Marketing approaches using social media such as Facebook, Twitter, Instagram or Line in Japan are attracting attention. Thus, the purpose of this paper is to attempt to categorize privacy issues in such social media marketing. Based on case studies of social media utilization that can be published and interview survey, we proposed a reference frame as a preliminary study. In this study, two types of dichotomy were used for classification. The first axis is that the relationship with customer's need for social approval and self-esteem. The second axis is from the examination of sociomateliarity in the use of social media.
In this paper, we examine the connectivity and digitalization affecting our private lives through a case analysis of Pokémon GO, a game application for smartphones. First, we outline the concept of sociomateriality as a keyword to consider the effects of Pokémon GO. Subsequently, we explain the outline of the game Pokémon GO. Finally, we show the usefulness of sociomateriality for examining the impact of digitalization on our private lives, using the example of Pokémon GO.
The purpose of this study is considering the creation of the Code of Conduct by using ICT. In particular, we consider the ethics of ICT by a case study of Japanese NPO which does a support project of "hikikomori." On a global scale, social withdrawal and reclusion are real problems and in the information society of today, these problems are often associated with modern lifestyle and use of technology. However, in this paper, it is not to discuss the therapeutic point of view of withdrawal. Rather, it is discussed online communication in withdrawal support groups. It is the object of this paper to clarify the process of the Code of Conduct through online communication is formed.
When telework was discussed in Japan during the COVID-19 pandemic, the context of staying home was strongly considered. As a result, the primary focus has been on carrying out one's assigned work at home. In other words, people tend to focus on the fact that they can carry out their work without being restricted by location. However, the networked aspect of telework is important. In other words, to realize telework, it is necessary to fully consider the aspect of making one's own work visible and collaborating with others. In this paper, the author clarifies the significance of the "connection" that information systems engender by examining the mechanism of inducing organizational citizenship behaviour from the perspective of “sociomateriality” proposed by Wanda Orlikowski et al. in information systems research. Furthermore, we warn against “discretionary bias,” a tendency to “free oneself from the constraints of time and place,” which appears, because telework was introduced as a measure to prevent the spread of infection. In addition, this paper examines the case of intranets in the 1990s to clarify the nature of connection through information systems and to find new insights in old cases, just as the Industrial Revolution is referenced in discussions of whether AI will take away jobs.
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