Abstract

More and more information systems (IS) are designed to address a blend of hedonic and utilitarian purposes, and hence become what information system scholars call today “dual systems.” The aim of this research is chiefly to provide a holistic perspective for research done regarding dual IS (i.e., what factors affect users’ adoption and post-adoption of these systems) in order to assess the state of knowledge in this area and to provide a reference point for system designers. To achieve this goal, we started out with a systematic literature review (35 articles), and analyzed the articles in terms of their theoretical background, constructs and findings. The results suggest that there is an increasing number of systems that are regarded as dual (e.g., gamified services, virtual worlds) and that the influential factors can be grouped according to the three dimensions of IS artefacts: information artefact, information technology artefact and social artefact.

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Dual Information Systems: A Review Of Factors Affecting Their Use

More and more information systems (IS) are designed to address a blend of hedonic and utilitarian purposes, and hence become what information system scholars call today “dual systems.” The aim of this research is chiefly to provide a holistic perspective for research done regarding dual IS (i.e., what factors affect users’ adoption and post-adoption of these systems) in order to assess the state of knowledge in this area and to provide a reference point for system designers. To achieve this goal, we started out with a systematic literature review (35 articles), and analyzed the articles in terms of their theoretical background, constructs and findings. The results suggest that there is an increasing number of systems that are regarded as dual (e.g., gamified services, virtual worlds) and that the influential factors can be grouped according to the three dimensions of IS artefacts: information artefact, information technology artefact and social artefact.