查看原文
其他

唧唧堂:JMIS 管理信息系统期刊2022年第1刊论文摘要10篇

Jessica 唧唧堂 2022-06-30

picture from Internet
解析作者 | 唧唧堂管理学写作小组: Jessica
审校 | 唧唧堂管理学写作小组:Evelyn
编辑 | 小巴


1、企业系统的实施对工作产出的影响:对线性假设的挑战

组织通常难以适应技术带来的变化。近年来一些研究检验了技术与员工主要工作成果之间的相互作用。尽管这种相互作用已被公认为是动态且复杂的,但是对他们的关系研究仍以线性假设为主。本文挑战这种线性假设。本文认为,企业系统(ES)的使用会影响员工的工作范围,员工在企业系统实施前和实施后之间的感知工作范围变化将对其工作结果产生复杂的影响,而多项式模型能更好地描述这些结果。本文的多项式模型借鉴了决策研究中的锚定和调整视角,突出了ES使用后给员工带来的工作范围变化的动态反应性质,这是传统线性模型无法捕捉到的。本文使用在一项纵向实地研究中收集的数据,对一家电信公司的2794名员工那里收集了12个月的数据,为本文的模型找到了支持。本文的研究结果强调了ES的使用在改变工作性质方面的关键作用,以及这些变化如何反过来推动工作绩效和工作满意度。这项研究还通过论证技术支持工作的范围和结果之间存在更复杂的关系,扩展了传统的工作特征研究。

Organizations usually have difficulty adjusting to technology-enabled changes. Recent research has examined the interaction between technology and the key job outcomes of employees. But this research stream has done so using a linear lens even though this interplay has been recognized to be dynamic and complex. We challenge here this linearity assumption. We theorized that enterprise system (ES) use influences post-implementation job scope, and the change from pre- to post-implementation job scope perceptions will have a complex effect on job outcomes that are best captured by a polynomial model. Drawing on the anchoring-and-adjustment perspective in decision-making research, our polynomial model highlights the dynamic nature of employee reactions to changes in job scope brought about by an ES implementation that cannot be captured by traditional linear models. We found support for our model using data collected in a longitudinal field study from 2,794 employees at a telecommunications firm over a period of 12 months. Our findings highlight the key role an ES implementation can have in changing the nature of jobs and how those changes can, in turn, drive job performance and job satisfaction. This research also extends classical job characteristics research by arguing for a more complex relationship between the scope and outcomes of technology-supported jobs.

论文原文:Venkatesh, V., & Goyal, S. (2022). Impact of an Enterprise System Implementation on Job Outcomes: Challenging the Linearity Assumption. Journal of Management Information Systems, 39(1), 6-40.


2、计算机是否降低了工人持久性的价值?

员工持久力(长时间专注于一项任务的能力)通常被认为是成功的关键。计算机是非常持久的,特别是对于例行的重复性工作,但这可能会降低在计算机化的职业中人类的持久力的价值。本文通过一个明确定义的衡量工人持久力的方法,对一项具有全国代表性的涉及4239人的长达16年抽样调查数据进行了分析,以探究相关职业在计算机存在的情况下对工人持久力的重视程度。本文研究结果发现,劳动力市场确实重视持久性。尽管如此,本文研究还发现,在常规工作中,人类持久力的工资溢价随着工作场所计算机化的程度而降低。然而,这种替代不会发生在非常规工作中。这些发现加深了现有研究本文对工作场所计算机化对未来工作和工人的影响的理解,也有助于政府的工作培训计划、组织人才管理以及K-12课程的重新设计。

Worker persistence—the ability to focus on a task for long periods of time—is often highlighted as essential to success. However, computers are extraordinarily persistent, particularly for routine, repetitive work. This potentially reduces the value of human persistence in occupations that are computerized. Using a well-defined measure of worker persistence across a nationally-representative 16-year sample of 4,239 individuals, we investigate the extent to which occupations value worker persistence in the presence of computers. We find that the labor market does indeed value persistence. Nonetheless, we find that in routine jobs, the wage premium of human persistence diminishes with the degree of workplace computerization. Yet, this substitution does not occur in non-routine jobs. These findings deepen our understanding of the effect of workplace computerization on the future of work and workers, and they also warrant imlications on government job training programs, organizational talent management, as well as the redesign of the K-12 curriculum.

论文原文:Brynjolfsson, E., Liu, M., & Westerman, G. (2022). Do Computers Reduce the Value of Worker Persistence?. Journal of Management Information Systems, 39(1), 41-67.


3、基于位置的移动游戏和本地抑郁趋势:一项针对Pokémon Go的研究

新兴文献已经开始研究技术在公共卫生中的作用。然而,对于数字游戏(尤其是手机游戏),是否会影响心理健康,特别是抑郁症,以及为什么会影响心理健康,人们知之甚少。在这项工作中,研究者本文探究了基于位置的移动游戏对当地抑郁症趋势的影响。本文使用医学和公共卫生文献中完善的机制,通过网络搜索抑郁症相关术语来衡量人口水平的抑郁症。本文认为,Pokémon Go这种鼓励户外体育活动,面对面社交和接触大自然的手机游戏的推出,可能会减轻游戏玩家的非临床形式的轻度抑郁症。为了确定这种影响,本文采用DID方法,利用Pokémon Go在12个英语国家的166个地区的交错发布,本文证明了在那些可以玩Pokémon Go的地区,与抑郁症相关的搜索出现了非平衡的下降。这一发现证实了一些轶事,即基于位置的手机游戏可以缓解用户的抑郁症状,强调了基于地理位置的移动游戏的心理健康机会,并为信息系统研究创造了新的机会。

Emerging literature has begun to investigate the role of technology in public health. Yet, a minimal amount is understood about whether, how, and why digital games, notably mobile games, might affect mental health, particularly depression. In this work, we examine the effect of location-based mobile gaming on local depression trends. We measure population-level depression using a well-established mechanism from the medical and public health literature, internet search of depression-related terms. We argue that the introduction of Pokémon Go, a mobile game that encourages outdoor physical activity, face-to-face socialization, and exposure to nature, may alleviate non-clinical forms of mild depression for users playing the game. To identify the effect, we employ a difference-in-differences approach to exploit the staggered release of Pokémon Go into 166 regions in 12 English-speaking countries. We empirically document a disproportionate decrease in depression-related search in those regions where users are able to play Pokémon Go. This finding lends credence to anecdotal claims that location-based mobile games may alleviate symptoms of depression of their users, underscoring the mental health opportunities of location-based mobile gaming and creating new opportunities for information systems research.

论文原文:Cheng, Z., Greenwood, B. N., & Pavlou, P. A. (2022). Location-based mobile gaming and local depression trends: a study of Pokémon Go. Journal of Management Information Systems, 39(1), 68-101.


4、内向者的力量:虚拟团队中的个性和智力

当团队成员不能在同时空出现时,团队越来越多地转向计算机中介传播(CMC)来工作,这就需要更好地理解在这样的环境下影响团队绩效的因素。现有研究本文已经知道当团队面对面工作时团队成员的智力和个性会影响团队绩效,但是当团队使用基于文本的CMC时,它们的影响尚不清楚,CMC与面对面交流具有不同的特征。本文对使用基于文本的CMC对从事决策任务的61个团队进行实验室研究。本文发现,团队平均外向性格有很大的负面影响,而团队平均神经质对团队绩效有中等程度的负面影响。团队意味着智力没有影响。本文建议管理者在选择团队成员时考虑外向性格的影响,如果团队可能广泛使用基于文本的CMC,则重点选择更内向的团队成员。同样,管理者在为虚拟团队设计团队合作流程时,应该考虑外向性;如果一个团队有很多外向性格成员,那么团队应该谨慎使用基于文本的CMC。本文还建议研究人员在未来的研究中使用外向作为控制因素,因为外向性对团队绩效有很大的影响,如果不加以控制,可能会增加无法解释的误差方差,使研究黯然失色。

Teams have increasingly turned to computer-mediated communication (CMC) to work when team members cannot all be in the same physical space at the same time, leading to the need to better understand what influences group performance in these settings. We know that team member intelligence and personality affect team performance when teams work face-to-face, but their effects are not yet clear when teams use text-based CMC, which has different characteristics than face-to-face communication. We conducted a laboratory study of 61 teams working on a decision-making task using text-based CMC. We found that team mean extraversion had a large negative effect, and team mean neuroticism had a medium-sized negative effect on team performance. Team mean intelligence had no effect. We recommend that managers consider the effects of extraversion when selecting team members and focus on selecting more introverted team members if the team is likely to extensively use text-based CMC. Likewise, managers should consider extraversion when designing teamwork processes for virtual teams; if a team has many members who are high in extraversion, the team should use text-based CMC sparingly. We also recommend that researchers use extraversion as a control factor in future research studying text-based CMC because extraversion has a large effect on team outcomes and, left uncontrolled, could increase unexplained error variance and overshadow the focus of the research study.

论文原文:Dennis, A. S., Barlow, J. B., & Dennis, A. R. (2022). The Power of Introverts: Personality and Intelligence in Virtual Teams. Journal of Management Information Systems, 39(1), 102-129.


5、信息助推对消费者使用三部分费率下数字服务的影响

本文开发了一个动态模型以研究在三部分费率结构下,信息助推如何影响数字服务的消费者使用行为和福利。本文研究两种类型的信息助推:通过全部推送和通过提供部分信息推送。在前者中,提供了信息推送,以告知消费者在计费周期中的每个决策点的使用状态。相比之下,在后者中,消费者在一个计费周期中被在一个或多个决策点推送,但不是在整个计费周期中。本文的模型考虑了消费者异质性的两个维度:容易疏忽和偏好。此外,本文的模型研究了信息推送的一个重要但未被充分研究的设计元素,即信息推送的时间。研究发现:(1)通过信息提供助推影响容易疏忽的消费者的使用决策,提高消费效率;(2)通过全信息推送,消费者的福利收益随消费者偏好异质性呈倒U型变化;(3)推送事件发生的时机。本文的研究结果为信息推送战略和程序的设计提供了管理意义。最后,本文在消费者移动数据使用行为的背景下,对实证分析结果进行了说明。

We develop a dynamic model to examine how information nudges influence digital services’ consumer usage behavior and welfare under a three-part tariff structure. We study two types of information nudging: nudging through full and nudging through partial information provision. In the former, information nudges are provided to inform consumers of their usage status at every decision point in a billing cycle. In contrast, in the latter, consumers are nudged at one or more decision points within a billing cycle but not throughout the billing cycle. Our model considers two dimensions of consumer heterogeneity: inattentiveness and preference. Furthermore, our model investigates an important but under-investigated design element of information nudges, namely, the timing of the information nudges. We find that (1) nudging through information provision influences inattentive consumers’ usage decisions and improves consumption efficiency, (2) consumers’ welfare gains from full information nudging depict an inverted-U shape contingent on consumers’ preference heterogeneity, and (3) the timing of nudging matters. Our findings provide managerial implications for the design of information nudging strategies and procedures. Finally, we empirically illustrate the analytical results in the context of consumers’ mobile data usage behavior.

论文原文:Xiao, P., Chen, Y., Bharadwaj, A., & Bao, W. (2022). The Effects of Information Nudges on Consumer Usage of Digital Services under Three-Part Tariffs. Journal of Management Information Systems, 39(1), 130-158.


6、在线商品质量虚假陈述下的平台政策与销售者竞争研究

在电子商务平台上,消费者严重依赖在线评论、销量和社交媒体讨论来推断产品质量。因此,在过去的十年里,通过虚假评论、虚假销售和虚假帖子,卖家发起的虚假质量陈述呈爆炸式增长。本文开发了一个分析模型来调查销售商在代理定价和平台政策方面的质量虚假陈述方面的竞争。该平台可以通过增加虚假陈述的成本或实施更宽松的产品退货政策来阻止卖家的质量虚假陈述。本文发现,虽然更严格的反虚假陈述政策阻碍了高质量卖家的虚假陈述,但这种策略可能会无意中激励低质量卖家更多地虚假陈述质量。此外,与增加虚假陈述成本相比,增加退货宽松环境可防止低质量卖方在更广泛的市场条件下进行虚假陈述。本文展示了卖家在竞争环境下的在线质量虚假陈述行为,本文的结果对平台政策制定有实践指导意义。

On e-commerce platforms, consumers rely heavily on online reviews, sales volume, and social media discussions to infer product quality. As a result, the past decade has witnessed an explosive growth of seller-initiated misrepresentation of quality through fake reviews, fake sales, and fake posts. We develop an analytical model to investigate sellers’ competition in quality misrepresentation in agency pricing and the platform’s policies. The platform can discourage sellers’ quality misrepresentations by increasing the cost of misrepresentation or implementing a more lenient product return policy. We find that while a stricter anti-misrepresentation policy deters the misrepresentation of the high-quality seller, such a strategy may unintendedly incentivize the low-quality seller to misrepresent the quality more. Furthermore, increasing return leniency deters low-quality seller’s misrepresentation in a wider range of market conditions than increasing the misrepresentation cost. We show sellers’ online quality misrepresentation behaviors in a competitive setting, and our results have practical implications for platform policies.

论文原文:Pu, J., Nian, T., Qiu, L., & Cheng, H. K. (2022). Platform policies and sellers’ competition in agency selling in the presence of online quality misrepresentation. Journal of Management Information Systems, 39(1), 159-186.

7、反复的IT中断:用户响应的习惯化和敏感化

信息技术(IT)中断是指基于信息技术的能够吸引用户注意力并干扰其他活动的事件。本研究的重点是反复的IT中断与任务绩效的关系。本文根据双过程理论,认为使用者可能习惯于反复的IT中断,即习惯化,或者可能变得敏感,即敏感化。本文使用一个多变量潜增长模型(LGM)来验证基于100个受试者的实验数据的研究模型。通过主观和客观的测量技术,本文展示了用户如何通过生理兴奋、心理疲劳和行为任务绩效来响应反复的IT中断。本文的研究结果表明,随着时间的推移,用户的反应遵循不同的模式,揭示了兴奋和疲惫对任务绩效的时间依赖性影响。本文通过提供证据证明,证明与单个IT中断相比,重复的IT中断会导致独特的习惯和敏感用户响应模式,从而为文献做出贡献。

Information technology (IT) interruptions are IT-based events that capture users’ attention and interfere with other activities. This study focuses on repeated IT interruption and task performance. We draw on dual-process theory and suggest that users may get used to repeated IT interruption, known as habituation, or may become hypersensitive, known as sensitization. We validate the research model based on data from a laboratory experiment with 100 subjects by using a multivariate latent growth model (LGM). With subjective and objective measurement techniques, we show how users respond to repeated IT interruption with physiological arousal, psychological exhaustion, and behavioral task performance. Our results indicate that user responses follow different patterns over time, revealing time-dependent effects of arousal and exhaustion on task performance. We contribute to literature by providing evidence that repeated IT interruption results in unique habituation and sensitization user response patterns compared to a single IT interruption.

论文原文:Weinert, C., Maier, C., Laumer, S., & Weitzel, T. (2022). Repeated IT Interruption: Habituation and Sensitization of User Responses. Journal of Management Information Systems, 39(1), 187-217.


8、网络人群对在线评论中自我披露行为的影响:多维检验

在线环境(例如,本文的产品评论网站)中,消费者越来越多地与许多“陌生人”(例如,在线人群)进行互动和社交,以及分享个人和产品信息。根据社会规范理论,本文研究了网络人群的多个方面如何影响他们在上传网络评论时的自我披露行为,以及之前的经历在多大程度上调节了这种关系。本文对美国一家主要服装租赁网站的数据进行分析后发现,随着群体内部自我披露差异的增加,个人倾向于遵从群体的自我披露行为,并披露更多的个人信息。相反,当评论页面过多时,个人更有可能隐藏个人信息。研究结果表明,评论者之前在网站上写评论的经历会削弱从众行为,降低拥挤的影响。先前的经历也对人群中的自我披露差异产生了积极影响。基于这些结果,本文提出了对社会规范和隐私,先前经验和在线评论的文献的理论意义。这项研究对于那些对在线评论者生成内容感兴趣的公司,那些对用户生成内容评论至关重要的评论系统也具有管理意义。

In online environments (i.e., product review sites in our case), consumers are increasingly interacting and socializing with many “strangers” (i.e., online crowds) as well as sharing personal and product information. Drawing from social norms theory, we examine how the multiple aspects of online crowds affect their self-disclosure behaviors as they provide online reviews and investigate the extent to which prior experience moderates this relationship. Our analysis of data from a leading apparel rental site in the United States uncovers that individuals are inclined to conform to the self-disclosure behaviors of a crowd and divulge more personal information as self-disclosure variance within the group increases. Conversely, individuals are more likely to conceal personal information as a review page becomes crowded. The findings reveal that a reviewer’s prior experience of writing a review on the website weakens conformity behavior and reduces the effects of crowdedness. The prior experience also positively interacts with self-disclosure variance in a crowd. Based on these results, we present theoretical implications to literature on social norms and privacy, prior experience, and online reviews. This study also has managerial implications for firms interested in content generation by online reviewers and in review systems where user-generated content is essential

论文原文:Choi, H. S., Oh, W., Kwak, C., Lee, J., & Lee, H. (2022). Effects of Online Crowds on Self-Disclosure Behaviors in Online Reviews: A Multidimensional Examination. Journal of Management Information Systems, 39(1), 218-246.


9、基于社交支配地位的断裂带是帮助还是损害了众包锦标赛中的团队绩效

公司通过在线众包平台组织锦标赛,将复杂的业务问题外包给外部解决者。这些平台上的参与者常常自行组织成特设虚拟团队参加这种比赛。基于社会支配地位的断裂带来源于基于信息技术支持的社会支配属性(例如,等级和层次)的成员结合,是众包团队中的一种新型断裂带。基于社会分类-信息加工模型(CEM),本文研究了众包联赛中团队能力和团队努力对基于社会支配地位的断裂带和团队绩效之间关系的权变效应。本文从kaggle网站收集了265个虚拟团队的数据。本文发现,基于it的社会支配断裂带对低能力、高努力团队的绩效有正向影响,而对高能力、低努力团队的绩效有负向影响。本文的理论意义在于,本文通过提出一种新型的基于社会支配地位的断裂带以及与众包比赛中的团队表现相关的两个权变因素(即团队努力和团队能力),扩展了CEM。本文还为众包锦标赛中的团队组建和众包平台的设计提供了实践指导。

Firms organize tournaments on online crowdsourcing platforms to outsource complex business problems to external solvers. Participants on these platforms often self-organize into ad-hoc virtual teams to compete in such tournaments. Social dominance-based faultlines, which originate from the alignment of members based on IT-enabled social dominance attributes (e.g., rank and tier), have emerged as a novel type of faultline in crowdsourcing teams. Building on the Categorization-Elaboration Model (CEM), we investigate the contingent effects of team ability and team effort on the relationship between social dominance-based faultlines and team performance in crowdsourcing tournaments. We collected data of 265 virtual teams from Kaggle.com. We discovered that IT-enabled social dominance-based faultlines positively influence the performance of teams with low ability and high effort, whereas the effect becomes negative for teams with high ability and low effort. Our study yields theoretical implications by advancing a novel type of social dominance-based faultline and extending the CEM with two contingent factors (i.e., team effort and team ability) pertinent to team performance on crowdsourcing tournaments. We also offer practical guidelines for team formation in crowdsourcing tournaments and for the design of crowdsourcing platforms.

论文原文:Cao, F., Wang, W., Lim, E., Liu, X., & Tan, C. W. (2022). Do Social Dominance-Based Faultlines Help or Hurt Team Performance in Crowdsourcing Tournaments?. Journal of Management Information Systems, 39(1), 247-275.


10、基于募捐网络的众筹项目执行效率研究

基于奖励的众筹已经成为企业家的一个流行的筹款市场。然而,很少有研究从过程的角度来考察募捐者网络对众筹项目执行效率的影响。通过收集2017年 Kickstarter网站上所有筹资者的筹资活动,本文构建了一个筹资人网络以考察筹资网络结构特征对项目执行效率的影响。运用内生随机前沿分析方法,本文发现筹资网络中的互惠性和可达性提高了项目执行效率。本文还证明,通过成为筹款人网络中的权威人物而获得网络地位可以提高项目执行的有效性。总之,本文的研究明确了募捐者网络特征对项目执行效率的影响,并引入了一个评估众筹活动的过程视角。

Reward-based crowdfunding has become a popular fundraising marketspace for entrepreneurs. However, few studies take a process perspective and examine how fundraiser network influences the execution effectiveness of crowdfunding projects. Collecting the funding activities of all fundraisers on Kickstarter in 2017, we construct a fundraiser network and examine the effects of fundraiser network structural characteristics on project execution effectiveness. Employing endogenous stochastic frontier analysis, we show that reciprocity and accessibility in the fundraiser network increase project execution effectiveness. We also demonstrate that gaining network status by virtue of being an authoritative figure in the fundraiser network increases project execution effectiveness. In sum, our study identifies the effects of the fundraiser network characteristics on project execution effectiveness and introduces a process perspective for evaluating crowdfunding campaigns.

论文原文:Kao, T. W., Hsiao, S. H., Su, H. C., & Ku, C. H. (2022). Deriving Execution Effectiveness of Crowdfunding Projects from the Fundraiser Network. Journal of Management Information Systems, 39(1), 276-301.


推荐

订阅

点击“阅读原文”发现更多未推送经济金融学论文导读!

↓↓↓ 

您可能也对以下帖子感兴趣

文章有问题?点此查看未经处理的缓存