12 research outputs found
Exploring the Enterprise Value of Wikis through Media Choice Theories
Wikis are quickly emerging as a new corporate medium for communication and collaboration. They allow dispersed groups of collaborators to asynchronously engage in persistent conversations, the result of which is stored on a common server as a single, shared truth. To gauge the enterprise value of wikis, the authors draw on Media Choice Theories (MCTs) as an evaluation framework. MCTs reveal core capabilities of communication media and their fit with the communication task. Based on the evaluation, the authors argue that wikis are equivalent or superior to existing asynchronous communication media in key characteristics. Additionally argued is the notion that wiki technology challenges some of the held beliefs of existing media choice theories, as wikis introduce media characteristics not previously envisioned. The authors thus predict a promising future for wiki use in enterprises
Effect of Demographics on Use Intention of Gamified Systems
WOS: 000413325200001Gamification has become an influential term in diverse fields ranging from education to systems development and marketing. The recent intensifying emphasis is attributable to enabling technologies and successful practical applications used for changing attitudes and increasing engagement. However, relevant academic studies are not wide-spread and this study aims to address this vital research gap. This study is structured to understand the factors affecting intention to use gamified systems and test whether they are affected by gender or age. An online survey study was conducted on a web-based gamified system (EmpireAvenue.com) and following a detailed screening process, a total of 168 fully complete questionnaires were attained. The theoretical model employed was developed upon technology acceptance model (TAM) and modified to incorporate an intrinsic motivation element, namely the "perceived enjoyment" construct. According to the findings, age and gender moderate the relationships between usefulness, ease of use, perceived enjoyment and intention to use the gamified system
