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Role of situational context in use continuance after critical exergaming incidents
Information Systems Journal ( IF 6.5 ) Pub Date : 2019-11-15 , DOI: 10.1111/isj.12273
Tuomas Kari 1 , Markus Salo 1 , Lauri Frank 1
Affiliation  

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.

中文翻译:

情境背景在严重运动游戏事件后继续使用中的作用

就信息系统 (IS) 的成功而言,使用连续性至关重要。先前的研究表明,情境背景可能是信息系统使用持续性的核心,但对其特定特征的关注有限。此外,在“exergames”这一新领域中,情境背景与使用持续性之间的联系仍未得到探索,“exergames”被定义为需要玩家体力活动来决定游戏结果的数字游戏。研究 exergames 被认为很重要,因为它们有可能为用户提供健康益处、为提供者提供收入以及为社会带来福祉。然而,它们的潜力仍未发挥,因为用户往往会在初次体验后停止使用。为了弥补这些差距,我们调查了特定情境特征与在用户有异常积极或消极体验的严重运动游戏事件后继续使用之间的关系。为此,我们定量和定性地检查了 461 起实际的严重运动游戏事件。我们的发现通过揭示有关特定情境特征(即使用目的、游戏平台类型、社交环境、地点和努力水平)与使用持续性之间关系的新知识,提供了对 IS 使用持续性的更深入理解。我们还对这些关系进行了解释,从而提供了对之前未映射的区域的初步理解,即用户在严重的运动游戏事件后如何根据情境表现。因此,我们对一般的 IS 连续性文献以及运动游戏的特定领域都有贡献。我们研究的情境特异性与对高度情境化的 IS 研究的呼声相匹配。
更新日期:2019-11-15
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