Hedonic-motivation system adoption model (HMSAM)

== Acronym ==
HMSAM
== Alternate name(s) ==
n/a
== Main dependent construct(s)/factor(s) ==
Behavioral intention to use, Immersion
== Main independent construct(s)/factor(s) ==
Perceived ease of use, perceived usefulness, curiosity, joy, control
== Concise description of theory ==
The hedonic-motivation system adoption model (HMSAM) is a native information systems theory to improve the understanding of hedonic-motivation systems (HMS) adoption. HMS are systems used primarily to fulfill users’ intrinsic motivations, such for online gaming, virtual worlds, online shopping, learning/education, online dating, digital music repositories, social networking, only pornography, gamified systems, and for general gamification. Instead of a minor, general technology acceptance model (TAM) extension, HMSAM is an HMS-specific system acceptance model based on an alternative theoretical perspective, which is in turn grounded in flow-based cognitive absorption (CA). The HMSAM further builds on van der Heijden’s (2004) model of hedonic system adoption by including CA as a key mediator of perceived ease of use (PEOU) and of behavioral intentions to use (BIU) hedonic-motivation systems. Typically, models simplistically represent “intrinsic motivations” by mere perceived enjoyed. Instead, HMSAM uses the more complex, rich construct of CA, which includes joy, control, curiosity, focused immersion, and temporal dissociation. CA is construct that is grounded in the seminal flow literature, yet ironically CA has traditionally been used as a static construct, as if all five of its subconstructs occur at the same time—in direct contradiction to the flow literature. Thus, part of HMSAM’s contribution is to return CA closer to its flow roots by re-ordering these CA subconstructs into more natural process-variance order as predicted by flow. Empirical data collection along with mediation tests further support this modeling approach. Figure 1 overviews HMSAM.
== Diagram/schematic of theory ==
 
Figure 1. Overview of HMSAM, from Lowry et al. (2013)
== Originating author(s) ==
Paul Benjamin Lowry, James Gaskin, Nathan W. Twyman, Bryan Hammer, and Tom L. Roberts.
== Seminal articles ==
Paul Benjamin Lowry, James Gaskin, Nathan W. Twyman, Bryan Hammer, and Tom L. Roberts (2013). “Taking ‘fun and games’ seriously: Proposing the hedonic-motivation system adoption model (HMSAM),” Journal of the Association for Information Systems (JAIS), vol. 14(11), 617–671. 
== Originating area ==
Information Systems (native IS theory)
== Level of analysis ==
Individual
== IS articles that use the theory ==
Paul Benjamin Lowry, James Gaskin, Nathan W. Twyman, Bryan Hammer, and Tom L. Roberts (2013). “Taking ‘fun and games’ seriously: Proposing the hedonic-motivation system adoption model (HMSAM),” Journal of the Association for Information Systems (JAIS), vol. 14(11), 617–671. 
Paul Benjamin Lowry, James Eric Gaskin, and Gregory D. Moody (2015). “Proposing the multimotive information systems continuance model (MISC) to better explain end-user system evaluations and continuance intentions,” Journal of the Association for Information Systems (JAIS), vol. 16(7), pp. 515–579 (http://aisel.aisnet.org/jais/vol16/iss7/3/). The following video companion on Youtube describes the development of MISC, empirical results of testing the MISC, and its several potential contributions to research and practice: https://www.youtube.com/watch?v=-1FsG0o0pOc&feature=youtu.be&hd=1
Yichuan Wang, Pramod Rajan, Chetan S. Sankar, P. K. Raju (2014). “Relationships between Goal Clarity, Concentration and Learning Effectiveness When Playing Serious Games,” Proceeding of Twentieth Americas Conference on Information Systems, Savannah, Georgia.
Tobias Kowatsch and Flavius Kehr (2014). “Towards a Design Theory for IS Services Enabling Incentive-based Health Promotion in Organizations,” Wirtschaftsinformatik (MKWI 2014)
Mark Keith, Greg Anderson, Douglas Dean, and James Eric Gaskin (2014). “The Effects of Team Flow on Performance: A Video Game Experiment,” SIGHCI 2014 Proceedings.
Mosiane, Segomotso; Brown, Irwin (2014). “Exploring antecedents of game-based learning effectiveness,” Proceedings of the 25th Australasian Conference on Information Systems, 8th - 10th December, Auckland, New Zealand
Thomas Wiegand and Stefan Stieglitz (2015) “Serious Fun - Effects of Gamification on Knowledge Exchange in Enterprises” Lecture Notes in Informatics Proceedings
Lisa-Maria Putz and Horst Treiblmaier (2015). “Creating a Theory-Based Research Agenda for Gamification,” Proceeding of Twenty-First Americas Conference on Information Systems, Puerto Rico.
== Links from this theory to other theories ==
Multi-motive information_systems continuance model (MISC)
Technology acceptance model
== External links ==
n/a
== Original Contributor(s) ==
Paul Benjamin Lowry