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THE BENEFITS AND DANGERS OF ENJOYMENT WITH SOCIAL NETWORKING WEBSITES Group 2.

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Presentation on theme: "THE BENEFITS AND DANGERS OF ENJOYMENT WITH SOCIAL NETWORKING WEBSITES Group 2."— Presentation transcript:

1 THE BENEFITS AND DANGERS OF ENJOYMENT WITH SOCIAL NETWORKING WEBSITES Group 2

2 Content 1. Introduction 2. Theoretical background 3. Research Method 4. Methodology 5. Result 6. Conclusion

3 1. Introduction 1.1 Brief 1.2 Perceived enjoyment can be… 1.3 Social networking websites (SNW)

4 1.1 Brief Use of IS (information systems) ↑ future usage intentions ↑ users’ satisfaction with system ↑development of a habit in using IS

5 1.2 Perceived enjoyment can be… a positive factor for high engagement with the system  ↑ enthusiastic about its use a factor reinforcing the continued use of substances  addiction-driven behaviors the dual effect of enjoyment in human–computer interactions and add to the current body of research, focusing on its potential adverse impacts

6 1.3 Social networking websites (SNW) produces the strongest deficient self-observation the second strongest deficient self-reaction

7 2. Theoretical background Four concept IS enjoyment IS use habit SNW addiction High engagement

8 2.1 IS enjoyment Function in the past Work related task Automate complex process Store information Facilitate communication New Trend of using IT Seek task enjoyment by computer-related activites (video games and social networking website) by intrinsic motivation Our argument Enjoyment may have a dual effect – *improve and augment user experience with the system and create technology addiction at the same time

9 2.2 IS Use Habit Habit = extent to which people tend to perform behaviors automatically because of learning (repeated enjoyment) Important role > continuous IS use by moderate usage intention to usage behaviors Habit is low – decided by cognitive Eventually > less goal-oriented and reliant on mindful cognition

10 3. Research Method 3.1 Model 3.2 Hypothesis 3.3 Questionnaires 3.4 Research Methodology and Data Collection

11 3.1 Model

12 3.2 Hypothesis ● Perceived enjoyment is Key antecedent of high engagement ● People: IS is enjoyable ● → put more effort to use ● → concentrate more ● → process more information ● → repeatedly use ● H1: Perceived enjoyment with a social networking website is positively related to high engagement with the social networking websites

13 3.2 Hypothesis ● Perceived enjoyment is Instrumental to habit formation ● Positive emotional stimuli → increase one's explicit memory ● System use is accompanied by enjoyment → form stronger usage habits ● H2: Perceived enjoyment with a social networking website is positively related to social networking website use habit

14 3.2 Hypothesis ● IS habit is influenced by past behavior ● Ongoing engagement in same behavior → establish links between the behavior and the expected outcome ● → frequency of past usage of an IT artifact ● H3: The average daily use duration of a social networking website is positively related to the social networking website use habit

15 3.2 Hypothesis ● Usage comprehensiveness : the degree an individual makes use of various applications ● → increase the use of SNW → encourage ongoing practice → facilitates learning processes → discover new ways to gratify their expectation → develop a psychological connection with IT ● H4: The usage comprehensiveness of a social networking website is positively related to the social networking website use habit

16 3.2 Hypothesis ● Not all habits are bad ● Transition of habits into a state of addiction ● Habit-driven process of neural sensitization ● High level of addiction develop through a growing hypersensitivity to SNW stimuli ● H5: IS use habit is positively related to addiction to the social networking website

17 4. Methodology 4.1 background of respondent 4.2 Survey instrument

18 4. Methodology online questionnaire for SNW users with at least 3 months of usage experience were selected

19 4.1 background of respondent student 226 in total 194 usable responses (response rate of 86%). gender 48% women 52% men age 19-40 years-old Average: 23

20 4.1 background of respondent

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23 4.2 Survey instrument reflect on their experience with their most frequently used SNW All multi-item scales were measured on 7-point Likert- type scales To capture addiction and engagement, short versions of the Charlton & Danforth scales were used. Self-reported past usage behaviors (comprehensiveness and time-per-day) were measured with open-ended numerical questions adapted from Limayem et al

24 4.2 Survey instrument First, these scales capture the prevalence of typical behavioral addiction symptoms consistent with Brown’s (1997) conceptualization, which is commonly applied for measuring technology-related addictions Second, parallels between game and SNW addictions can be drawn Third, these scales have been applied successfully to other addiction-prone IT artifacts

25 5. Result 5.1 The initial Preliminary assessment 5.1.1 Harman’s single-factor test 5.1.2 the procedure specified by Pavlou et al (2007) 5.1.3 SDB 5.2 The second preliminary assessment

26 5.1 The initial Preliminary assessment Influence of common method variance (CMV) survey design phase: negatively worded items and multiple measurement scale types (Likert and open-ended numerical questions)

27 5.1.1 Harman’s single-factor test exploratory principal components analysis : no rotation all multi-item scales. Provide four components: the first :41% of the variance remaining explained additional 31%.

28 5.1.2 the procedure specified by Pavlou et al (2007)

29 2 the procedure specified by Pavlou et al (2007) The correlation matrix Examined correlations in excess of 0.9 were not detected. Such correlations can raise the suspicion of CMV the correlations: 0.17 - 0.69. there was no systematic bias in the data.

30 5.1.3 SDB External to the model, negatively and weakly correlates with socially undesirable phenomena: addiction The data support this expectation This further implies that there was no systematic bias in suggests that CMV is unlikely to have a major influence on the data.

31 5.2 The second preliminary assessment potential influence of SDB weak negative correlations that individuals who respond in a socially approved way might have marginally underreported their addiction and high engagement levels.

32 5.2 The second preliminary assessment Finding: people tend to hide their true addiction levels, and may believe that over-engaging in using SNW may be viewed negatively by others. observed correlations <studies negative self- reportedphenomena (Ridgway et al, 2008). The lack of correlations of SDB with the other factors indicates: the rest of the data are not socially biased. Result: the data are unlikely to be distorted by major biases. Thus, model estimation was appropriate.

33 6. Conclusion 6.1 Discussion 6.2 Theoretical Implications 6.3 Practical Implications 6.4 Limitation 6.5 Summary

34 6.1 Discussion Suggested a model based on the literature and tested it through a survey Supports 1. IS use is no different from other behaviors Bad IS use habits turn into addiction 2. Users who enjoy their experience become highly engaged with the technology 3. When the use of SNW becomes habitual, users may start presenting core technology addiction symptoms

35 6.2 Theoretical Implications The indirect effect is 0.32, which is fairly strong Increased enjoyment can result in both undesirable and desirable consequences 1. Other MIS constructs also have dual impacts 2. IS use habits can lead to high levels of technology addiction 3. Technology addiction & high engagement represent two distinct constructs, which supports previous arguments 4. Younger individuals are more likely to develop SNW use habits, which can later turn into addiction

36 6.3 Practical Implications From a practical standpoint SNW operators may want to promote an enjoyable user experience for driving high engagement But, this may come at a cost to the users and develop bad habits

37 6.3 Practical Implications From users’ perspective Technology addiction is an adverse outcome that they may want to prevent Users should be aware of these potential adverse outcomes Schools, parents, and employers can help in the self- assessment of use habit E.g. techniques may work

38 6.4 Limitation 1. The definition and conceptualization of technology addiction is at an early stage of development, and is still debated by the medical community 2. The study relied on cross-sectional convenience sample collected in one context 3. Not all enjoyment-facilitating features of the system are equal 4. Items focusing mostly on the systems’ centrality in one’s life and empathy toward the system were retained 5. Not identify the potential outcomes of technology addiction and high engagement

39 6.5 Summary Perceived enjoyment is an important concept in user interaction with IS. Not only desirable cognitions and behaviors, but also undesirable harmful ones Both their positive and negative consequences, should be taken in future research


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