The benefits and dangers of enjoyment with social

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Transcript The benefits and dangers of enjoyment with social

THE BENEFITS AND DANGERS
OF ENJOYMENT WITH SOCIAL
NETWORKING WEBSITES
Group 2
Content
• 1. Introduction
• 2. Theoretical background
• 3. Research Method
• 4. Methodology
• 5. Result
• 6. Conclusion
1. Introduction
• 1.1 Brief
• 1.2 Perceived enjoyment can be…
• 1.3 Social networking websites (SNW)
1.1 Brief
Use of IS (information systems)
• ↑ future usage intentions
• ↑ users’ satisfaction with system
• ↑development of a habit in using IS
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
1.3 Social networking websites (SNW)
• produces the strongest deficient self-observation
• the second strongest deficient self-reaction
2. Theoretical background
• Four concept
• IS enjoyment
• IS use habit
• SNW addiction
• High engagement
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
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
3. Research Method
3.1 Model
3.2 Hypothesis
3.3 Questionnaires
3.4 Research Methodology and Data Collection
3.1 Model
3.2 Hypothesis
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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
3.2 Hypothesis
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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
3.2 Hypothesis
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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
3.2 Hypothesis
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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
3.2 Hypothesis
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Not all habits are bad
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Transition of habits into a state of addiction
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Habit-driven process of neural sensitization
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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
4. Methodology
• 4.1 background of respondent
• 4.2 Survey instrument
4. Methodology
• online questionnaire for SNW users
• with at least 3 months of usage experience were selected
4.1 background of respondent
• 226 in total
student • 194 usable responses (response rate of 86%).
• 48% women
gender • 52% men
age
• 19-40 years-old
• Average: 23
4.1 background of respondent
years of experience
12
10
8
6
years of experience
4
2
0
internet
SNW
full-time
work
part-time
work
4.1 background of respondent
type of SNW usage
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
type of SNW usage
4.1 background of respondent
purpose of use
120%
100%
80%
60%
40%
20%
0%
purpose of use
4.2 Survey instrument
• reflect on their experience with their most frequently used
SNW
• All multi-item scales were measured on 7-point Likerttype 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
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
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
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)
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%.
5.1.2 the procedure specified by Pavlou et
al (2007)
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.
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.
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.
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 selfreportedphenomena (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.
6. Conclusion
• 6.1 Discussion
• 6.2 Theoretical Implications
• 6.3 Practical Implications
• 6.4 Limitation
• 6.5 Summary
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
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
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
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 selfassessment of use habit
• E.g. techniques may work
6.4 Limitation
1. The definition and conceptualization of technology
2.
3.
4.
5.
addiction is at an early stage of development, and is still
debated by the medical community
The study relied on cross-sectional convenience sample
collected in one context
Not all enjoyment-facilitating features of the system are
equal
Items focusing mostly on the systems’ centrality in one’s
life and empathy toward the system were retained
Not identify the potential outcomes of technology
addiction and high engagement
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