Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM)
By Paul Benjamin Lowry, James Eric Gaskin, Nathan W. Twyman, Bryan I. Hammer, Tom L. Roberts Jr.. Journal of the AIS, 2012
506 citations recorded by the source corpus.
Subfields: Applied Psychology, Information Systems and Management, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/0bd9bc5724288c7fddaf26bfbe492642823250c8
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Applied Psychology
- Eka Diraksa Putra
- Choong‐Ki Lee
- Seonghee Cho
- Timothy Hyungsoo Jung
- Ayoung Suh
- Christy M. K. Cheung
- Christian Wagner
- Juho Hamari
In Information Systems and Management
- Timothy Hyungsoo Jung
- Juho Hamari
- Choong‐Ki Lee
- Myung Ja Kim
- Christy M. K. Cheung
- René Eppmann
- De Liu
- Manju K. Ahuja
In Sociology and Political Science
- Juho Hamari
- Lauri Keronen
- Timothy Hyungsoo Jung
- Christy M. K. Cheung
- Myung Ja Kim
- Choong‐Ki Lee
- René Eppmann
- Kristina Klein
Citations in the corpus
- Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017, background): “The former, which focuses on the depth of engagement, argues that a gamified IS should be designed in such a way that users can become totally involved with the system, thereby experiencing a sense of heightened enjoyment, immersive concentration, and time distortion [54, 77].”
- Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems (2017, background): “scholarly discussions on system designs that include hedonic outcomes (e.g., Li et al. 2013; Lowry et al. 2015; Lowry et al. 2013).”
- Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018, background): “(3) Cognitive absorption (Lowry et al. 2013), which is a part of the gaming experience and a strong predictor of why people play games (Brockmyer et al. 2009; Lowry et al. 2013).”
- Why do people play games? A meta-analysis (2017, background): “More recently, however, IS scholars have observed that some systems (known as dual-purposed IS) can be employed for both utilitarian and leisure purposes (Gerow et al. 2013; Lowry et al. 2013; Soliman & Tuunainen 2015; Wu & Lu 2013).”
- I’m Proud of It: Consumer Technology Appropriation and Psychological Ownership (2015, unknown): “Consumers who are “task-oriented” are focused on satisfaction from the outcome of an activity, such as downloading an app to accomplish a specific objective (e.g., to create a schedule), with little inherent enjoyment from the activity itself (Babin, Darden, and Griffin, 1994; Lowry et al., 2013).”
- Extrinsic and intrinsic motivation on work engagement in the hospitality industry: Test of motivation crowding theory (2017, background): “However, it was not a serious concern (Lowry et al., 2012) because the number was far below the threshold suggested by Harman’s (1967) single factor test, which was 50%.”
- Exploring Consumer Behavior in Virtual Reality Tourism Using an Extended Stimulus-Organism-Response Model (2018, background): “Moreover, enjoyment has an important impact on online game players (Lowry et al. 2013) and plays a vital role in predicting VR consumers’ behavioral intention to visit a destination (Huang et al. 2016).”