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Paper Type
ERF
Description
Along with promising a better life, use of information and communication technologies (ICT) are shown to cause psychological and physiological (perceived) stress. ICT related perceived stress can paradoxically lead to both productivity inhibition and promotion. To be able to better manage techno-distress and promote techno-eustress, it is important to investigate possible cognitive mechanisms through which these two kinds of stress are formed and maintained. In contrast to existing models of technostress, we employ the basic psychological needs theory within a gamification context to extend the existing literature. This paper proposes a new framework that incorporates basic psychological needs fulfillment into the interaction between game design elements and technostress. It advocates that game element characteristics impact technostress through basic psychological need satisfaction or frustration. Work system design would benefit from the inclusion of gamification elements that persistently satisfy psychological needs and result in better management of technostress within individuals.
Paper Number
1233
Recommended Citation
Washburn, Joseph; Robbins, Barry Lane; Bhardwaj, Sanjay; and Vaezi, Reza, "Gamification Impacts on Technostress" (2023). AMCIS 2023 Proceedings. 6.
https://aisel.aisnet.org/amcis2023/sig_adit/sig_adit/6
Gamification Impacts on Technostress
Along with promising a better life, use of information and communication technologies (ICT) are shown to cause psychological and physiological (perceived) stress. ICT related perceived stress can paradoxically lead to both productivity inhibition and promotion. To be able to better manage techno-distress and promote techno-eustress, it is important to investigate possible cognitive mechanisms through which these two kinds of stress are formed and maintained. In contrast to existing models of technostress, we employ the basic psychological needs theory within a gamification context to extend the existing literature. This paper proposes a new framework that incorporates basic psychological needs fulfillment into the interaction between game design elements and technostress. It advocates that game element characteristics impact technostress through basic psychological need satisfaction or frustration. Work system design would benefit from the inclusion of gamification elements that persistently satisfy psychological needs and result in better management of technostress within individuals.
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