Hedonic vs Utilitarian No.1
I. Title & Reference:
Van der Heijden, H. (2004). User acceptance of hedonic information systems. MIS quarterly, 695-704. (Google scholar 기준 3020회 citation)
II. Objective of research
This research note develops a parallel argument that what shapes intentions to use is dependent on the utilitarian or hedonic nature of the information system.
- first shows how the hedonic nature of a system affects the TAM model
- note then proceeds with an empirical study in which the TAM model is applied to a hedonic system.
III. Findings:
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Dominant paradigm in this area of research is rooted in Davis’ technology acceptance model (TAM) (Davis 1989; Davis et al. 1989)
- user acceptance can be explained by two beliefs: perceived usefulness and perceived ease of use.
- Perceived usefulness: degree to which a person believes that using a particular system would enhance his or her job performance
- perceived ease of use: the degree to which a person believes that using a particular system would be free of effort
- perceived enjoyment: the extent to which the activity of using the computer is perceived to be enjoyable in its own right, apart from any performance consequences that may be anticipated”
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Hedonic systems aim to provide self-fulfilling value to to the user. Utilitarian systems, which aim to provide instrumental value to the user. (instrumental value = such as increasing task performance.)
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Objective of a utilitarian information system is to increase the user’s task performance while encouraging efficiency.
- align system functionality with task requirements/ provide as little distraction as possible to help the user perform his or her task
- dominant design objective is productive use.
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The value of a hedonic system is a function of the degree to which the user experiences fun when using the system.
- inclusion of hedonic content, animated images, a focus on colors, sounds, and esthetically appealing visual layouts
- The dominant design objective is to encourage prolonged use.
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User acceptance is determined by two fundamental types of motivation: Extrinsic and Intrinsic Extrinsic: Reward / Intrinsic: interaction을 통해 얻는 benefit (Fun)
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Perceived Usefulness = Improving Job performance (outside benefit ) = extrinsic motivation Perceived Enjoyment = fun (from using the system) = intrinsic motivation.
- extrinsic motivation to be the dominant predictor of intentions to use the system- at the expense of intrinsic motivation.
- intrinsic motivation to be the dominant predictor of intentions to use the system- at the expense of extrinsic motivation.
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Perceived enjoyment strongly influenced Web use for entertainment purposes and perceived usefulness strongly influenced Web use for course-related purposes.
Perceived enjoyment will play a more dominant role in home environments, and perceived usefulness will be more dominant in workplace environments. -
in completing utilitarian tasks, the interaction with the system is subordinate to the achievement of external goals. Perceived ease of use is less central to the prediction of intentions to use a system than perceived usefulness
- in the context of hedonic systems, , the achievement of external goals is subordinate to using the system itself. perceived ease of use is more central to the prediction of intentions to use a system than perceived usefulness
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Experiment: Dutch movie Website that presented itself to its visitors as an “innovative platform for everybody who loves cinema, watches movies and has a passion for moving images” / measure intentions to use / TAM2 scale
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perceived enjoyment and perceived ease of use are stronger determinants of intention to use a hedonic information system than perceived usefulness.
- that if the purpose is to provide hedonic, rather than utilitarian, value, then the predictive importance of the determinants changes
- Perceived ease of use plays a pivotal role in the user acceptance of hedonic information system
- Perceived ease of use itself directly contributes to future intentions to use the hedonic system because it either enhances or inhibits the user’s hedonic experience (ease of use is a critical system development variable)
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