User satisfaction with information systems (IS) is considered an important indicator of information systems success and has been the subject of numerous research studies since the field’s inception. ...In this paper, we review the user satisfaction research in the IS field. We discuss the roots of user satisfaction research as it pertains to satisfaction studies in marketing research and how these studies have been used to inform the IS context. We also discuss how the study of user satisfaction and use of the construct in IS research has evolved and matured over time. Finally, we discuss antecedents and outcomes of user satisfaction identified in IS research and provide suggestions for future research.
Disembodied conversational agents in the form of chatbots are increasingly becoming a reality on social media and messaging applications, and are a particularly pressing topic for service encounters ...with companies. Adopting an experimental design with actual chatbots powered with current technology, this study explores the extent to which human-like cues such as language style and name, and the framing used to introduce the chatbot to the consumer can influence perceptions about social presence as well as mindful and mindless anthropomorphism. Moreover, this study investigates the relevance of anthropomorphism and social presence to important company-related outcomes, such as attitudes, satisfaction and the emotional connection that consumers feel with the company after interacting with the chatbot.
•Human-like cues increase perceptions of mindless and mindful anthropomorphism.•Social presence higher for human- (vs. machine-like) agent with intelligent frame.•Human-like cues increase company emotional connection levels in service encounters.•Social presence mediates effect of human-like cues on company emotional connection.
•We investigated the relationship between gamification and intrinsic need satisfaction.•Achievement, immersion and social gamification were the independent variables.•Satisfcation of competence, ...autonomy and relatedness needs were the dependent variables.•Achievement and social gamification predicted satisfaction of all three needs.•Immersion gamification only predicted autonomy need satisfaction.
Gamification is increasingly used as an essential part of today’s services, software and systems to engage and motivate users, as well as to spark further behaviors. A core assumption is that gamification should be able to increase the ability of a system or a service to satisfy intrinsic needs, and thereby the autotelicy of use as well as consequent change in beneficial behaviors. However, beyond these optimistic expectations, there is a dearth of empirical evidence on how different gamification features satisfy different dimensions intrinsic needs. Therefore, in this study we investigate the relationships between the user (N = 824) interactions with gamification features (immersion, achievement and social -related features) and intrinsic need satisfaction (autonomy, competence and relatedness needs) in Xiaomi and Huawei online gamified communities that represent two large technology product-related online brand communities in China through a survey-based study. The results indicate that immersion-related gamification features were only positively associated with autonomy need satisfaction. Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the strongest predictor of both autonomy and competence need satisfaction. Social-related gamification features, were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that gamification can have a substantially positive effect on intrinsic need satisfaction for services users.
Virtual Reality Spectatorship (VRS) is becoming an emerging sport media consumption trend as it delivers such optimal experience that maximizes user satisfaction. To clearly understand media user ...experiences in VRS, the current study aimed to investigate how a media (media type), personal (sport involvement), and game (rivalry) factors influence spectators' flow experience and to examine the impact of flow experience on their satisfaction. We conducted a 2 (media type: VR vs. 2-D screen) × 2 (rivalry: high vs. low) between subject experimental study where media type and rivalry were manipulated while sport involvement was measured. The results indicated that VRS amplified flow experience via vividness, interactivity, and telepresence to the greater extent than the traditional medium (2-D screen). Interestingly, sport viewers' sport involvement was found to amplify flow experience. Sport involvement also moderated the serial mediation (media → vividness and interactivity → telepresence → flow experience); the effects of VR technology on flow experience was stronger for those who are less interested in the target sport than highly involved sport fans. Lastly, flow experience in VRS was found to substantially enhance user satisfaction.
•Media type and sport involvement determine flow in Virtual Reality Spectatorship.•VR amplifies flow experience via vividness, interactivity, and telepresence.•Effects of VR on flow experience diminish as sport involvement increases.•Flow experience substantially elevates media user satisfaction.
Organizational use of information and communications technologies (ICT) is increasingly resulting in negative cognitions in individuals, such as information overload and interruptions. Recent ...literature has encapsulated these cognitions in the concept of technostress, which is stress caused by an inability to cope with the demands of organizational computer usage. Given the critical role of the user in organizational information processing and accomplishing application-enabled workflows, understanding how these cognitions affect users' satisfaction with ICT and their performance in ICT-mediated tasks is an important step in appropriating benefits from current computing environments. The objective of this paper is to (1) understand the negative effects of technostress on the extent to which end users perceive the applications they use to be satisfactory and can utilize them to improve their performance at work and (2) identify mechanisms that can mitigate these effects. Specifically, we draw from the end-user computing and technostress literature to develop and validate a model that analyzes the effects of factors that create technostress on the individual's satisfaction with, and task performance using, ICT. The model also examines how user involvement in ICT development and support mechanisms for innovation can be used to weaken technostress-creating factors and their outcomes. The results, based on survey data analysis from 233 ICT users from two organizations, show that factors that create technostress reduce the satisfaction of individuals with the ICT they use and the extent to which they can utilize ICT for productivity and innovation in their tasks. Mechanisms that facilitate involvement of users, and encourage them to take risks, learn, explore new ideas, and experiment in the context of ICT use, diminish the factors that create technostress and increase satisfaction with the ICT they use. These mechanisms also have a positive effect on users' appropriation of ICT for productivity and innovation in their tasks. The paper contributes to emerging literature on negative outcomes of ICT use by (1) highlighting the influence of technostress on users' satisfaction and performance (i.e., productivity and innovation in ICT-mediated tasks) with ICT, (2) extending the literature on technostress, which has so far looked largely at the general behavioral and psychological domains, to include the domain of end-user computing, and (3) demonstrating the importance of user involvement and innovation support mechanisms in reducing technostress-creating conditions and their ICT use-related outcomes.
Abstract
“Parking difficulty” seriously hinders urban traffic development, Therefore, itis of great theoretical and practical value to improve the operation efficiency, which study the compact ...intelligent parking system with high land utilization rate. Considering decentralized and random vehicle access demands, and their impact on the dwell point strategy of parking system, the selection model of dwell point strategy under dynamic demand is built. Building the operation model of compact intelligent parking system, and analysing the influence of environmental factors on the system demand, then the data set is built. Based on random forest, the selection model of dwell point strategy under dynamic demand is built, and the importance of relevant influencing factors is sorted. Finally, the research effect is verified by example. The result shows that the research can effectively improve the operation efficiency and user satisfaction, and the research has a wider scope and application value.