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Abstract

Hedonic and utilitarian information systems (IS) differ in purpose, value created, intended usage, and design objectives. While adoption and use of hedonic IS has received a fair amount of attention from researchers, they have never been studied through the Delone and McLean IS success model lens. In this paper we bridge this gap on one category of hedonic IS – video games. To achieve this goal, we have evaluated current literature on adoption and use of video games. The findings from prior research are used to recontextualize the IS success model for the specifications of hedonic IS. We discuss the advantages of utilizing actual system use as opposed to usage intention for evaluation of video games success. In addition, we extend the model with the expectation variable, previously introduced in trust-related literature. Finally, we introduce a high-level research strategy for operationalizing the IS success model within the realm of hedonic IS.

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Aug 10th, 12:00 AM

A Hedonic System Perspective of the Delone and McLean IS Success Model

Hedonic and utilitarian information systems (IS) differ in purpose, value created, intended usage, and design objectives. While adoption and use of hedonic IS has received a fair amount of attention from researchers, they have never been studied through the Delone and McLean IS success model lens. In this paper we bridge this gap on one category of hedonic IS – video games. To achieve this goal, we have evaluated current literature on adoption and use of video games. The findings from prior research are used to recontextualize the IS success model for the specifications of hedonic IS. We discuss the advantages of utilizing actual system use as opposed to usage intention for evaluation of video games success. In addition, we extend the model with the expectation variable, previously introduced in trust-related literature. Finally, we introduce a high-level research strategy for operationalizing the IS success model within the realm of hedonic IS.

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