Title | ||
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The Impact Of Gamification-Induced Emotions On In-Car Is Adoption - The Difference Between Digital Natives And Digital Immigrants |
Abstract | ||
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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 |
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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 Ebermann | 1 | 6 | 3.18 |
Everlin Piccinini | 2 | 18 | 3.43 |
Benjamin Brauer | 3 | 5 | 2.81 |
Sebastian Busse | 4 | 3 | 1.73 |
Lutz Kolbe | 5 | 167 | 24.75 |