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Purpose: This study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS). Therefore, this research explores the influencing mechanism by which gamified IS (immersive-related interaction,...
Persistent link: https://www.econbiz.de/10012641687
Purpose: Previous studies overemphasize the negative effects of social media usage (SMU) within organizations and underestimate its positive influences on employees' behavior. This study attempts to link employees' social media use at work to their creativity performance....
Persistent link: https://www.econbiz.de/10012812872