Title
The Impact Of Gamification-Induced Emotions On In-Car Is Adoption - The Difference Between Digital Natives And Digital Immigrants
Abstract
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.
Year
DOI
Venue
2016
10.1109/HICSS.2016.169
PROCEEDINGS OF THE 49TH ANNUAL HAWAII INTERNATIONAL CONFERENCE ON SYSTEM SCIENCES (HICSS 2016)
Field
DocType
ISSN
Information system,Social psychology,Digital native,Entertainment industry,Advertising,Computer science,Knowledge management,Immigration,Pleasure,The Internet
Conference
1060-3425
Citations 
PageRank 
References 
0
0.34
18
Authors
5
Name
Order
Citations
PageRank
Carolin Ebermann163.18
Everlin Piccinini2183.43
Benjamin Brauer352.81
Sebastian Busse431.73
Lutz Kolbe516724.75