engineering, and mathematics) researchers' data sharing behaviors. Based on the theory of planned behavior, a research model focusing on beliefs, attitudes, norms, and resource factors was proposed. The research model was tested with a total of 1298 responses from a national survey in the United States (US). The data analysis results, using the partial least squares (PLS) technique, show that attitudinal beliefs (including perceived career benefit, risk, and perceived effort), disciplinary norms, and perceived availability of data repositories all have significant impacts on STEM researchers' attitudes toward data sharing, and further, both the attitude toward data sharing and the availability of data repositories have strong influences on researchers' data sharing behaviors. These results demonstrate that the theory of planned behavior is a useful theoretical framework for explaining STEM researchers' data sharing behaviors. From the practical perspective, this research suggests that information professionals can better serve STEM researchers by allocating their efforts in two ways: (1) Providing appropriate data services and tools to reduce researchers' efforts involved in data sharing, and (2) providing data repositories to facilitate researchers' data sharing behaviors.
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