Michael Cahalane - Academia.edu (original) (raw)

Papers by Michael Cahalane

Research paper thumbnail of Peer Produced Innovation: An Exploration Of \u27The Wisdom Of Crowds\u27 In Virtual Worlds

Research paper thumbnail of Beyond Bourdieu, Foucault and Habermas: Review and Assessment of Critical Information Systems Research

This paper presents a literature review of critical information systems (IS) research. Specifical... more This paper presents a literature review of critical information systems (IS) research. Specifically, it focuses on how IS researchers have responded to Myers and Klein's (2011) call to consider critical approaches and theorists in addition Bourdieu, Foucault and Habermas. The review identifies and discusses three types of critical IS research "beyond Bourdieu, Foucault and Habermas": work based on a) (other) critical grand social theories, b) postcolonialism and c) data-focused critical methods (i.e., Capabilities Approach, Critical Discourse Analysis, Critical Heuristics and Design, Frame Analysis and Phronetic Enquiry). Based on the literature review, the paper maps the landscape of critical approaches and theories and identify their origins. This analysis is helpful for IS researchers interested in conducting critical IS research by charting the range of critical research approaches beyond Bourdieu, Foucault and Habermas.

Research paper thumbnail of Online Game User Experience

This study focuses on examining the Online Game User Experience (UX) and the antecedents influenc... more This study focuses on examining the Online Game User Experience (UX) and the antecedents influencing it. We present a user-oriented research approach using the Repertory Grid Technique (RGT) to collect data across 15 semi-structured interviews, which were then analysed through content analysis, Interpretive Structural Modelling (ISM) and Cross Impact Matrix Multiplication Applied to Classification (MICMAC). The findings of the case study reveal 5 hedonic-oriented dimensions of Online Game UX and 6 interrelated antecedents. We propose a hierarchical framework to achieve a holistic understanding of the relationships between and amongst antecedents as well as dimensions of Online Game UX. The framework diagrammatically portrays the relationships of these context-specific variables by observing the direct and indirect chains of between the variables in the hierarchy. The study concludes by discussing the implications of these findings and presents two key theoretical contributions, one exemplary practical contribution, as well as directions for future research

Research paper thumbnail of Gamification as an Architecture of Participation: An Investigation of an Innovation Maker Community

The objective of this study is to investigate gamification as an architecture of participation in... more The objective of this study is to investigate gamification as an architecture of participation in an online innovation community. Gamification is a phenomenon that aims to motivate people through the use of game elements and dynamics in non-game contexts. An architecture of participation (AoP) can be understood as any system that helps transform individual activities into communal resources. The research is a case study of the innovation community Thingiverse. The study seeks to identify the game elements used by the community and seeks to explain how the psychological and social consequences of the game elements lead individuals to engage in behaviours that create value for the innovation community.

Research paper thumbnail of Making Physical Activity A Habit: Using Gamified Physical Activity Trackers to Sustain Behaviour

Gamified activity trackers are being used by millions of people to assist in changing their daily... more Gamified activity trackers are being used by millions of people to assist in changing their daily habits, increasing levels of physical activity and improving overall health and wellbeing. For such goals to be achieved, individuals need to sustain these new habits over time. While existing research has demonstrated that these devices can be effective in changing behaviour in the short term, little is known about their ability to aid in transitioning behavioural change into ongoing habit. This research-inprogress study is exploratory and studies how the use of gamified activity trackers may help in creating sustainable behavioural changes associated with physical activity. Employing the repertory grid technique, we interviewed 15 activity tracker users to explore the barriers to sustained exercise habits as well as the capability of activity trackers to produce long-term sustainable behavioural changes. The preliminary findings revealed gamified activity trackers were effective in te...

Research paper thumbnail of How GoGet CarShare's Product-Service System is Facilitating Collaborative Consumption

MIS Q. Executive, 2017

In 2011, Time declared collaborative consumption one of the 10 ideas that will change the world.2... more In 2011, Time declared collaborative consumption one of the 10 ideas that will change the world.2 Collaborative consumption refers to various socio-economic models that incorporate sharing, renting, swapping or trading goods and services. In practice, collaborative consumption can provide the experiential benefits of temporary ownership of goods but without the burden of actually owning them. Prominent examples include Airbnb and Zipcar, and their success has inspired countless new initiatives through collaborative platforms, redistribution markets and product-service systems (PSSs).3 PSS examples include Uber, GoCatch and Airtasker. Although PSSs vary greatly in terms of scale, maturity and purpose, they are important because they enable the exchange of and access to goods and services through advances in digital technologies. The research questions we set out to answer were: 1) Why have collaborative consumption business models emerged as an area of interest for organizations? and...

Research paper thumbnail of Digital Nomadism and the Market Economy: Resistance and Compliance

Digital nomadism is a growing phenomenon wherein technology enables new forms of resistance again... more Digital nomadism is a growing phenomenon wherein technology enables new forms of resistance against the norms of the market economy. However, digital nomads inevitably also comply with the market economy. In this paper, we synthesise literature about the complicating role of technology in the market economy throughout history, to develop a research framework for an empirical study of digital nomadism and the market economy. Based on this research framework, we have conducted some preliminary fieldwork, observing the emergence of five trends in how digital nomads participate in the market economy: collaborative creative consumption; self-driven and self-disciplined work; reimagination of work materials; interjurisdictional prospecting; and unregulated de-facto citizenship. These trends have a range of theoretical and practical implications that we will continue to uncover in our ongoing research

Research paper thumbnail of Developing ICT-Enabled Information Processing Capabilities for Combatting E-Commerce Identity Fraud: A Case Study of Trustev's Social Fingerprinting Solution

Given the importance of information processing capabilities in improving business performance, or... more Given the importance of information processing capabilities in improving business performance, organisations are seeking solutions for leveraging the use of big data and analytics. An emerging application is to inform organisations of potential fraudulent behaviour, which results in reducing online fraud and its associated costs. This paper introduces a case study in which social fingerprinting is used as a big data profile-based fraud detection technique for e-commerce transactions. Through an analysis of semi-structured interviews, this research in progress identifies three information processing capabilities based on social fingerprinting that a business must develop to eliminate fraud. Further interviews and analysis are proposed in order to have a better understanding of how social fingerprinting can be used in e-commerce. By uncovering interrelationships of social fingerprinting as online fraud detection solution, this study will provide significant contribution to information...

Research paper thumbnail of The Yin-and-Yang of Collaborative Consumption Development: the Role of Ambidextrous is Capabilities at Goget Carshare

In this paper, we present a model of how ambidextrous IS capabilities enact the development and m... more In this paper, we present a model of how ambidextrous IS capabilities enact the development and management of collaborative consumption platforms. Collaborative consumption in an increasingly digital economy is emergent, and fosters hyper-connections among human actors, organizations, and processes in the negotiating and sharing of goods and services. Despite this, existing literature does not provide actionable process models, nor does it meaningfully engage with the role of IS in understanding how collaborative consumption platforms create value. We present a study of GoGet, a car-sharing platform, service and community that has experienced significant growth over the past decade. Based on preliminary findings and drawing on IS capabilities as theoretical lens, we reveal a four-stage process model − minimizing, attaining, extending and optimizing − central to achieving a balance between growth and control objectives in a collaborative consumption ecosystem. Our ongoing study, whic...

Research paper thumbnail of Pursuit of Happiness through Esports: An Interpretive Structural Approach

This study adopts an interpretive structural modelling (ISM) approach to identify a structural mo... more This study adopts an interpretive structural modelling (ISM) approach to identify a structural model of benefits obtained through playing esports in order to investigate how playing esports can promote happiness. 19 professional esports players were interviewed to capture the benefits they obtained from playing esports. After 12 benefit categories were identified through content analysis, 10 professional esports players were invited to form a group consensus on the inter-relationships among these 12 identified categories. The ISM developed in this study revealed that self-esteem and commitment were the two most important benefits that players obtained in order to develop their personal happiness. This study makes significant contributions to IS research, online gaming, and the esports industry by developing a player-specific benefit scale and a hierarchical benefit-value development framework

Research paper thumbnail of CC's for the CIO (Core Competencies for the Chief Information Officer)

The role of the modern-day Chief Information Officer (CIO) is multi-faceted, dynamic, inherently ... more The role of the modern-day Chief Information Officer (CIO) is multi-faceted, dynamic, inherently pressured and complex, and one which requires a multidisciplinary knowledge and skill-set. As the executive charged with the responsibility of managing the fast changing and complex Information Systems (IS) and Information Technology (IT) function, the modern-day CIO must possess and continually develop a wide range of diverse competencies. Today's CIO is required to take a much broader role in the business, drive business transformation, innovate for competitive advantage and act as a key strategic partner within the wider organisation. This study reports preliminary findings from 30 Australian CIOs on the identification of core competencies and is part of a larger body of work leading to the development of a CIO Competency Framework-for use by both practitioners and researchers to help bridge the gap between practice and theory and aid in CIO succession planning.

Research paper thumbnail of Emerging Leaders in Digital Work: Toward a Theory of Attentional Leadership

Digital technologies are reconfiguring how work is organised and how digital workers are led. Man... more Digital technologies are reconfiguring how work is organised and how digital workers are led. Management and leadership research have conventionally assumed that organisations require top-down, hierarchical management. However, leadership in digitally enabled forms of work is bound to differ in substantial ways from more traditional in-person settings. Developing new theories that account for the dynamic and complex nature of digital work thus become important to understand how work is lead. Building on a multi-site ethnographic study of digital nomads, this research-in-progress shows how leadership emerges among independent digital workers. We focus on leadership emergence that is decentred from individual human leaders and instead foregrounds how direction is socially and materially produced. Our preliminary findings illustrate that in digital work leadership is emerging along three stages: mobilising the peer network, growing a digital audience, and building a global community

Research paper thumbnail of Cultivating IT-Enabled Collaborative Consumption Ecosystem: a Service-dominant Perspective of Goget

In this research-in-progress paper, we investigate how value is co-created in IT-enabled collabor... more In this research-in-progress paper, we investigate how value is co-created in IT-enabled collaborative consumption businesses. Collaborative consumption is an emerging phenomenon which involves peerto-peer sharing of products and services amongst members in a community. Existing literature exploring the notion of collaborative consumption is uncommon and does not offer a consolidated view of how businesses facilitate the creation of value amongst all participants. In this paper we present a study of GoGet, a successful car-sharing ecosystem that has recorded significant growth over the last decade. Adopting a service-dominant theorising approach, we uncover the role of technology through which participants of online marketplaces in multi-sided digital platforms are empowered to co-create value. The proposed study aims to fill the gap in IS literature, by investigating how IT-systems have become the key proponents reinventing and distributing product-service systems.

Research paper thumbnail of Positive Personal Development through eSports

This research-in-progress paper investigates the personal development players experience from eSp... more This research-in-progress paper investigates the personal development players experience from eSports participation by identifying the benefits that players gain from play, and why these are important to players. This study utilises a qualitative methodology consisting of semi-structured laddering interviews, and content analysis to analyse data. 12 high level groups, split into 8 benefits and 4 values, were identified of importance to players, with the attainment of these benefits allowing eSports players to achieve their values. The initial identification of benefits and values contribute towards IS literature by understanding how benefits can drive player participation in eSports, and how benefits are tied to players’ values. The results of this study can also be leveraged to promote eSports to external audiences to improve its legitimacy and perception

Research paper thumbnail of Exploring Algorithm Aversion Through Construal Level Theory

Despite algorithms' ability to provide decision-makers with superior recommendations to their... more Despite algorithms' ability to provide decision-makers with superior recommendations to their human counterparts, the reluctance to use algorithms – known as algorithm aversion – continues to emerge in research investigating algorithmic decision-making. This research in progress study investigates the role of construal levels and psychological distance in influencing the willingness to use algorithms in decision-making contexts. In examining algorithm aversion, we look to draw upon Construal Level Theory (CLT), a social psychology theory that describes how an individual’s psychological distance to a subject affects how they process information surrounding it. We will collect data through an online experiment that evaluates participant’s construal perceptions of ‘algorithmic versus human’ advisers in ‘visual versus verbal’ tasks before comparing their decisions to hire either a human or algorithmic agent. The study aims to expand upon the current understanding of IS research algo...

Research paper thumbnail of Beyond the Factory Paradigm: Digital Nomadism and the Digital Future(s) of Knowledge Work Post-COVID-19

Journal of the Association for Information Systems, 2020

What are the potential futures of knowledge work, given its transformation into almost exclusivel... more What are the potential futures of knowledge work, given its transformation into almost exclusively digital work during the COVID-19 pandemic crisis? Our ongoing research program on digital nomadism informs a Hegelian dialectical analysis and an envisioning of the future(s) of knowledge work. We contrast the Factory paradigm of work (thesis), exemplified by the "ideal type" of the 9to-5 corporate worker, with the Hypermobility paradigm of work (antithesis), exemplified by the ideal type of the digital nomad. Reflecting on this contrast, we envision the possible digital futures of knowledge work as a continuous spectrum, ranging from a future based on the Digital Taylorism paradigm of work to a future based on the Worker Autonomy paradigm of work. These futures are discussed in terms of different approaches to organizing work, working with technology, delineating work/life boundaries, and provisioning the social safety net. IS researchers are uniquely positioned to perform research and inform decision-making in all these areas, and thus make a difference in determining whether the future we end up with more closely resembles Digital Taylorism or the Worker Autonomy vision.

Research paper thumbnail of Digital Work and High-Tech Wanderers: Three Theoretical Framings and a Research Agenda for Digital Nomadism

Australasian Conference on Information Systems 2018, 2018

This paper presents a literature review and conceptual development of digital nomadism. Digital n... more This paper presents a literature review and conceptual development of digital nomadism. Digital nomadism is characterised by mobile workers indefinitely travelling between different locations while continually fulfilling their work obligations. The emerging literature on digital nomadism is fragmented and primarily focused on digital nomads' lifestyles. There is comparatively less focus on theoretically framing digital nomadism into broader narratives in human history. In order to gain a holistic understanding, this paper reviews the limited literature on digital nomadism and expands to other relevant literatures on economy (e.g. traditional boundaries in business), culture (e.g. lifehacking), and technology (e.g. telework and digital communication). These three theoretical framings of digital nomadism enable this paper to identify the current state of knowledge relevant to digital nomadism and develop a research agenda.

Research paper thumbnail of Inclusive Technologies, Selective Traditions: A Socio-material Case Study of Crowdfunded Book Publishing

Journal of Information Technology, 2017

The number and scale of crowdfunding platforms has increased dramatically in recent years, arguab... more The number and scale of crowdfunding platforms has increased dramatically in recent years, arguably more so than any other open phenomenon. This increase has allowed several crowdfunding websites to capture significant public attention, e.g. Kickstarter, Indiegogo. Yet, the growth of these specialist websites is only one aspect of the increasing popularity of crowdfunding technologies. Another, less-commonly discussed development is the propagation and integration of crowdfunding technologies into novel hybrid or proprietary production contexts, such as t-shirts (e.g. Threadless) or video games (e.g. Star Citizen). Such integrations are to be expected as crowdfunding technologies grow and evolve. However, they also present new challenges for managers and system designers, as the manner in which different features of crowdfunding technologies are enacted becomes decreasingly predictable the more their application domains diverge. This study performs a socio-material case study of Unb...

Research paper thumbnail of Does virtual reality lower construal levels?

Computers in Human Behavior Reports

Research paper thumbnail of Peer Produced Innovation: An Exploration Of \u27The Wisdom Of Crowds\u27 In Virtual Worlds

Research paper thumbnail of Beyond Bourdieu, Foucault and Habermas: Review and Assessment of Critical Information Systems Research

This paper presents a literature review of critical information systems (IS) research. Specifical... more This paper presents a literature review of critical information systems (IS) research. Specifically, it focuses on how IS researchers have responded to Myers and Klein's (2011) call to consider critical approaches and theorists in addition Bourdieu, Foucault and Habermas. The review identifies and discusses three types of critical IS research "beyond Bourdieu, Foucault and Habermas": work based on a) (other) critical grand social theories, b) postcolonialism and c) data-focused critical methods (i.e., Capabilities Approach, Critical Discourse Analysis, Critical Heuristics and Design, Frame Analysis and Phronetic Enquiry). Based on the literature review, the paper maps the landscape of critical approaches and theories and identify their origins. This analysis is helpful for IS researchers interested in conducting critical IS research by charting the range of critical research approaches beyond Bourdieu, Foucault and Habermas.

Research paper thumbnail of Online Game User Experience

This study focuses on examining the Online Game User Experience (UX) and the antecedents influenc... more This study focuses on examining the Online Game User Experience (UX) and the antecedents influencing it. We present a user-oriented research approach using the Repertory Grid Technique (RGT) to collect data across 15 semi-structured interviews, which were then analysed through content analysis, Interpretive Structural Modelling (ISM) and Cross Impact Matrix Multiplication Applied to Classification (MICMAC). The findings of the case study reveal 5 hedonic-oriented dimensions of Online Game UX and 6 interrelated antecedents. We propose a hierarchical framework to achieve a holistic understanding of the relationships between and amongst antecedents as well as dimensions of Online Game UX. The framework diagrammatically portrays the relationships of these context-specific variables by observing the direct and indirect chains of between the variables in the hierarchy. The study concludes by discussing the implications of these findings and presents two key theoretical contributions, one exemplary practical contribution, as well as directions for future research

Research paper thumbnail of Gamification as an Architecture of Participation: An Investigation of an Innovation Maker Community

The objective of this study is to investigate gamification as an architecture of participation in... more The objective of this study is to investigate gamification as an architecture of participation in an online innovation community. Gamification is a phenomenon that aims to motivate people through the use of game elements and dynamics in non-game contexts. An architecture of participation (AoP) can be understood as any system that helps transform individual activities into communal resources. The research is a case study of the innovation community Thingiverse. The study seeks to identify the game elements used by the community and seeks to explain how the psychological and social consequences of the game elements lead individuals to engage in behaviours that create value for the innovation community.

Research paper thumbnail of Making Physical Activity A Habit: Using Gamified Physical Activity Trackers to Sustain Behaviour

Gamified activity trackers are being used by millions of people to assist in changing their daily... more Gamified activity trackers are being used by millions of people to assist in changing their daily habits, increasing levels of physical activity and improving overall health and wellbeing. For such goals to be achieved, individuals need to sustain these new habits over time. While existing research has demonstrated that these devices can be effective in changing behaviour in the short term, little is known about their ability to aid in transitioning behavioural change into ongoing habit. This research-inprogress study is exploratory and studies how the use of gamified activity trackers may help in creating sustainable behavioural changes associated with physical activity. Employing the repertory grid technique, we interviewed 15 activity tracker users to explore the barriers to sustained exercise habits as well as the capability of activity trackers to produce long-term sustainable behavioural changes. The preliminary findings revealed gamified activity trackers were effective in te...

Research paper thumbnail of How GoGet CarShare's Product-Service System is Facilitating Collaborative Consumption

MIS Q. Executive, 2017

In 2011, Time declared collaborative consumption one of the 10 ideas that will change the world.2... more In 2011, Time declared collaborative consumption one of the 10 ideas that will change the world.2 Collaborative consumption refers to various socio-economic models that incorporate sharing, renting, swapping or trading goods and services. In practice, collaborative consumption can provide the experiential benefits of temporary ownership of goods but without the burden of actually owning them. Prominent examples include Airbnb and Zipcar, and their success has inspired countless new initiatives through collaborative platforms, redistribution markets and product-service systems (PSSs).3 PSS examples include Uber, GoCatch and Airtasker. Although PSSs vary greatly in terms of scale, maturity and purpose, they are important because they enable the exchange of and access to goods and services through advances in digital technologies. The research questions we set out to answer were: 1) Why have collaborative consumption business models emerged as an area of interest for organizations? and...

Research paper thumbnail of Digital Nomadism and the Market Economy: Resistance and Compliance

Digital nomadism is a growing phenomenon wherein technology enables new forms of resistance again... more Digital nomadism is a growing phenomenon wherein technology enables new forms of resistance against the norms of the market economy. However, digital nomads inevitably also comply with the market economy. In this paper, we synthesise literature about the complicating role of technology in the market economy throughout history, to develop a research framework for an empirical study of digital nomadism and the market economy. Based on this research framework, we have conducted some preliminary fieldwork, observing the emergence of five trends in how digital nomads participate in the market economy: collaborative creative consumption; self-driven and self-disciplined work; reimagination of work materials; interjurisdictional prospecting; and unregulated de-facto citizenship. These trends have a range of theoretical and practical implications that we will continue to uncover in our ongoing research

Research paper thumbnail of Developing ICT-Enabled Information Processing Capabilities for Combatting E-Commerce Identity Fraud: A Case Study of Trustev's Social Fingerprinting Solution

Given the importance of information processing capabilities in improving business performance, or... more Given the importance of information processing capabilities in improving business performance, organisations are seeking solutions for leveraging the use of big data and analytics. An emerging application is to inform organisations of potential fraudulent behaviour, which results in reducing online fraud and its associated costs. This paper introduces a case study in which social fingerprinting is used as a big data profile-based fraud detection technique for e-commerce transactions. Through an analysis of semi-structured interviews, this research in progress identifies three information processing capabilities based on social fingerprinting that a business must develop to eliminate fraud. Further interviews and analysis are proposed in order to have a better understanding of how social fingerprinting can be used in e-commerce. By uncovering interrelationships of social fingerprinting as online fraud detection solution, this study will provide significant contribution to information...

Research paper thumbnail of The Yin-and-Yang of Collaborative Consumption Development: the Role of Ambidextrous is Capabilities at Goget Carshare

In this paper, we present a model of how ambidextrous IS capabilities enact the development and m... more In this paper, we present a model of how ambidextrous IS capabilities enact the development and management of collaborative consumption platforms. Collaborative consumption in an increasingly digital economy is emergent, and fosters hyper-connections among human actors, organizations, and processes in the negotiating and sharing of goods and services. Despite this, existing literature does not provide actionable process models, nor does it meaningfully engage with the role of IS in understanding how collaborative consumption platforms create value. We present a study of GoGet, a car-sharing platform, service and community that has experienced significant growth over the past decade. Based on preliminary findings and drawing on IS capabilities as theoretical lens, we reveal a four-stage process model − minimizing, attaining, extending and optimizing − central to achieving a balance between growth and control objectives in a collaborative consumption ecosystem. Our ongoing study, whic...

Research paper thumbnail of Pursuit of Happiness through Esports: An Interpretive Structural Approach

This study adopts an interpretive structural modelling (ISM) approach to identify a structural mo... more This study adopts an interpretive structural modelling (ISM) approach to identify a structural model of benefits obtained through playing esports in order to investigate how playing esports can promote happiness. 19 professional esports players were interviewed to capture the benefits they obtained from playing esports. After 12 benefit categories were identified through content analysis, 10 professional esports players were invited to form a group consensus on the inter-relationships among these 12 identified categories. The ISM developed in this study revealed that self-esteem and commitment were the two most important benefits that players obtained in order to develop their personal happiness. This study makes significant contributions to IS research, online gaming, and the esports industry by developing a player-specific benefit scale and a hierarchical benefit-value development framework

Research paper thumbnail of CC's for the CIO (Core Competencies for the Chief Information Officer)

The role of the modern-day Chief Information Officer (CIO) is multi-faceted, dynamic, inherently ... more The role of the modern-day Chief Information Officer (CIO) is multi-faceted, dynamic, inherently pressured and complex, and one which requires a multidisciplinary knowledge and skill-set. As the executive charged with the responsibility of managing the fast changing and complex Information Systems (IS) and Information Technology (IT) function, the modern-day CIO must possess and continually develop a wide range of diverse competencies. Today's CIO is required to take a much broader role in the business, drive business transformation, innovate for competitive advantage and act as a key strategic partner within the wider organisation. This study reports preliminary findings from 30 Australian CIOs on the identification of core competencies and is part of a larger body of work leading to the development of a CIO Competency Framework-for use by both practitioners and researchers to help bridge the gap between practice and theory and aid in CIO succession planning.

Research paper thumbnail of Emerging Leaders in Digital Work: Toward a Theory of Attentional Leadership

Digital technologies are reconfiguring how work is organised and how digital workers are led. Man... more Digital technologies are reconfiguring how work is organised and how digital workers are led. Management and leadership research have conventionally assumed that organisations require top-down, hierarchical management. However, leadership in digitally enabled forms of work is bound to differ in substantial ways from more traditional in-person settings. Developing new theories that account for the dynamic and complex nature of digital work thus become important to understand how work is lead. Building on a multi-site ethnographic study of digital nomads, this research-in-progress shows how leadership emerges among independent digital workers. We focus on leadership emergence that is decentred from individual human leaders and instead foregrounds how direction is socially and materially produced. Our preliminary findings illustrate that in digital work leadership is emerging along three stages: mobilising the peer network, growing a digital audience, and building a global community

Research paper thumbnail of Cultivating IT-Enabled Collaborative Consumption Ecosystem: a Service-dominant Perspective of Goget

In this research-in-progress paper, we investigate how value is co-created in IT-enabled collabor... more In this research-in-progress paper, we investigate how value is co-created in IT-enabled collaborative consumption businesses. Collaborative consumption is an emerging phenomenon which involves peerto-peer sharing of products and services amongst members in a community. Existing literature exploring the notion of collaborative consumption is uncommon and does not offer a consolidated view of how businesses facilitate the creation of value amongst all participants. In this paper we present a study of GoGet, a successful car-sharing ecosystem that has recorded significant growth over the last decade. Adopting a service-dominant theorising approach, we uncover the role of technology through which participants of online marketplaces in multi-sided digital platforms are empowered to co-create value. The proposed study aims to fill the gap in IS literature, by investigating how IT-systems have become the key proponents reinventing and distributing product-service systems.

Research paper thumbnail of Positive Personal Development through eSports

This research-in-progress paper investigates the personal development players experience from eSp... more This research-in-progress paper investigates the personal development players experience from eSports participation by identifying the benefits that players gain from play, and why these are important to players. This study utilises a qualitative methodology consisting of semi-structured laddering interviews, and content analysis to analyse data. 12 high level groups, split into 8 benefits and 4 values, were identified of importance to players, with the attainment of these benefits allowing eSports players to achieve their values. The initial identification of benefits and values contribute towards IS literature by understanding how benefits can drive player participation in eSports, and how benefits are tied to players’ values. The results of this study can also be leveraged to promote eSports to external audiences to improve its legitimacy and perception

Research paper thumbnail of Exploring Algorithm Aversion Through Construal Level Theory

Despite algorithms' ability to provide decision-makers with superior recommendations to their... more Despite algorithms' ability to provide decision-makers with superior recommendations to their human counterparts, the reluctance to use algorithms – known as algorithm aversion – continues to emerge in research investigating algorithmic decision-making. This research in progress study investigates the role of construal levels and psychological distance in influencing the willingness to use algorithms in decision-making contexts. In examining algorithm aversion, we look to draw upon Construal Level Theory (CLT), a social psychology theory that describes how an individual’s psychological distance to a subject affects how they process information surrounding it. We will collect data through an online experiment that evaluates participant’s construal perceptions of ‘algorithmic versus human’ advisers in ‘visual versus verbal’ tasks before comparing their decisions to hire either a human or algorithmic agent. The study aims to expand upon the current understanding of IS research algo...

Research paper thumbnail of Beyond the Factory Paradigm: Digital Nomadism and the Digital Future(s) of Knowledge Work Post-COVID-19

Journal of the Association for Information Systems, 2020

What are the potential futures of knowledge work, given its transformation into almost exclusivel... more What are the potential futures of knowledge work, given its transformation into almost exclusively digital work during the COVID-19 pandemic crisis? Our ongoing research program on digital nomadism informs a Hegelian dialectical analysis and an envisioning of the future(s) of knowledge work. We contrast the Factory paradigm of work (thesis), exemplified by the "ideal type" of the 9to-5 corporate worker, with the Hypermobility paradigm of work (antithesis), exemplified by the ideal type of the digital nomad. Reflecting on this contrast, we envision the possible digital futures of knowledge work as a continuous spectrum, ranging from a future based on the Digital Taylorism paradigm of work to a future based on the Worker Autonomy paradigm of work. These futures are discussed in terms of different approaches to organizing work, working with technology, delineating work/life boundaries, and provisioning the social safety net. IS researchers are uniquely positioned to perform research and inform decision-making in all these areas, and thus make a difference in determining whether the future we end up with more closely resembles Digital Taylorism or the Worker Autonomy vision.

Research paper thumbnail of Digital Work and High-Tech Wanderers: Three Theoretical Framings and a Research Agenda for Digital Nomadism

Australasian Conference on Information Systems 2018, 2018

This paper presents a literature review and conceptual development of digital nomadism. Digital n... more This paper presents a literature review and conceptual development of digital nomadism. Digital nomadism is characterised by mobile workers indefinitely travelling between different locations while continually fulfilling their work obligations. The emerging literature on digital nomadism is fragmented and primarily focused on digital nomads' lifestyles. There is comparatively less focus on theoretically framing digital nomadism into broader narratives in human history. In order to gain a holistic understanding, this paper reviews the limited literature on digital nomadism and expands to other relevant literatures on economy (e.g. traditional boundaries in business), culture (e.g. lifehacking), and technology (e.g. telework and digital communication). These three theoretical framings of digital nomadism enable this paper to identify the current state of knowledge relevant to digital nomadism and develop a research agenda.

Research paper thumbnail of Inclusive Technologies, Selective Traditions: A Socio-material Case Study of Crowdfunded Book Publishing

Journal of Information Technology, 2017

The number and scale of crowdfunding platforms has increased dramatically in recent years, arguab... more The number and scale of crowdfunding platforms has increased dramatically in recent years, arguably more so than any other open phenomenon. This increase has allowed several crowdfunding websites to capture significant public attention, e.g. Kickstarter, Indiegogo. Yet, the growth of these specialist websites is only one aspect of the increasing popularity of crowdfunding technologies. Another, less-commonly discussed development is the propagation and integration of crowdfunding technologies into novel hybrid or proprietary production contexts, such as t-shirts (e.g. Threadless) or video games (e.g. Star Citizen). Such integrations are to be expected as crowdfunding technologies grow and evolve. However, they also present new challenges for managers and system designers, as the manner in which different features of crowdfunding technologies are enacted becomes decreasingly predictable the more their application domains diverge. This study performs a socio-material case study of Unb...

Research paper thumbnail of Does virtual reality lower construal levels?

Computers in Human Behavior Reports