Brad McKennaUniversity of East Anglia | UEA · Norwich Business School
Brad McKenna
PhD in Information Systems
About
39
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Introduction
Additional affiliations
March 2016 - present
August 2013 - February 2016
January 2006 - August 2013
Education
January 2010 - August 2013
Publications
Publications (39)
Virtual influencers (VI) are fictional entities operated by third parties (freelance creators, digital agencies, or brands). Despite their increasing popularity, the way people approach these often human-looking yet entirely fictitious creations, and whether they view them as 'authentic', remains unclear. Existing conceptualizations of authenticity...
Following the work of scholars who see technology as intertwined with society, in this chapter we start with the history of our revamped working group, WG 9.5: Our Digital Lives, summarizing main activities by each chair, followed by a discussion of themes that we see as relevant to our group today. The chapter continues with some thoughts on futur...
Purpose - Research into older adults' use of social media remains limited. Driven by increasing digitalisation in China, we focus on Chinese older adults (aged 60 to 75) use of WeChat.
Design/methodology/approach - This study used a qualitative interpretive approach and interviewed Chinese older adults to uncover their social practices of WeChat...
Technology is used for a wide variety of activities in tourism. However, the overwhelming use of technology in our everyday lives has resulted in a growing disconnection movement for people who desire to resist digital technology. Digital-free tourism (DFT) has become an increasingly popular phenomenon. The focus of DFT studies thus far is on the c...
Purpose
This research aims to explore generation (Gen) Z's personal branding on social media when job seeking.
Design/methodology/approach
Gen Z students, in their final year of university, were interviewed about personal branding, as well as recruiters and career advisors to gain insights into the recruitment process and expectations of online pe...
Although digital-free tourism is growing in popularity, research in this area has not unpacked the complex power relations between humans and technology through a critical perspective. Building on Foucault's analysis of power and resistance, we theorized technology as disciplinary power and conducted a collaborative autoethnography to explore how i...
In our ubiquitously connected world, it becomes more and more difficult to disconnect and leave all personal and professional commitments behind while on holiday. Mobile technology allows us to be connected wherever and whenever we want, but at the same time shifts expectations towards constant availability and responsiveness among friends and coll...
COVID-19 has caused unprecedented challenges to our lives. Many governments have forced people to stay at home, leading to a radical shift from on-site to virtual collaboration for many knowledge workers. Existing remote working literature does not provide a thorough explanation of government-enforced working from home situations. Using an affordan...
In our ubiquitously connected world, it becomes more and more difficult to disconnect and leave all personal and professional commitments behind while on holiday. Mobile technology allows us to be connected wherever and whenever we want, but at the same time shifts expectations towards constant availability and responsiveness among friends and coll...
This letter is a rejoinder to Xiang, Fesenmaier, and Werthner (2020) who responded to our letter to the editor about knowledge creation in Information Technology and Tourism (ITT) research (Cai and McKenna 2020). We believe the authors have misinterpreted our claims and failed to address our main points in relation to the lack of theoretical and me...
Online reviews have reshaped visitor economies. However, there is a lack of research regarding the motivations of visitors to write online reviews as most existing research disregards the cultural differences between individuals. This research investigates the motivations of museum visitors from individualistic cultures to write online reviews with...
We critique Information Technology and Tourism (ITT) research and make recommendations to enhance its theoretical and methodological development. Our recommendations are based on four critiques: (1) ITT is primarily a self-referential research area; (2) ITT is popular with tourism academics, but not in other technology-related disciplines; (3) ITT...
Virtual worlds can provide a safe place for social movements of marginal and oppressed groups such as lesbian, gay, bisexual and transgender (LGBT). When the virtual safe places are under threat, the inhabitants of a virtual world register protests, which have critical implications for the real-world issues. The nature of emancipatory practices suc...
The blurred boundaries between home and away facilitated by the ubiquitous connectivity have resulted in restlessness in private life, even on holiday. Disconnecting from technology on holiday could potentially contribute to travellers’ psychological sustainability. This article aims to theorise the perceptions of millennials towards digital-free t...
This article aims to theorize digitally disconnected travel experiences by investigating various emotional responses during the process of withdrawal and regain of technological affordances. The theoretical concepts of affordance and emotional episodes were adopted in this study to create a conceptual framework. Fifteen diaries and 18 interviews we...
The study of technology and societal challenges is a growing area in information systems research. This paper explores how social movements can use virtual worlds to raise awareness or create safe spaces for their members. As social movements move into virtual worlds, the technical environment becomes more important. This paper presents an interpre...
Purpose
With the rapid development and implementation of cutting-edge information technologies in tourism and hospitality, it is necessary to update the progress of technology use in the past 18 years and set up research agenda for future research. By adopting information systems (IS) as a reference discipline, this paper aims to create a literatu...
Cyberbullying is omnipresent among all sections of society who have access to the internet. Vast research has been carried out on this topic around the world however there has not been enough research that is New Zealand based. The objective of this research is to identify the characteristics of cyber victims on social media in New Zealand. We scru...
The increasing popularity of social media has led many organizations to find new ways of customer engagement. This paper presents an initial pilot study to explore the affordance of social media in engagement processes. By applying the affordance theory and Porter’s process for engagement model, we used a case study approach to examine the case com...
The purpose of this paper is to investigate the previously unexplored theoretical relationship between technology enabled information services (TEIS) and the value created by the use of such services. This paper presents a mixed virtual and multi-sited ethnography to provide a thick description of Chinese backpackers (CBs) use of TEIS. Participant...
The purpose of this paper is to investigate the previously unexplored theoretical relationship between technology enabled information services (TEIS) and the value created by the use of such services. This paper presents a mixed virtual and multi-sited ethnography to provide a thick description of Chinese backpackers (CBs) use of TEIS. Participant...
Mobile banking has become increasingly important to society; however, not all members of society adopt and/or use it as much as others: older adults, the disabled and lower-income families remain behind in their use and adoption of this service. This finding helped us recognise a research gap and led us to form our primary aim: to understand and ex...
The emergence of social media on the Internet provides an opportunity for information systems researchers to examine new phenomena in new ways. However, for various reasons qualitative researchers in IS have not fully embraced this opportunity. This paper looks at the potential use of social media in qualitative research in information systems. It...
In a case study of a Chinese crowdsourcing intermediary, we explore the impact of inter-organizational governance on trilateral trust-building. We show that formal control and relational governance mechanisms are essential for swift and knowledge-based trust in R&D crowdsourcing. The case also indicates that Chinese businesses continue to use guanx...
The purpose of this paper is to explore aspects of user perceptions of their use of location-based services. As mobile technologies become more ubiquitous in the general population, it is reasonable to assume that individuals will consume services and software to enhance their aspirations and entertainment desires. This study begins by constructing...
The purpose of this chapter is to explore aspects of user perceptions of their use of location-based services. As mobile technologies become more ubiquitous in the general population, it is reasonable to assume that individuals will consume services and software to enhance their aspirations and entertainment desires. This study begins by constructi...
This paper reports on a design science research study that seeks to investigate how information service components affect consumers’ potential adoption of such services. More specifically, the paper develops a conceptual model that uses the theory of organizational information services (TOIS) and the unified theory of acceptance and use of technolo...
Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. One social phenomenon which has moved into the virtual world is the social movement, which are an important means of bringing out social, cultural and political changes thr...
As mobile technologies become more ubiquitous in the general population, it is reasonable to assume that individuals will consume services and software to enhance their aspirations and entertainment desires. This paper discusses a controlled experiment to explore aspects of user perceptions of their use of location-based services. This study examin...
This article has two objectives: (1) to draw an international comparison regarding the acceptance of mobile travel services in three countries with different profiles when it comes to travelling and mobile telecommunications, and (2) to extend relevant literature on mobile applications, more specifically travel services, by including context-relate...
Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual worlds. We used qualitative research to examine the organization of one social...
Virtual worlds are online three-dimensional worlds that are often constructed to look much like the real world. As more people begin to use these virtual worlds, virtual communities are emerging enabling various social activities and social interactions to be conducted online. Based on a literature review of social movements, virtual communities an...
Virtual worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual world. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players' outcomes with WoW using chaos theory. Our paper suggests that players are high...