0000000000636290

AUTHOR

Salo Markus

What makes a (ro)bot smart? : examining the antecedents of perceived intelligence in the context of using physical robots, software robots, and chatbots at work

In recent years, the acceptance and use of intelligent robots and other kinds of intelligent systems have begun to gain more and more attention also in information systems research. Here, many studies have found the perceived intelligence of robots to act as one critical antecedent for their acceptance and use, but few studies have focused on the antecedents of perceived intelligence itself. In this study, we aimed to address this gap in prior research by examining the effects of individual intelligence dimensions on the overall intelligence perception of robots in the work context. In addition, we also examined the potential differences in these effects as well as in the individual intelli…

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When value co-creation turns to co-destruction: Users' experiences of augmented reality mobile games

Service-dominant logic (SDL) provides a well-established lens for understanding services as value co-creation processes. However, also value co-destruction can occur in service processes, but the literature on value co-destruction remains scattered and more studies are called for. We address this research gap with a classification of users’ subjective reasoning for value co-destructive experiences while playing the augmented reality (AR) mobile game Pokémon GO. We conduct laddering interviews with Pokémon GO players to uncover their value co-destruction experiences. Employing clustering analysis, we investigate users’ reasoning for value co-destruction experiences, and argue that value co-d…

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“It is better than working with a person” : Affective cues and responses to robots at work

Robotic technologies are gaining popularity in various industries, and, by implication, academic research anticipates changes in occupations and work tasks, as well as in the labor market in general. In the future, human employees and robots will increasingly work side by side as coworkers. Despite growing interest, little is known about human employees’ experiences of working with robots, and particularly, their emotions toward robots. However, research has shown that emotions – that is, affective responses – play an important role in the use and adoption of technologies. To address this research gap, we conducted a qualitative questionnaire examining the emotions experienced by employees …

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Understanding Augmented Reality Game Players : Value Co-destruction Process in Pokémon Go

We conceptualize the mobile game Pokémon Go as a service provider aiming to offer customers value propositions over an augmented reality (AR) platform, where players engage in co-creating value, such as fun, social unity and health. However, playing Pokémon Go can also ensue to value co-destruction through critical service interactions involving e.g. increased mobile costs, trespassing, accidents or assaults. Such could ensue to negative value outcomes, such as frustration, humiliation or unsafety. In order to prevent critical service interactions, it is significant to gain an understanding of value codestruction, which currently remains an unclear concept with a call for empirical studies.…

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Inhibitors, enablers and social side winds Explaining the use of exercise tracking systems

There has been a vast research interest in exercise tracking systems as they are hoped to boost motivation for exercise and thus improve users’ health. However, research activity on actual use and experiences on using such systems has been mild: one has been more interested in the consequences of use than the use itself. To address this gap, we report a study, in which we examined the use of exercise tracking systems (i.e. physical devices with connected services and information systems) in their contexts of use. The study was based on diary data collected in Finland. Analysis of the data was based on a framework describing various techno-determinant inhibitors and enablers of technology us…

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