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1 – 10 of 43Henri Pirkkalainen, Monideepa Tarafdar, Markus Salo and Markus Makkonen
Excessive use of work-related information technology (IT) devices can lead to major performance and well-being concerns for organizations. Extant research has provided evidence of…
Abstract
Purpose
Excessive use of work-related information technology (IT) devices can lead to major performance and well-being concerns for organizations. Extant research has provided evidence of the incidence of such problematic IT use in organizations. We extend the understanding of problematic IT use by examining its individual (proximal) and organizational (distal) antecedents.
Design/methodology/approach
Drawing from the self-worth theory and the concept of fear of being left behind, we address proximal antecedents that lead to problematic IT use. Drawing from the concept of autonomy paradox, we address distal antecedents of problematic IT use through a positive association with the two proximal antecedents. We report the results of a field study involving 846 individuals who use IT for work. Structural equation modeling was employed to analyze the data.
Findings
The results indicate that the proximal antecedents (IT insecurity and fear of missing out) are positively associated with problematic IT use. The distal antecedents (IT use autonomy and involvement facilitation) are positively associated with the proximal antecedents except for the relationship between IT use autonomy and IT insecurity, which was found statistically non-significant. Furthermore, fear of missing out fully mediates the effect of IT use autonomy on problematic IT use, whereas IT insecurity and fear of missing out fully mediate the effects of involvement facilitation on problematic IT use.
Originality/value
The paper theoretically extends the understanding of problematic IT use and identifies novel its proximal and distal antecedents.
Details
Keywords
Jorge H.O. Silva, Glauco H.S. Mendes, Jorge G. Teixeira and Daniel Braatz
While academics and practitioners increasingly recognize the impacts of gamification on customer experience (CX), its role in the customer journey remains undeveloped. This…
Abstract
Purpose
While academics and practitioners increasingly recognize the impacts of gamification on customer experience (CX), its role in the customer journey remains undeveloped. This article aims to identify how gamification can leverage each customer journey stage, integrate the findings into a conceptual model and propose future research opportunities.
Design/methodology/approach
Since CX and customer journey are interrelated concepts, the authors rely on CX research to identify research themes that provide insights to propose the conceptual model. A systematic review of 154 articles on the interplay between gamification and CX research published from 2013 to 2022 was performed and analyzed by thematic content analysis. The authors interpreted the results according to the service customer journey stages and the taxonomy of digital engagement practices.
Findings
This article identified five main thematic categories that shape the conceptual model (design, customer journey stages, customer, technology and context). Gamification design can support customer value creation at any customer journey stage. While gamification can leverage brand engagement at the pre-service stage by enhancing customer motivation and information search, it can leverage service and brand engagement at the core and post-service stages by enhancing customer participation and brand relationships. Moreover, customer-, technology- and context-related factors influence the gamified service experience in the customer journey.
Originality/value
This article contributes to a conceptual integration between gamification and customer journey. Additionally, it provides opportunities for future research from a customer journey perspective.
Details