Fei Zhou, Jian Mou and Jongki Kim
This study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS)…
Abstract
Purpose
This study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS). Therefore, this research explores the influencing mechanism by which gamified IS (immersive-related interaction, achievement-related interaction, and social-related interaction) impacts users' perceived benefits and continuance intention.
Design/methodology/approach
In this research, 367 users of Ant Forest are investigated in two waves through random sampling and the use of a structural equation model with SmartPLS 3.0 software.
Findings
The research results reveal the following: (1) both achievement-related interaction and social-related interaction can affect the user's continuance intention, while the direct impact of immersive-related interaction on the user's continuance intention is not supported; (2) users' perceived self-benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention; and (3) perceived social benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention.
Originality/value
This study supports the retention effects of gamification design on users' continuance intention by evocating users' dual perceived benefits.
Details
Keywords
Wenlong Zhu, Jian Mou, Morad Benyoucef, Jongki Kim, Taeho Hong and Sihua Chen
This paper analyzes the existing body of work on the relationship between depression and social media use in the information system field, including the impact of social media use…
Abstract
Purpose
This paper analyzes the existing body of work on the relationship between depression and social media use in the information system field, including the impact of social media use on depression, the effect of depression on social media use and the association and interaction between depression and social media use.
Design/methodology/approach
Using the systematic review method, this study selected the Web of Science, Emerald, Science Direct, JSTOR, Wiley Online Library and Taylor and Francis Online as search databases and ended up with 29 papers that met all the authors' requirements.
Findings
This study identified five possible reasons for the inconsistencies between the findings of the selected studies. First, uses and gratifications theory has different influence mechanisms in evaluating the relationship between social media use and depression. Second, gender can moderate the impact of social media use on depression. Third, age moderates the association between social media use and depression. Fourth, for adolescents, the time spent on social media has a critical effect on their depression. Fifth, negative personality traits (e.g. rumination, envy, etc.) can play a significant role in mediating the relationship between passive social media use and depression.
Originality/value
This study conducted an evaluation of the relationship between depression and social media use. First, the authors summarized the research framework and main body of work covering the relationship between depression and social media use. Second, the authors proposed possible explanations for the inconsistencies between the findings. Third, the authors discussed and explained the possible influence mechanisms of the existing results.
Peer review
The peer review history for this article is available at: https://publons.com/publon/10.1108/OIR-04-2021-0211.
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Seth Ampadu, Yuanchun Jiang, Samuel Adu Gyamfi, Emmanuel Debrah and Eric Amankwa
The purpose of this study is to examine the effect of perceived value of recommended product on consumer’s e-loyalty, based on the proposition of expectation confirmation theory…
Abstract
Purpose
The purpose of this study is to examine the effect of perceived value of recommended product on consumer’s e-loyalty, based on the proposition of expectation confirmation theory. Vendors’ reputation is tested as the mediator in the perceived value of recommended product and e-loyalty relationship, whereas shopping enjoyment is predicted as the moderator that conditions the perceived value of recommended product and e-loyalty relationship through vendors reputation.
Design/methodology/approach
Data were collected via an online survey platform and through a QR code. Partial least squares analysis, confirmatory factor analysis and structural equation modeling were used to verify the research proposed model.
Findings
The findings revealed that the perceived value of recommended product had a significant positive effect on E-loyalty; in addition, the perceived value of the recommended product and e-loyalty link was partly explained by e-shopper’s confidence in vendor reputation. Therefore, the study established that the direct and indirect relationship between the perceived value of the recommended product and e-loyalty was sensitive and profound to shopping enjoyment.
Originality/value
This study has established that the perceived value of a recommended product can result in consumer loyalty. This has successively provided the e-shop manager and other stakeholders with novel perspectives about why it is necessary to understand consumers’ pre- and postacquisition behavior before recommending certain products to the consumer.