2020
Hassan, Lobna; Jylhä, Henrietta; Sjöblom, Max; Hamari, Juho
Research Output Search Results Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use Proceedings Article
In: Bui, Tung X. (Ed.): Proceedings of 53rd Hawaii International Conference on System Sciences (HICSS’53), pp. 1196-1205, IEEE Computer Society, 2020, ISSN: 1530-1605.
Abstract | Links | Tags: Continued use, Flow, Gamification, User experience, Virtual reality, VR
@inproceedings{Hassan2020c,
title = { Research Output Search Results Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use},
author = {Lobna Hassan and Henrietta Jylhä and Max Sjöblom and Juho Hamari},
editor = {Tung X. Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202101151368},
doi = {10.24251/HICSS.2020.149},
issn = {1530-1605},
year = {2020},
date = {2020-01-07},
urldate = {2020-01-07},
booktitle = {Proceedings of 53rd Hawaii International Conference on System Sciences (HICSS’53)},
pages = {1196-1205},
publisher = {IEEE Computer Society},
abstract = {Flow is characterized as an autotelic experience where action and awareness merge, there is high concentration on task and little attention is paid to time or self. It is believed that VR has a powerful affordance for inducing the flow state, as VR is, at least anecdotally, a technology that transports users to immersive realities, which can facilitate flow. However, VR imposes usability challenges that may inhibit flow. This research investigates flow in VR and its characteristics, determinants and outcomes through a survey (n = 681) and Structural Equation Modeling (SEM). The results indicate that flow in VR is positively association with intentions to continue VR use and longer VR sessions.},
keywords = {Continued use, Flow, Gamification, User experience, Virtual reality, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
2019
Hassan, Lobna; Dias, Antonio; Hamari, Juho
How Motivational Feedback Increases User's Benefits and Continued Use: A Study on Gamification, Quantified-Self and Social Networking Journal Article
In: International Journal of Information Management, vol. 46, pp. 151-162, 2019, ISSN: 0268-4012.
Abstract | Links | Tags: Continued use, Feedback, Gamification, Hedonic design, Quantified-self, Social networking
@article{Hassan2019,
title = {How Motivational Feedback Increases User's Benefits and Continued Use: A Study on Gamification, Quantified-Self and Social Networking},
author = {Lobna Hassan and Antonio Dias and Juho Hamari},
doi = {10.1016/j.ijinfomgt.2018.12.004},
issn = {0268-4012},
year = {2019},
date = {2019-06-01},
journal = {International Journal of Information Management},
volume = {46},
pages = {151-162},
abstract = {With the increasing provenance of hedonic and social information systems, systems are observed to employ other forms of feedback and design than purely informational in order to increase user engagement and motivation. Three principle classes of motivational design pursuing user engagement have become increasingly established; gamification, quantified-self and social networking. This study investigates how the perceived prominence of these three design classes in users’ use of information system facilitate experiences of affective, informational and social feedback as well as user’s perceived benefits from a system and their continued use intentions. We employ survey data (N = 167) gathered from users of HeiaHeia; an exercise encouragement system that employs features belonging to the three design classes. The results indicate that gamification is positively associated with experiences of affective feedback, quantified-self with experiences of both affective and informational feedback and social networking with experiences of social feedback. Experiences of affective feedback are further strongly associated with user perceived benefits and continued use intentions, whereas experiences of informational feedback are only associated with continued use intentions. Experiences of social feedback had no significant relationship with neither. The findings provide practical insights into how systems can be designed to facilitate different types of feedback that increases users’ engagement, benefits and intentions to continue the use of a system.},
keywords = {Continued use, Feedback, Gamification, Hedonic design, Quantified-self, Social networking},
pubstate = {published},
tppubtype = {article}
}
