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1.
  • Bauer, C., et al. (author)
  • The Effect of Ingroup Identification on Conformity Behavior in Group Decision-Making : The Flipping Direction Matters
  • 2023
  • In: <em>Proceedings of the Annual Hawaii International Conference on System Sciences</em>. - : IEEE Computer Society. - 9780998133164 ; , s. 2242-2251
  • Conference paper (peer-reviewed)abstract
    • Various social influences affect group decision-making processes. For instance, individuals may adapt their behavior to fit in with the group's majority opinion. Furthermore, ingroup favoritism may lead individuals to favor the ideas of ingroup members rather than the outgroup. So far, little is explored on how these phenomena of social conformity and ingroup favoritism manifest in group decision-making processes when a group has to decide in favor or against an item. We address such a scenario where the 'flipping direction' of conformity (in favor or against an item) matters. Specifically, we explore whether and how the ingroup favoritism manifests differently in terms of conformity behavior depending on the 'flipping direction'. The results show that group inclusiveness does not play a role in the general tendency to conform. However, when it comes to a negative flipping direction, a higher feeling of group inclusiveness seems to play a role; yet, for individualist cultures only.
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2.
  • Hassanzadeh Moghimi, Farzad, et al. (author)
  • Aggregator-Enabled Prosumers' Impact on Strategic Hydro-Thermal Operations
  • 2023
  • In: Proceedings of the Annual Hawaii International Conference on System Sciences. - 9780998133164 ; , s. 2693-2702
  • Conference paper (peer-reviewed)abstract
    • Climate packages envisage decarbonization of the power system and electrification of the wider economy via variable renewable energy (VRE). These trends facilitate the rise of aggregator-enabled prosumers and engender demand for flexibility. By exploiting conducive geography, e.g., in the Nordic region, hydro reservoirs can mitigate VRE's intermittency. Nevertheless, hydro producers may leverage this increased need for flexibility to exert market power through temporal arbitrage. Using a Nash-Cournot model, we examine how aggregator-enabled prosumers with endogenous loads and VRE capacity interact with other agents to affect market outcomes. Based on Nordic data, we find that hydro producers enhance their market power by shifting their production away from periods in which prosumers are net buyers and "dumping" their output during periods in which prosumers are net sellers. Hence, jurisdictions that rely upon (hydro) storage to integrate VRE from prosumers will need to be wary of incumbent firms' incentives to manipulate prices.
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3.
  • Havstorm, Tanja Elina, 1991-, et al. (author)
  • Uncovering Situations of Cargo Cult Behavior in Agile Software Development Method Use
  • 2023
  • In: Proceedings of the 56th Hawaii International Conference on System Sciences. - : University of Hawai'i at Manoa. - 9780998133164 ; , s. 6486-6495
  • Conference paper (peer-reviewed)abstract
    • Misinterpretations and faulty use of Software Development Method (SDM) practices and principles are identified pitfalls in Software Development (SD). Previous research indicates cases with method adoption and use failures; one reason could be the SDM Cargo Cult (CC) behavior, where SD organizations claim to be agile but not doing agile. Previous research has suggested the SDM CC framework as an analytical tool. The aim of this paper is to refine the SDM CC framework and empirically test this version of the framework. We use data from an ethnographical study on three SD teams’ Daily Scrum Meetings (DSM). The empirical material was collected through observations, interviews, and the organization’s business documents. We uncovered twelve CC situations in the SD teams’ use of the DSM practice, structured into seven categories of SDM deviations: bringing irrelevant information, canceling meetings, disturbing the team, receiving unclear information, bringing new requirements, problemsolving, and task distribution.
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4.
  • Hylving, Lena, 1974-, et al. (author)
  • Turtles and Ethics : Experiential Learning through Game-making
  • 2023
  • In: Proceedings of the Annual Hawaii International Conference on System Sciences. - : IEEE Computer Society. - 9780998133164 ; , s. 4671-4680
  • Conference paper (peer-reviewed)abstract
    • Teaching and exploring the ethical issues brought about by digitalization is an important challenge in current higher education programs. Experiential learning through games is becoming increasingly relevant as games exert an enormous influence on the imaginarium of newer generations. This paper details how a class of international graduate students engaged in a year-long exploration of ethics, gender, and sustainability issues by playing, remixing, and designing games using an original Design Games Framework. Using a qualitative approach based on participatory observations that followed the student's entire game-making process and a series of final semi-structured interviews, the paper illustrates how game-making can enable higher education students to better understand the complex interplay of ethical issues and digitalization processes, as well as confirming that the Design Games Framework is a valid instrument for the exploration of ethics through the design of tabletop games in a higher education setting.
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6.
  • Högberg, Karin, 1982-, et al. (author)
  • The analogue disruption of digitalization : the Local bases of the hospitality industry in a Global economy
  • 2023
  • In: Proceedings of the Annual Hawaii International Conference on System Sciences. - : IEEE Computer Society. - 9780998133164 ; , s. 3984-3993
  • Conference paper (peer-reviewed)abstract
    • There are vital challenges for organization undergoing digital transformation, especially those that rely more and more on the ever-evolving platform economy. The hotel industry faces key problems as they need to have the power to control and augment the value chain supported by an ongoing access to accurate data (such as online customer behavior). We discuss on a conceptual level how such disruptive economic changes appear in the analogue and physical practice, at place in hotel organisations. We explore the practice of analogue disruption as it emerges as struggles and discontinuities that may not bring the expected flow of value to the business. This paper aims to examine how analogue disruptions takes place due to the ongoing digitalization in the hotel sector through the platform economy. We here apply a qualitative analysis with interpretative methodologies, that will open for further knowledge and insights on the analogue disruption of digital transformation. © 2023 IEEE Computer Society. All rights reserved.
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7.
  • Ingvarsson, Caroline (author)
  • Connecting and Disconnecting : How Digital Nomads Manage Work in Absence of a Workplace
  • 2023
  • In: Proceedings of the Annual Hawaii International Conference on System Sciences. - : IEEE Computer Society. - 9780998133164 ; , s. 6270-6279
  • Conference paper (peer-reviewed)abstract
    • This paper examines how connectivity is accomplished in absence of a workplace. Connectivity is a theoretical framework to analyze how people connect and disconnect with each other through technologies. Digital nomads travel while they work, an example of workers who do not belong to a workplace or an organization. This absence of a workplace will affect how they connect and disconnect both within their work and outside work. An interview study with a grounded theory-based analysis found six themes that describe how the digital nomads interviewed connect and disconnect: first to and from a place, second to and from a place, and third two themes on how these patterns are reinforced. This is mobilized by a sociomaterial assemblage encompassed of more than just individuals communicating through technology. Previous research has focused on this, instead of focusing on the situatedness of connectivity. This contributes to research on connecting and disconnecting in connectivity and to research on digital nomads as part of a socio technical system. 
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8.
  • Koutsikouri, Dina, 1970, et al. (author)
  • Seven Elements of Phronesis : A framework for Understanding Judgment in Relation to Automated Decision-making
  • 2023
  • In: Proceedings of the Annual Hawaii International Conference on System Sciences. - Honolulu : University of Hawaiʻi. - 1530-1605. - 9780998133164 ; , s. 5292-5301
  • Conference paper (peer-reviewed)abstract
    • This conceptual paper aims to explore judgment in the context of automated decision-making systems (ADS). To achieve this, we adopt a modern version of Aristotle's notion of phronesis to understand judgment. We delineate seven elements of judgment which provide insights into what humans are better at, and what AI is better at in relation to automated decision-making. These elements are sources of knowledge that guide action including not-knowing, emotions, sensory perception, experience, intuition, episteme, and techne. Our analysis suggests that most of these attributes are not transferable to AI systems, because judgment in human decision-making requires the integration of all which involves considering the contextual and affective resources of phronesis, and the competence to make value judgments. The paper contributes to unpack human judgment capacities and what needs to be cultivated to achieve 'good' AI systems that serves humanity as well as guiding future information systems researchers to explore human-AI judgment further. 
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9.
  • McCauley, Brian, et al. (author)
  • From Digital Subcultures to Destination Tourism : Profiling Attendees at Multi Genre Festivals
  • 2023
  • In: Proceedings of the Annual Hawaii International Conference on System Sciences. - Honolulu : HICSS Conference Office. - 9780998133164 ; , s. 3974-3983
  • Conference paper (peer-reviewed)abstract
    • The rise and connectivity of digital subcultures are increasingly influencing destination tourism. This study provides an understanding of a multi genre festival within the wider context of popular ‘geek’ culture and its increasing role in events and destination tourism. Through profiling the characteristics and experiences of visitors attending Nordsken, an annual festival in Northern Sweden, we profile segments and provide insights on attendees. Based on a survey of festival visitors, this study revealed five distinct clusters (Digital Gamer, Enthusiastic Nerd, Analogue Fan, Spectator & Follower and Creative Player) based on interests and activities. Experiences of the event were relatively similar for all clusters indicating that multi genre festivals can create memorable experiences for a broad audience with a variety of interests rooted in digital cultures. Through understanding and developing target audiences, regions can leverage multi genre festivals as platforms to enhance regional digitalization.  
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10.
  • McCauley, Brian (author)
  • Smurfs, Silvers & CS:GO : Understanding Smurfing as Prosumers
  • 2023
  • In: Proceedings of the 56th Hawaii International Conference on System Sciences. - Honolulu : HICSS Conference Office. - 9780998133164 ; , s. 3892-3901
  • Conference paper (peer-reviewed)abstract
    • Esports games can be seen as platform based prosumption experiences as players co-produce their media experiences through play. This can be viewed as peer-to-peer prosumption where users create value between themselves for emotional and social outcomes. Smurfing represents a form of play where higher skilled users compete with lower skilled players through an alternative account that ensures a mismatch in skill abilities. Through an auto-netnographic approach augmented with interviews on the CS:GO matchmaking platform, this paper provides new insights on a common practice that has received little attention to date. Three key themes were identified that illustrate that this complex phenomenon should not always be framed in a negative fashion. Smurfing should be understood as embedded within peer-to-peer prosumer platforms, driven by complex motivations and framed as cheating according to perspective. The concept has value for further study in gaming and esports with wider implications for the digital society. 
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  • Result 1-10 of 22
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conference paper (22)
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peer-reviewed (19)
other academic/artistic (3)
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McCauley, Brian (4)
Rudmark, Daniel (3)
de Reuver, Mark (2)
Wihlborg, Elin, 1970 ... (2)
Hylving, Lena, 1974- (2)
Högberg, Karin, 1982 ... (2)
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Ofe, Hosea, 1984- (1)
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Bauer, C (1)
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Resmini, Andrea, 196 ... (1)
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Svensson, Lars, 1963 ... (1)
Ferwerda, Bruce, 198 ... (1)
Lindgren, Rikard, 19 ... (1)
Hedström, Karin, 196 ... (1)
Karlsson, Fredrik, 1 ... (1)
Ingvarsson, Caroline (1)
Asatiani, Aleksandre ... (1)
Willermark, Sara, 19 ... (1)
Lindman, Juho, 1979 (1)
Tona, Olgerta (1)
Watson, Richard T. (1)
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Helmefalk, Miralem (1)
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Havstorm, Tanja Elin ... (1)
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