Construct · 6 names · 10 citations

Where does hedonic motivation collide?

Different names. Different fields. One construct. One map.

● jangle · six names, one construct Nearest construct by meaningperceived enjoymentcompare the meanings
How to read this

Every construct on the map is compared with every other by the meaning of its definitions, and the closest one is surfaced here. The nearest construct to hedonic motivation is perceived enjoyment.

Hold this as a prompt, not a verdict. Two constructs sitting close in meaning is a reason to read them side by side and decide for yourself whether they are one idea under two names. It is not proof that they are. Compare the meanings in the Collider.

IMPORTED INTO IS (1992)RENAMED HM (2012)hedonicmotivation6 NAMESUTAUT2UTAUT2 · CONSUMER · 2012Motivational modelDAVIS · BAGOZZI · WARSHAWSelf-determinationDECI · RYAN · INTRINSICFlowFLOW · ABSORPTION · STATEPlayfulnessWEBSTER · MARTOCCHIOConsumer researchHIRSCHMAN · HOLBROOK

Spokes are the names and the models that coined them; dashed arcs are borrowings. Tap a field for its definition, unit, and measures.

2026

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UTAUT2 & its extensions

the fun or pleasure derived from using a technology, added to UTAUT when the model was carried to consumers.

The fun or pleasure derived from using a technology, Venkatesh, Thong, and Xu's 2012 definition, added to UTAUT when the model was carried from employees to consumers. They cited perceived enjoyment as the construct being renamed and measured it with three items on fun, enjoyment, and entertainment. Hedonic motivation predicted intention directly and, in their data, more strongly for younger men early in their experience. Tamilmani and colleagues' 2021 review found it among the most-retained UTAUT2 constructs in later extensions, usually with the 2012 items unchanged.[1][2]

Unit
A consumer's belief about a specific technology
Recovery means
Not applicable
Measured by
Three Likert items on fun, enjoyment, and entertainment in using the technology
Scales indexed for this construct
  • UTAUT2 hedonic motivation (HM)Venkatesh, V., Thong, J. Y. L., & Xu, X., 2012 · pleasure derived from using the technology3 items

Motivational model

the extent to which using a computer is perceived as enjoyable in its own right, apart from any performance consequences.

The extent to which the activity of using the computer is perceived to be enjoyable in its own right, apart from any performance consequences that may be anticipated, Davis, Bagozzi, and Warshaw's 1992 construct, the intrinsic half of the intrinsic–extrinsic pair they imported from motivation psychology. Measured with three semantic-differential items on enjoyment, pleasantness, and fun, it predicted intention over and above usefulness in two studies. Van der Heijden showed in 2004 that for hedonic systems enjoyment outranks usefulness as a predictor. UTAUT2 adopted the construct with a new name and the same items.[3][4]

Unit
A user's belief about the activity of using a specific system
Recovery means
Not applicable
Measured by
Three semantic-differential items on enjoyment, pleasantness, and fun
Scales indexed for this construct
  • Perceived enjoyment (PE)Davis, F. D., Bagozzi, R. P., & Warshaw, P. R., 1992 · enjoyment of the act of using the system, apart from outcomes3 items

Self-determination theory

doing an activity for its inherent satisfactions rather than a separable consequence, sustained by needs for competence, autonomy, and relatedness.

Doing an activity for its inherent satisfactions rather than for some separable consequence, Deci and Ryan's 1985 construct, restated in Ryan and Deci's 2000 overview as the prototype of autonomous motivation, sustained by the satisfaction of needs for competence, autonomy, and relatedness. Intrinsic motivation is a property of the person's relation to an activity, undermined by controlling rewards and supported by choice. It is the psychological parent of the IS constructs on this map, which borrowed the definition and left behind the theory of needs that explains where the enjoyment comes from.[5][6]

Unit
A person's reason for engaging in an activity
Recovery means
Not applicable
Measured by
Free-choice persistence in the activity; self-report interest and enjoyment subscales

Flow & cognitive absorption

a state of deep involvement in which action and awareness merge, attention is fully invested, and time is distorted.

A state of deep involvement in which action and awareness merge, attention is fully invested, and time is distorted, Csikszentmihalyi's 1990 account, built from interviews with people describing what they do when they enjoy it most. Agarwal and Karahanna carried it into IS in 2000 as cognitive absorption, a five-dimension state of temporal dissociation, focused immersion, heightened enjoyment, control, and curiosity, and showed it predicts perceived usefulness and ease of use. Enjoyment is one dimension of the state, not the whole of it; the construct describes an experience while the technology is in use, not a belief about the technology.[7][8]

Unit
A person's state during an episode of activity
Recovery means
Not applicable
Measured by
Cognitive absorption scale with five subscales; experience-sampling reports of challenge and skill
Scales indexed for this construct
  • Cognitive absorption (CA)Agarwal, R., & Karahanna, E., 2000 · deep involvement with software across five dimensions20 items

Computer playfulness

an individual's trait tendency to interact spontaneously, inventively, and imaginatively with microcomputers.

An individual's tendency to interact spontaneously, inventively, and imaginatively with microcomputers, Webster and Martocchio's 1992 construct, defined as a trait rather than a state and measured with seven adjectives the respondent applies to themselves. They showed it was stable across time, distinct from computer attitudes and anxiety, and predictive of learning and involvement in training. Agarwal and Karahanna later positioned playfulness as an antecedent of cognitive absorption. It is the one name on this map that describes the person rather than the technology or the episode.[9][8]

Unit
A person, across computer interactions
Recovery means
Not applicable
Measured by
Seven self-descriptive adjective items rated on agreement
Scales indexed for this construct
  • Computer Playfulness Scale (CPS)Webster, J., & Martocchio, J. J., 1992 · trait tendency toward spontaneous, imaginative interaction with computers7 items

Consumer research

the facets of consumer behaviour that relate to the multisensory, fantasy, and emotive aspects of product usage.

Those facets of consumer behaviour that relate to the multisensory, fantasy, and emotive aspects of product usage, Hirschman and Holbrook's 1982 definition, offered as a corrective to an information-processing view of consumers as problem-solvers. The paper is a manifesto rather than a scale: it argued that products such as novels, concerts, and sports are consumed for the experience and that the experience, not the product's attributes, is the object of choice. The hedonic–utilitarian split that later marketing scales operationalize begins here, and UTAUT2's decision to add hedonic motivation for consumers is its downstream echo.[10]

Unit
A consumption experience
Recovery means
Not applicable
Measured by
Later hedonic-versus-utilitarian attitude and value scales; emotive and imagery responses

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Nearby collisions

performance expectancy6 names · 11 citationsjangle · six names, one constructacceptance6 fields · 14 citationsjingle · one name, six constructsautonomy6 fields · 14 citationsjingle · one name, six constructs

References

  1. Venkatesh, V., Thong, J. Y. L., & Xu, X. (2012). Consumer acceptance and use of information technology: Extending the unified theory of acceptance and use of technology. MIS Quarterly, 36(1), 157–178. https://doi.org/10.2307/41410412
  2. Tamilmani, K., Rana, N. P., Wamba, S. F., & Dwivedi, R. (2021). The extended unified theory of acceptance and use of technology (UTAUT2): A systematic literature review and theory evaluation. International Journal of Information Management, 57, 102269. https://doi.org/10.1016/j.ijinfomgt.2020.102269
  3. Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1992). Extrinsic and intrinsic motivation to use computers in the workplace. Journal of Applied Social Psychology, 22(14), 1111–1132. https://doi.org/10.1111/j.1559-1816.1992.tb00945.x
  4. van der Heijden, H. (2004). User acceptance of hedonic information systems. MIS Quarterly, 28(4), 695–704. https://doi.org/10.2307/25148660
  5. Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum. https://doi.org/10.1007/978-1-4899-2271-7
  6. Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68
  7. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
  8. Agarwal, R., & Karahanna, E. (2000). Time flies when you're having fun: Cognitive absorption and beliefs about information technology usage. MIS Quarterly, 24(4), 665–694. https://doi.org/10.2307/3250951
  9. Webster, J., & Martocchio, J. J. (1992). Microcomputer playfulness: Development of a measure with workplace implications. MIS Quarterly, 16(2), 201–226. https://doi.org/10.2307/249576
  10. Hirschman, E. C., & Holbrook, M. B. (1982). Hedonic consumption: Emerging concepts, methods and propositions. Journal of Marketing, 46(3), 92–101. https://doi.org/10.1177/002224298204600314

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