IS Atlas
jmis·2017년 1월 2일

Gamification in the Workplace: The Central Role of the Aesthetic Experience

Ayoung Suh, Christy M.K. Cheung, Manju Ahuja, Christian Wagner

Journal of Management Information Systems

315
피인용
15.4
FWCI
10
IS/마케팅/OM 탑저널 피인용
92
IS/마케팅/OM 탑저널 참고문헌
01Abstract

Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a gamified IS in the workplace engages users and encourages them to continue system use. By proposing the concepts of flow experience (FE) and aesthetic experience (AE) as different ways to provide deep and meaningful user engagement, this study develops a model that explores the antecedents of FE and AE and their roles in explaining an individual’s continuance intention to use of a gamified IS. The model is tested using data collected from 178 users of a gamified IS in a global consulting company. The results demonstrate that although FE and AE are complementary forces, AE is more salient than FE for explaining continuance intention. The research proposes AE as a parsimonious yet powerful construct that extends the research on user engagement. The findings contribute to research on gamification by shifting scholarly attention from deep engagement characterized by FE to meaningful engagement characterized by AE.

02연구 흐름

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03비슷한 논문

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04이후 연구

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05선행 연구

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06서지 정보