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Journal ArticleDOI

The affective response model: a theoretical framework of affective concepts and their relationships in the ICT context

Ping Zhang1
01 Mar 2013-Management Information Systems Quarterly (Society for Information Management and The Management Information Systems Research CenterPUB1567Minneapolis, MN, USA)-Vol. 37, Iss: 1, pp 247-274
TL;DR: ARM is a theoretically bound conceptual framework that provides a systematic and holistic reference map for any ICT study that considers affect and has the power for explaining and predicting, as well as prescribing, potential future research directions.
Abstract: Affect is a critical factor in human decisions and behaviors within many social contexts. In the information and communication technology (ICT) context, a growing number of studies consider the affective dimension of human interaction with ICTs. However, few of these studies take systematic approaches, resulting in inconsistent conclusions and contradictory advice for researchers and practitioners. Many of these issues stem from ambiguous conceptualizations of various affective concepts and their relationships. Before researchers can address questions such as "what causes affective responses in an ICT context" and "what impacts do affective responses have on human interaction with ICTs," a theoretical foundation for affective concepts and their relationships has to be established. This theory and review paper addresses three research questions: (1) What are pertinent affective concepts in the ICT context? (2) In what ways are these affective concepts similar to, or different from each other? (3) How do these affective concepts relate to or influence one another? Based on theoretical reasoning and empirical evidence, the affective response model (ARM) is developed. ARM is a theoretically bound conceptual framework that provides a systematic and holistic reference map for any ICT study that considers affect. It includes a taxonomy that classifies affective concepts along five dimensions: the residing, the temporal, the particular/general stimulus, the object/behavior stimulus, and the process/outcome dimensions. ARM also provides a nomological network to indicate the causal or co-occurring relationships among the various types of affective concepts in an ICT interaction episode. ARM has the power for explaining and predicting, as well as prescribing, potential future research directions.
Citations
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Journal ArticleDOI
TL;DR: A typology of review types is developed and descriptive insight into the most common reviews found in top IS journals is provided to encourage researchers who start a review to use the typology to position their contribution.

964 citations

Posted Content
TL;DR: The effects of emotions embedded in a seller review on its perceived helpfulness to readers are explored and the importance of examining discrete emotions in online word-of-mouth is demonstrated.
Abstract: This paper explores effects of the emotions embedded in a seller review on its perceived helpfulness to readers. Drawing on frameworks in the emotion and cognitive processing literatures, we propose that over and above a well-known negativity bias, the impact of discrete emotions in a review will vary, and that one source of this variance is reader perceptions of reviewers’ cognitive effort. We focus on the roles of two distinct, negative emotions common to seller reviews: anxiety and anger. In Studies 1 and 2, experimental methods were utilized to identify and explain the differential impact of anxiety and anger in terms of perceived reviewer effort. In Study 3, seller reviews from Yahoo! Shopping websites were collected to examine the relationship between emotional review content and helpfulness ratings. Our findings demonstrate the importance of examining discrete emotions in online word-of-mouth, and they carry important practical implications for consumers and online retailers.

479 citations


Cites background from "The affective response model: a the..."

  • ...On the other hand, a contingent of IS scholars has advocated the study of emotions in IS research (see Ortiz de Guinea and Markus 2009; Zhang 2013), and researchers have begun to incorporate affect into established frameworks (Deng and Poole 2010; Sun and Zhang 2006a; Venkatesh 2000)....

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  • ...Our work adds to a growing body of information systems research highlighting the role of emotions (Zhang 2013)....

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Journal ArticleDOI
TL;DR: This article explored the effects of emotions embedded in a seller review on its perceived helpfulness to readers and found that over and above a well-known negativity bias, the impact of discrete emotions in a review will vary, and that one source of this variance is reader perceptions of reviewers' cognitive effort.
Abstract: This paper explores the effects of emotions embedded in a seller review on its perceived helpfulness to readers. Drawing on frameworks in literature on emotion and cognitive processing, we propose that over and above a well-known negativity bias, the impact of discrete emotions in a review will vary, and that one source of this variance is reader perceptions of reviewers' cognitive effort. We focus on the roles of two distinct, negative emotions common to seller reviews: anxiety and anger. In the first two studies, experimental methods were utilized to identify and explain the differential impact of anxiety and anger in terms of perceived reviewer effort. In the third study, seller reviews from Yahoo! Shopping web sites were collected to examine the relationship between emotional review content and helpfulness ratings. Our findings demonstrate the importance of examining discrete emotions in online word-of-mouth, and they carry important practical implications for consumers and online retailers.

459 citations

01 Nov 2000
TL;DR: This study introduces playfulness as a new factor that reflects the user’s intrinsic belief in WWW acceptance and extends and empirically validate the Technology Acceptance Model (TAM) for the WWW context.
Abstract: Ease of use and usefulness are believed to be fundamental in determining the acceptance and use of various, corporate ITs. These beliefs, however, may not explain the user’s behavior toward newly emerging ITs, such as the World-Wide-Web (WWW). In this study, we introduce playfulness as a new factor that reflects the user’s intrinsic belief in WWW acceptance. Using it as an intrinsic motivation factor, we extend and empirically validate the Technology Acceptance Model (TAM) for the WWW context. # 2001 Elsevier Science B.V. All rights reserved.

360 citations

Journal ArticleDOI
TL;DR: This commentary calls upon information systems scholars to investigate the design and use of gamified information systems from a variety of disciplinary perspectives and theories, including behavioral economics, psychology, social psychology, information systems, etc.
Abstract: Gamification is the application of game-based thinking to everyday tasks to make them more engaging. Based on this concept, gamified systems are being developed in applications such as health, training, social media, and e-commerce. The excitement and anticipation around gamification reflect a fundamental shift in the way we interact with technology systems. Hence, from a research perspective, gamification offers fresh opportunities to design and research newer technology environments that have a blend of utilitarian and hedonic characteristics. But currently there is not much clarity on the concept of gamification, the different ways gamification can affect outcomes, and how this new type of information system could be researched and designed. We address these issues in this commentary by explicating the concept of gamification and distinguishing it from other game-based designs. We then present a framework for design and research on gamified information systems, and identify theoretical bases that could inform this research. We conclude with sample questions that offer directions for future research on this promising and fun topic.

249 citations

References
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01 Jan 1989
TL;DR: Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage.

40,975 citations


"The affective response model: a the..." refers background in this paper

  • ...6.2 Attitude Chau and Hu 2001; Davis 1989; Davis et al. 1989; Venkatesh et al. 2003 An individual’s positive or negative feelings (evaluative affect) about performing the target behavior....

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Journal ArticleDOI
TL;DR: In this article, the authors developed and validated new scales for two specific variables, perceived usefulness and perceived ease of use, which are hypothesized to be fundamental determinants of user acceptance.
Abstract: Valid measurement scales for predicting user acceptance of computers are in short supply. Most subjective measures used in practice are unvalidated, and their relationship to system usage is unknown. The present research develops and validates new scales for two specific variables, perceived usefulness and perceived ease of use, which are hypothesized to be fundamental determinants of user acceptance. Definitions of these two variables were used to develop scale items that were pretested for content validity and then tested for reliability and construct validity in two studies involving a total of 152 users and four application programs. The measures were refined and streamlined, resulting in two six-item scales with reliabilities of .98 for usefulness and .94 for ease of use. The scales exhibited hgih convergent, discriminant, and factorial validity. Perceived usefulness was significnatly correlated with both self-reported current usage r = .63, Study 1) and self-predicted future usage r = .85, Study 2). Perceived ease of use was also significantly correlated with current usage r = .45, Study 1) and future usage r = .59, Study 2). In both studies, usefulness had a signficnatly greater correaltion with usage behavior than did ease of use. Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage. Implications are drawn for future research on user acceptance.

40,720 citations

Journal ArticleDOI
TL;DR: Two 10-item mood scales that comprise the Positive and Negative Affect Schedule (PANAS) are developed and are shown to be highly internally consistent, largely uncorrelated, and stable at appropriate levels over a 2-month time period.
Abstract: In recent studies of the structure of affect, positive and negative affect have consistently emerged as two dominant and relatively independent dimensions. A number of mood scales have been created to measure these factors; however, many existing measures are inadequate, showing low reliability or poor convergent or discriminant validity. To fill the need for reliable and valid Positive Affect and Negative Affect scales that are also brief and easy to administer, we developed two 10-item mood scales that comprise the Positive and Negative Affect Schedule (PANAS). The scales are shown to be highly internally consistent, largely uncorrelated, and stable at appropriate levels over a 2-month time period. Normative data and factorial and external evidence of convergent and discriminant validity for the scales are also presented.

34,482 citations

Journal ArticleDOI
TL;DR: The Unified Theory of Acceptance and Use of Technology (UTAUT) as mentioned in this paper is a unified model that integrates elements across the eight models, and empirically validate the unified model.
Abstract: Information technology (IT) acceptance research has yielded many competing models, each with different sets of acceptance determinants. In this paper, we (1) review user acceptance literature and discuss eight prominent models, (2) empirically compare the eight models and their extensions, (3) formulate a unified model that integrates elements across the eight models, and (4) empirically validate the unified model. The eight models reviewed are the theory of reasoned action, the technology acceptance model, the motivational model, the theory of planned behavior, a model combining the technology acceptance model and the theory of planned behavior, the model of PC utilization, the innovation diffusion theory, and the social cognitive theory. Using data from four organizations over a six-month period with three points of measurement, the eight models explained between 17 percent and 53 percent of the variance in user intentions to use information technology. Next, a unified model, called the Unified Theory of Acceptance and Use of Technology (UTAUT), was formulated, with four core determinants of intention and usage, and up to four moderators of key relationships. UTAUT was then tested using the original data and found to outperform the eight individual models (adjusted R2 of 69 percent). UTAUT was then confirmed with data from two new organizations with similar results (adjusted R2 of 70 percent). UTAUT thus provides a useful tool for managers needing to assess the likelihood of success for new technology introductions and helps them understand the drivers of acceptance in order to proactively design interventions (including training, marketing, etc.) targeted at populations of users that may be less inclined to adopt and use new systems. The paper also makes several recommendations for future research including developing a deeper understanding of the dynamic influences studied here, refining measurement of the core constructs used in UTAUT, and understanding the organizational outcomes associated with new technology use.

27,798 citations