Construct · 3 names · 4 citations

Where does perceived enjoyment collide?

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

● jangle · the fun of using it, under three names Nearest construct by meaninghedonic motivationcompare 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 perceived enjoyment is hedonic motivation.

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.

MADE EASE-OF-USE ANCHORRENAMED HM (2012)perceivedenjoyment3 NAMESMotivational modelDAVIS 1992 · INTRINSICTAM3VENKATESH · EASE ANCHORUTAUT2VENKATESH 2012 · HM

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2026

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Motivational model

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

The extent to which using a computer is perceived to be enjoyable in its own right, apart from any performance consequences: the intrinsic motivator in Davis, Bagozzi, and Warshaw's 1992 motivational model of technology use. They imported the intrinsic and extrinsic motivation distinction from Deci's work in psychology, paired perceived enjoyment against perceived usefulness, and found in two studies that both predicted intention to use, with usefulness the stronger. Enjoyment was measured with three items on how enjoyable, pleasant, and fun the act of using the system was. This is the home where the construct entered information systems research, and every other name on this map descends from it.[1]

Unit
A user's belief about the activity of using a specific system
Recovery means
Not applicable
Measured by
Three items on enjoyment, pleasantness, and fun, apart from performance

TAM3

the enjoyment a system gives, treated as a determinant of perceived ease of use as users gain hands-on experience.

The same enjoyment belief, placed as a determinant of perceived ease of use rather than a direct motivator of intention. Venkatesh's 2000 model of the anchors and adjustments behind ease of use proposed that, as users gain hands-on experience, their ease-of-use judgement adjusts to reflect system-specific perceived enjoyment: a system that is fun to operate comes to feel easier. Venkatesh and Bala's 2008 Technology Acceptance Model 3 folded that result into a full nomological network, keeping perceived enjoyment as an experience-dependent determinant of ease of use. The referent is the same construct as in the motivational model; what moves is its position in the causal diagram, from a cause of intention to a cause of a different belief.[2][3]

Unit
A user's belief feeding their ease-of-use judgement of a system
Recovery means
Not applicable
Measured by
Perceived-enjoyment items entered as a determinant of perceived ease of use

UTAUT2

the fun or pleasure derived from using a technology, perceived enjoyment relabelled for consumer technology acceptance.

The fun or pleasure derived from using a technology, relabelled hedonic motivation when Venkatesh, Thong, and Xu carried the unified theory of acceptance from employees to consumers in 2012. They named perceived enjoyment as the construct being renamed and measured it with three items on fun, enjoyment, and entertainment, and it predicted behavioural intention directly, most strongly for younger users early in their experience. This consumer-context relabelling is the terminus of the lineage. Its extensions, and its place among the wider family of names for enjoyment including flow, have their own page at hedonic motivation.[4]

Unit
A consumer's belief about a specific technology
Recovery means
Not applicable
Measured by
Three items on fun, enjoyment, and entertainment in using the technology

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Nearby collisions

hedonic motivation6 names · 10 citationsjangle · six names, one constructperformance expectancy6 names · 11 citationsjangle · six names, one constructcomputer playfulness3 names · 4 citationsjangle · the urge to tinker, one antecedent

References

  1. 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
  2. Venkatesh, V. (2000). Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model. Information Systems Research, 11(4), 342–365. https://doi.org/10.1287/isre.11.4.342.11872
  3. Venkatesh, V., & Bala, H. (2008). Technology acceptance model 3 and a research agenda on interventions. Decision Sciences, 39(2), 273–315. https://doi.org/10.1111/j.1540-5915.2008.00192.x
  4. 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

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