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From recreational applications to workplace technologies: an empirical study of cross-context IS continuance in the case of virtual worlds

机译:从娱乐应用到工作场所技术:在虚拟世界中跨上下文IS连续性的实证研究

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Although three-dimensional, immersive virtual worlds, such as Active Worlds, Second Life, and Teleplace have been in existence for several years, their organizational use is rather limited. This paper posits, perhaps counter intuitively, that the diffusion of virtual worlds within organizations could be enhanced by their recreational usage. This argument is motivated by the notion developed in this paper that the use of technologies need not remain within a single context, but instead can cross-contexts, for example from recreational to vocational. We term such shift cross-context IS continuance. This paper proposes that workers using virtual worlds for recreational (i.e., hedonic and social) use are suitably positioned to discover those technologies' workplace applicability, thereby assisting in their diffusion within the organization. Building on the supporting results of an empirical study, this paper recommends that managers consider allowing for 'playtime' with virtual worlds as a mechanism for enhancing their adoption and subsequent diffusion in the workplace. From an information systems (IS)-research perspective, this paper makes several important contributions. First, it contributes to the IS continuance literature by arguing for, and providing evidence in support of, the existence of cross-context continuance. To date, this literature stream has examined only one aspect of continuance - for example, within-context. Second, this paper identifies recreational and work as distinct dimensions of technology usage, and hedonic and social usage as sub-dimensions of the former, thereby contributing to the contextualization of this core IS construct. Third, it is one of the early field studies dedicated to the empirical examination of virtual worlds.
机译:尽管三维,身临其境的虚拟世界(例如Active Worlds,Second Life和Teleplace)已经存在了数年,但它们在组织上的使用却相当有限。本文提出(也许直觉上与之相反),虚拟世界在组织内的传播可以通过其娱乐用途得到增强。该论点是受到本文提出的观念的启发,该观念认为技术的使用不必保持在单个上下文中,而是可以跨上下文,例如从娱乐到职业。我们称这种转变为跨上下文IS连续性。本文建议使用虚拟世界进行娱乐(即享乐和社交)使用的工人处于适当的位置,以发现这些技术在工作场所的适用性,从而有助于其在组织中的传播。本文基于实证研究的支持结果,建议管理人员考虑将虚拟世界的“娱乐时间”考虑为一种机制,以增强其在工作场所的采用率和随后的传播力。从信息系统(IS)研究的角度来看,本文做出了一些重要的贡献。首先,它通过争论和提供证据支持跨上下文连续性的存在,为IS连续性文献做出了贡献。迄今为止,该文献流只研究了连续性的一个方面,例如上下文内。其次,本文将娱乐和工作确定为技术使用的不同维度,将享乐和社会使用作为前者的子维度,从而有助于此核心信息系统构建的语境化。第三,这是致力于虚拟世界经验检验的早期现场研究之一。

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