COVID-19 has caused unprecedented challenges to our lives. Many governments have forced people to stay at home, leading to a radical shift from on-site to virtual collaboration for many knowledge workers. Existing remote working literature does not provide a thorough explanation of government-enforced working from home situations. Using an affordance lens, this study explores the sudden and enforced issues that COVID-19 has presented, and the technological means knowledge workers use to achieve their team collaboration goals. We interviewed 29 knowledge workers about their experiences of being required to work from home and introduced the term "enforced work from home". This paper contributes to the affordance theory by providing an understanding of the substitution of affordances for team collaboration during COVID-19. The shifting of affordances results in positive and negative effects on team collaboration as various affordances of technology were perceived and actualised to sustain "business as usual".
Mobile banking has become increasingly important to society; however, not all members of society adopt and/or use it as much as others: older adults, the disabled and lower-income families remain behind in their use and adoption of this service. This finding helped us recognise a research gap and led us to form our primary aim: to understand and explain the factors that influence the adoption, use and diffusion of mobile banking among one of those groups in particular, older adults, in the UK. To form a theoretical understanding, this paper presents a comprehensive review of the surrounding literature in the area and proposes a conceptual framework that can be used for future research. The implications of this research for academia and businesses are also provided in this paper.
This article aims to theorize digitally disconnected travel experiences by investigating various emotional responses during the process of withdrawal and regain of technological affordances. The theoretical concepts of affordance and emotional episodes were adopted in this study to create a conceptual framework. Fifteen diaries and 18 interviews were collected from 24 participants’ reflections of their disconnected experiences. This study thus contributes a contextual update of emotional episodes by providing a detailed account of various emotions in the entire disconnecting/reconnecting travel experience. Also, this study contributes to the affordance literature by exploring the fluidity of technology affordances and environmental affordances. This article develops the Disconnected Emotions Model (DEM), a theoretical framework to provide an understanding of the changing relationship between human emotions and material affordances.
The emergence of social media on the Internet provides an opportunity for information systems researchers to examine new phenomena in new ways. However, for various reasons qualitative researchers in IS have not fully embraced this opportunity. This paper looks at the potential use of social media in qualitative research in information systems. It discusses some of the challenges of using social media and suggests how qualitative IS researchers can design their studies to capitalize on social media data. After discussing an illustrative qualitative study, the paper makes recommendations for the use of social media in qualitative research in IS
Purpose
With the rapid development and implementation of cutting-edge information technologies in tourism and hospitality, it is necessary to update the progress of technology use in the past 18 years and set up research agenda for future research. By adopting information systems (IS) as a reference discipline, this paper aims to create a literature review of technology and tourism papers around the theme of use.
Design/methodology/approach
Following the systematic literature review process of Aguinis et al. (2018), 314 papers were downloaded to determine how they applied the concept of technology use.
Findings
Three themes about technology use emerged: types of processing, organisational use and users. Among various types of technology processing, interactive and online are largely addressed in the tourism and hospitality literature. The organisational use theme explores how the competitive and strategic use of technology provides management support for organisations. There was a large amount of research focussed on direct users, such as individual characteristics, user attitudes and user behaviour. The theories of technology acceptance model and unified theory of acceptance and use of technology have been widely applied in these studies.
Originality/value
This paper provides a review of key issues which has been discussed in tourism research in relation to technology use. By applying the scheme developed in the IS discipline, this study provides new insights into the development of technology in tourism. In addition, it also gives us the opportunity to suggest a research agenda by identifying research gaps and future research collaboration opportunities between these two fields.
The study of technology and societal challenges is a growing area in information systems research. This paper explores how social movements can use virtual worlds to raise awareness or create safe spaces for their members. As social movements move into virtual worlds, the technical environment becomes more important. This paper presents an interpretive field study using netnographic research and empirical data from a study of a lesbian, gay, bisexual, and transgender social movement in World of Warcraft. This paper takes the position that an understanding of affordances is required for users to be able to create convivial outcomes to shape the use of virtual worlds for their own goals and intentions. The paper presents the concept of convivial affordances, which brings together the theories of affordances and conviviality, and suggests that social users can shape IT artefacts through a creative combination of affordances for their specific goals, and with community involvement.
K E Y W O R D Saffordances, conviviality, netnography, qualitative, social movements, virtual worlds
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