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Saturday, 17 September 2011

Journal of Information Technology - Abstract of article: From recreational applications to workplace technologies: an empirical study of cross-context IS continuance in the case of virtual worlds

Research Article

Journal of Information Technology advance online publication 13 September 2011; doi: 10.1057/jit.2011.18

From recreational applications to workplace technologies: an empirical study of cross-context IS continuance in the case of virtual worlds

Saggi Nevo1, Dorit Nevo2 and Henry Kim3

  1. 1BA310, 1400 Washington Avenue, Albany, USA
  2. 2S337H, 4700 Keele Street, Toronto, Canada
  3. 3S337K, 4700 Keele Street, Toronto, Canada

Correspondence: S Nevo, BA310, 1400 Washington Ave., Albany, NY 12222, USA. Tel: 1 518 442 4924; E-mail: snevo@albany.edu

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Abstract

Although three-dimensional, immersive virtual worlds, such as Active Worlds, Second Life, and Teleplace have been in existence for several years, their organizational use is rather limited. This paper posits, perhaps counter intuitively, that the diffusion of virtual worlds within organizations could be enhanced by their recreational usage. This argument is motivated by the notion developed in this paper that the use of technologies need not remain within a single context, but instead can cross-contexts, for example from recreational to vocational. We term such shift cross-context IS continuance. This paper proposes that workers using virtual worlds for recreational (i.e., hedonic and social) use are suitably positioned to discover those technologies’ workplace applicability, thereby assisting in their diffusion within the organization. Building on the supporting results of an empirical study, this paper recommends that managers consider allowing for ‘playtime’ with virtual worlds as a mechanism for enhancing their adoption and subsequent diffusion in the workplace. From an information systems (IS)-research perspective, this paper makes several important contributions. First, it contributes to the IS continuance literature by arguing for, and providing evidence in support of, the existence of cross-context continuance. To date, this literature stream has examined only one aspect of continuance – for example, within-context. Second, this paper identifies recreational and work as distinct dimensions of technology usage, and hedonic and social usage as sub-dimensions of the former, thereby contributing to the contextualization of this core IS construct. Third, it is one of the early field studies dedicated to the empirical examination of virtual worlds.



Journal of Information Technology - Abstract of article: From recreational applications to workplace technologies: an empirical study of cross-context IS continuance in the case of virtual worlds

Thursday, 1 September 2011

175.pdf (application/pdf Object)

A Conceptual Model for Development of New Product in SMEs by E-collaboration and Project Management
175.pdf (application/pdf Object)

Fang and Long.pdf (application/pdf Object)

Assessing mechanism for pre-development stage of new product development by stage-gate model
Fang and Long.pdf (application/pdf Object)

"Virtual Collaborative R&D Teams in Malay" by Nader Ale Ebrahim, et al.


Abstract

This paper presents the results of empirical research conducted during March to September 2009. The study focused on the influence of virtual research and development (R&D) teams within Malaysian manufacturing small and medium sized enterprises (SMEs). The specific objective of the study is better understanding of the application of collaborative technologies in business, to find the effective factors to assist SMEs to remain competitive in the future. The paper stresses to find an answer for a question “Is there any relationship between company size, Internet connection facility and virtuality?”. The survey data shows SMEs are now technologically capable of performing the virtual collaborative team, but the infrastructure usage is less. SMEs now have the necessary technology to begin the implementation process of collaboration tools to reduce research and development (R&D) time, costs and increase productivity. So, the manager of R&D should take the potentials of virtual teams into account.


"Virtual Collaborative R&D Teams in Malay" by Nader Ale Ebrahim, et al.

2653-2669.pdf (application/pdf Object)

Virtual Teams: a Literature Review
2653-2669.pdf (application/pdf Object)

Tuesday, 30 August 2011

SpringerLink - Information Technology and Management, Volume 8, Number 2

Toward a theory to study the use of collaborative product commerce for product development

Abstract

Collaborative product commerce (CPC) solutions span software and services which permit individuals to share product data to improve the design, development, and management of products throughout the product development lifecycle. Drawing upon prior developments in adaptive structuration theory (AST) and media richness theory, I develop a theoretical framework to better understand the role of CPC in enabling collaboration in a product development environment. I study the impact of CPC on product design and development processes using a cross-sectional survey of 36 firms. The study reveals that CPC usage varies across different phases of the product development lifecycle. Preliminary results indicate that CPC has enabled firms to collaborate effectively with external stakeholders, which has resulted in tangible business benefits. I conclude by developing several research propositions which provide a roadmap for conducting future empirical research to measure the impact of CPC on product development, and highlight potential research topics that can be explored.

SpringerLink - Information Technology and Management, Volume 8, Number 2