His research interests include technostress, dark side of technology use, and user behavior. He has published completed research articles in outlets such as Information Systems Journal (ISJ), Communications of the Association for Information Systems (CAIS),
It is common for users of social networking sites and services (SNS) to suffer from technostress and the various associated strains that hinder their well-being. Despite prior SNS stress studies having provided valuable knowledge regarding SNS stressors and their use consequences, they have not examined the various strains related to well-being that those stressors can create nor the underlying SNS characteristics. To address this gap in the research, we used a qualitative approach involving narrative interviews. As a contribution, our findings reveal four types of strains related to well-being (concentration problems, sleep problems, identity problems, and social relation problems) as well as two different patterns with distinct sets of SNS stressors and SNS characteristics that generate those strains. As practical implications, the findings of this study can help technostressed users to identify their strains, understand their underlying SNS characteristics and SNS stressors, and increase the possibility that they will be able to avoid the strains in the future.
Contemporary digital technologies have facilitated practices related to games whereby users often produce and consume content for free. To date, research into consumer interactions has largely focused on in-game factors, however, the intention to both play the game and to make in-game purchases are influenced by outside factors, including game streams and game-centred communities. In particular, the growth of competitive gaming, known as esports, offers a new channel for consumer engagement. This research explores the potential for esports to be a significant factor in understanding both intentions to play and spend money on games. Our study draws from Motivations Scale of Sports Consumption to empirically investigate the relationship between esports spectating motivations and game consumption: Watching Intention, Gaming Intention, and Purchasing Intention. This survey uses structural equation modelling (SEM) to analyse data collected from a sample of video game players (n = 194). This research contributes empirical evidence of the relationship between esports spectating and game consumption, with the relationship between Watching Intention and Gaming Intention found to be particularly strong. Finally, while the MSSC is an adequate measure for esports spectating, additional aspects specific to esports require further investigation, consequently, there may be more optimal measures which can be developed.
Understanding information technology (IT) use is vital for the information systems (IS) discipline due to its substantial positive and negative consequences. In recent years, IT use for personal purposes has grown rapidly. Although personal use is voluntary and can often reflect fun, technostress is a common negative consequence of such use. When left unaddressed, technostress can cause serious harm to IT users. However, prior research has not explained how technostress forms over time or how its mitigation takes place in a personal—rather than organizational—environment. To address these research gaps, we conducted a qualitative study with narrative interviews of IT users who had experienced technostress. This study contributes to (1) the technostress literature by unpacking states in which technostress forms and can be mitigated and (2) the IT affordance literature by explaining the role of affordances and their actualizations in technostress as well as introducing the new concept of actualization cost. In terms of practice, our findings help individuals and societies identify the development of technostress, understand the activities required for its mitigation, and recognize mitigation barriers.
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