Abstract
Ubiquitous access to the Internet and digitalization has lead to people completing many of their activities online using a smartphone or other handheld devices such as a tablet. Regular usage of information technology could potentially affect their cognitive processes. In this research, we investigate how different types of online activities influence people’s cognitive engagement. Further, we also examine the role of various key mediators such as personal innovativeness, playfulness, and self-efficacy in explaining the effect of information technology use on cognition. Data was collected from 351 Indian users, and the structural equation modeling technique was employed to test and analyze the research model. The results show that online activities associated with content delivery positively affect cognitive engagement, while online activities associated with entertainment negatively affect cognitive engagement. Familiarity with information technology has a positive effect on cognitive engagement. We also find that personal innovativeness, playfulness, and self-efficacy mediate the effect of information technology usage on cognition. The results of the study have both theoretical and practical implications.
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APPENDIX
APPENDIX
Scales and Items
IT Use Variables
ITCO: Extent to which I used mobile or other handheld devices for online content delivery activities
ITTR: Extent to which I used mobile or other handheld devices for performing transactions online
ITLO: Extent to which I used mobile or other handheld devices for online location-based services
ITEN: Extent to which I used mobile or other handheld devices for online entertainment
(1 – Never, 2 – Rarely, in less than 10% of the chances when I could have, 3 – Occasionally, in about 30% of the chances when I could have, 4 – Sometimes, in about 50% of the chances when I could have, 5 – Frequently, in about 70% of the chances when I could have, 6 – Usually, in about 90% of the chances I could have, 7 – Every time)
ITFAM: Extent to which I am familiar with the use of mobile or other handheld devices
(1 – Not at all familiar, 2 – Slightly familiar, 3 – Somewhat familiar, 4 – familiar, 5 – Moderately familiar, 6 – Very familiar, 7 – Extremely familiar).
Cognitive Engagement
CEAF1: Online activity on mobile or other handheld devices keeps me totally absorbed.
CEAF2: Online activity on mobile or other handheld devices holds my attention.
CEC1: Online activity on mobile or other handheld devices excites my curiosity.
CEC2: Online activity on mobile or other handheld devices arouses my imagination.
CEII1: Online activity on mobile or other handheld devices is fun.
CEII2: Online activity on mobile or other handheld devices is intrinsically interesting.
(1 – Strongly disagree, 2 – Disagree, 3 – Somewhat disagree, 4 – Neither agree nor disagree, 5 – Somewhat agree, 6 – Agree, or 7 – Strongly agree).
Self-Efficacy
For each of the conditions, please indicate whether you think you would be able to complete the online activity on a mobile or other handheld device. Circle either “Yes” or “No.”
Then, for each condition that you answered “Yes,” please rate your confidence about your first judgment, by writing in a number from 1 to 10 (1 – Not at all confident, 2 –, 3 –, 4 –, 5 –, 6 –, 7 –, 8 –, 9 –, or 10 – Totally confident).
S.No. | I could complete the online activity on a mobile or other handheld device… | Yes/No | Confidence (1–10) |
---|---|---|---|
SE1 | ..if there was no one around to tell me what to do as I go | Yes No | |
SE2 | ..if I had never used a mobile or other handheld device like it before | Yes No | |
SE3 | ..if I had only the software manuals for reference | Yes No | |
SE4 | ..if I had seen someone else using it before trying it myself | Yes No | |
SE5 | ..if I could call someone for help if I got stuck | Yes No | |
SE6 | ..if someone else had helped me get started | Yes No | |
SE7 | ..if I had a lot of time to complete the online activity on mobile or other handheld device | Yes No | |
SE8 | ..if I had just the built-in help facility for assistance | Yes No | |
SE9 | ..if someone showed me how to do it first | Yes No | |
SE10 | …if I had used similar devices like this one before to perform the online activity | Yes No |
Playfulness
CPS1. When using mobile or other handheld devices for online activity, I am Spontaneous.
CPS2. When using mobile or other handheld devices for online activity, I am Imaginative.
CPS3. When using mobile or other handheld devices for online activity, I am Flexible.
CPS4. When using mobile or other handheld devices for online activity, I am Creative.
CPS5. When using mobile or other handheld devices for online activity, I am Playful.
CPS6. When using mobile or other handheld devices for online activity, I am Original.
CPS7. When using mobile or other handheld devices for online activity, I am Inventive.
(1 – Strongly disagree, 2 – Disagree, 3 – Somewhat disagree, 4 – Neither agree or disagree, 5 – Somewhat agree, 6 – Agree, or 7 – Strongly agree).
Personal Innovativeness
PIIT1. If I heard about new information technology, I would look for ways to experiment with it.
PIIT2. In general, I am hesitant to try out new information technologies.
PIIT3. Among my peers, I am usually the first to try out new information technologies.
PIIT4. I like to experiment with new information technologies.
(1 – Strongly disagree, 2 – Disagree, 3 – Somewhat disagree, 4 – Neither agree nor disagree, 5 – Somewhat agree, 6 – Agree, or 7 – Strongly agree).
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Agarwal, H., Dixit, G. (2020). Information Technology Usage and Cognitive Engagement: Understanding Effects on Users’ Cognitive Processes. In: Sharma, S.K., Dwivedi, Y.K., Metri, B., Rana, N.P. (eds) Re-imagining Diffusion and Adoption of Information Technology and Systems: A Continuing Conversation. TDIT 2020. IFIP Advances in Information and Communication Technology, vol 618. Springer, Cham. https://doi.org/10.1007/978-3-030-64861-9_7
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