Markus Salo

Markus Salo
University of Jyväskylä | JYU · Faculty of Information Technology

Dr.

About

52
Publications
37,026
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981
Citations
Citations since 2017
35 Research Items
827 Citations
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Introduction
Markus Salo is an Associate Professor of Information Systems at the University of Jyvaskyla (Finland). His research interests include personal/organizational use of IT and its impacts, technostress, coping, IT & user/human behavior and gaming. Salo’s research has been published in outlets such as MIS Quarterly, Journal of Management Information Systems, Information Systems Journal, Communications of the Association for Information Systems and International Journal of Information Management.

Publications

Publications (52)
Article
Full-text available
Understanding information technology (IT) use is vital for the information systems (IS) discipline due to its substantial positive and negative consequences. In recent years, IT use for personal purposes has grown rapidly. Although personal use is voluntary and can often reflect fun, technostress is a common negative consequence of such use. When l...
Article
Full-text available
Despite the positive aspects of information technology (IT) use, it is common for users to experience negative IT incidents. Examples of negative IT incidents include getting lost in an unfamiliar country due to a dysfunctional map application and missing a monetary insurance benefit due to the failure of an activity tracker application. Such incid...
Article
Full-text available
It is common for users of social networking sites and services (SNS) to suffer from technostress and the various associated strains that hinder their well‐being. Despite prior SNS stress studies having provided valuable knowledge regarding SNS stressors and their use consequences, they have not examined the various strains related to well‐being tha...
Article
Full-text available
Employees in organizations face technostress—that is, stress from information technology (IT) use. Although technostress is a highly prevalent organizational phenomenon, there is a lack of theory-based understanding on how IT users can cope with it. We theorize and validate a model for deliberate proactive and instinctive reactive coping for techno...
Article
Full-text available
Use continuance is crucial in terms of information systems (IS) success. Previous research has shown that situational context can be central for IS use continuance but has paid limited attention to its specific characteristics. Furthermore, the link between situational context and use continuance has remained unexplored in the novel area of “exerga...
Article
Full-text available
Purpose Social media platforms are increasingly used at work to facilitate work-related activities and can either challenge or make people feel more productive at jobs. This study drew from technostress and employee well-being literature and analyzed longitudinal effects of professional social media (PSM) invasion, work engagement and work exhausti...
Chapter
Today’s rapidly advancing technologies and highly competitive and dynamic markets make continuity essential in organizations’ service development and innovation activities. However, little is known about why and how organizations organize for continuous digital service innovation (DSI) and what follows. To address this gap, this paper explores the...
Conference Paper
Full-text available
Software development is a fast-growing market that is heavily tied to information technology (IT) use. Despite the high utilization of IT and high stress levels of software developers, research has largely neglected the effect of IT use on stress experienced by software developers. To address this gap in the research, we employ the concept of techn...
Conference Paper
Full-text available
Robotic technologies are gaining popularity in various industries, and, by implication, academic research anticipates changes in occupations and work tasks, as well as in the labor market in general. In the future, human employees and robots will increasingly work side by side as coworkers. Despite growing interest, little is known about human empl...
Conference Paper
Full-text available
The growing rate of automatization by software robots affects more and more people and results in changes in businesses of all sizes. Impacts can be observed at both the organizational and individual employee levels. A number of studies of software robots' advantages and disadvantages on an organizational or industry-specific level have been carrie...
Conference Paper
Full-text available
In recent years, the acceptance and use of intelligent robots and other kinds of intelligent systems have begun to gain more and more attention also in information systems research. Here, many studies have found the perceived intelligence of robots to act as one critical antecedent for their acceptance and use, but few studies have focused on the a...
Conference Paper
Full-text available
Software development requires high problem-solving skills and creativity, making it a profession with good opportunities to become immersed in a flow experience. The characteristics of flow experience are absorption, enjoyment, and intrinsic motivation toward the activity. This study aims to better understand the barriers that prevent software deve...
Article
Full-text available
Early adolescents are accustomed to using information technology (IT) for different purposes as a part of their everyday life. While IT use can provide many benefits, it can also include negative experiences, such as feelings of stress (i.e. technostress). Considering that young IT users’ technostress perspectives have remained limited in the liter...
Conference Paper
Full-text available
In today’s technology-oriented world, individuals’ ability to cope with information technology (IT) has become increasingly important. This is especially relevant for early adolescents, who are expected to use IT from an early age on as part of their everyday lives. Although early adolescents’ IT use and its outcomes have been studied, their relate...
Article
Full-text available
The literature has proposed ways to modularize information-technology-enabled services (ITeS) with limited success. We argue that applying design principles (DPs) can address this gap and revitalize the service modularization literature. With a qualitative research study, we develop exemplar DPs and a set of prioritized DPs for ITeS. We contribute...
Conference Paper
Full-text available
This paper presents a systematic literature review (SLR) investigating the factors that enable and hinder value co-creation in organizations’ continuous service development processes. Employing the lens of service-dominant (S-D) logic, we classify the identified factors into three interrelated dimensions: institutions, resources, and service exchan...
Preprint
Full-text available
The balance between work and private life has become vague due to the use of social media and flexible working conditions. The study drew from technostress and wellbeing literature and examined the behavioral and psychological outcomes of professional social media invasion, the perception that work-related social media usage interferes with one’s p...
Article
Full-text available
Purpose Excessive use of work-related information technology (IT) devices can lead to major performance and well-being concerns for organizations. Extant research has provided evidence of the incidence of such problematic IT use in organizations. We extend the understanding of problematic IT use by examining its individual (proximal) and organizati...
Article
While users’ discontinuance of use has posed a challenge for social media in recent years, there is a paucity of knowledge on the relationships between different dimensions of overload and how overload adversely affects users’ social media discontinuance behaviors. To address this knowledge gap, this study employed the stressor–strain–outcome (SSO)...
Article
Technostress is stress that individuals experience due to their use of information technology. It is associated with critical workplace consequences including reduced productivity. While the negative consequences are well known, what is less understood is how individuals can cope with technostress to alleviate them. We report on two studies that ex...
Article
Full-text available
Background: Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind...
Article
Full-text available
Information technology (IT) engagement is defined as a need to spend more time using IT. Practice-based examples show that IT engagement can have adverse effects in organizations. Although users can potentially get more work done through IT engagement, observations show that the users might jeopardize their well-being and hamper their work performa...
Article
Full-text available
This reflection note, based on the lead author’s keynote presentation at the Information Systems Research Seminar in Scandinavia/Scandinavian Conference on Information Systems 2019, makes an argument for the need to study the transformation from digital services to cybernized services offered by service providers to their customers. We first discus...
Preprint
BACKGROUND Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind t...
Chapter
Full-text available
Teknostressi on keskeinen teknologian käytön haittavaikutus, jota lapsille ja nuorille aiheuttavat esimerkiksi jatkuvasti keskeyttävät ilmoitukset, teknologinen turvattomuus ja sosiaalisten verkostopalveluiden tuomat itsetuntopaineet. Teknostressiä ja sen seurauksia on mahdollista vähentää sekä ongelma- että tunnekeskeisillä keinoilla, kuten älylai...
Article
Full-text available
Mobile application providers face high user losses because users can easily and often switch to an alternative application. Researchers have recently started to study information technology (IT) switching. However, no studies have concentrated on the unique context of mobile applications. Mobile application switching differs from the switching beha...
Chapter
Full-text available
Tiivistelmä artikkelista: T. Kari, J. Arjoranta, M. Salo. 2017. “Behavior change types with Pokémon GO”. Proceedings of The International Conference on the Foundations of Digital Games, Cape Cod, Massachusetts USA, August 2017 (FDG’17), 10 pages. DOI: http://dx.doi.org/10.1145/3102071.3102074
Conference Paper
Full-text available
In this study, we develop two new perspectives for technostress mitigation from the viewpoint of coping. First, we examine users' emotional coping responses to stressful IT, focusing specifically on distress venting and distancing from IT. As these mechanisms may not always be effective for individuals' well-being, we extend our approach to self-re...
Conference Paper
Full-text available
Digital games are one of the most popular entertainment media in the world. Their allure and widespread popularity makes them an interesting and highly potential platform for behavior change attempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. The study is based on an online su...
Conference Paper
Numerous users of social networking sites and services (SNS) suffer from technostress and its various strains that hinder well-being. Despite a growing research interest on technostress, the extant studies have not explained what kinds of various strains can SNS use create and how can these strains be traced back to different stressors. To address...
Conference Paper
Technostress refers to the inability of an individual to deal with information technology (IT) in a healthy manner. Researchers, practitioners, and medical professionals have emphasized the omni- presence of technostress and its severe outcomes, including poor well-being and burnout. Despite the importance of the phenomenon, prior research has pa...
Conference Paper
Full-text available
We conceptualize the mobile game Pokémon Go as a service provider aiming to offer customers value propositions over an augmented reality (AR) platform, where players engage in co-creating value, such as fun, social unity and health. However, playing Pokémon Go can also ensue to value co-destruction through critical service interactions involving e....
Article
Full-text available
eSports has boomed, the number of eSport athletes has grown rapidly, and many teenagers aspire to a have career in eSports. However, eSports athletes' careers involve many problems, such as career-entry difficulties, straining life habits, burnout, premature retirement, and post-career dilemmas. Despite a growing research interest in eSports, a voi...
Article
Full-text available
Users occasionally have critical incidents with information systems (IS). A critical IS incident is an IS product or service experience that a user considers to be unusually positive or negative. Critical IS incidents are highly influential in terms of users' overall perceptions and customer relationships; thus, they are crucial for IS product and...
Conference Paper
Full-text available
Despite its benefits, information technology (IT) use is associated with serious negative effects on individuals. For example, technostress and IT addiction can harm IT users’ organizational performance and everyday well-being. Such dark side phenomena have become more evident since IT has transmuted into a major component of humans’ job routines a...
Conference Paper
Many users experience frustrating incidents with mobile applications. However, most users do not complain about their highly negative incidents to the application providers. Such dissatisfied non-complainers cause damage to application providers: they tend to exit, switch, and spread negative word-of-mouth. Therefore, it is important to understand...
Conference Paper
Full-text available
Nowadays, a huge number of individuals purchase virtual items in constantly growing service environments: online game communities. Some researchers have studied gamers’ motivations to purchase virtual game items in general, but no one has separated different gamer types regarding their purchasing motivations. Understanding different gamer types is...
Conference Paper
Full-text available
Many users experience frustrating incidents with mobile applications. However, most users do not complain about their highly negative incidents to the application providers. Such dissatisfied non-complainers cause damage to application providers: they tend to exit, switch, and spread negative word-of-mouth. Therefore, it is important to understand...
Conference Paper
Full-text available
There has been a vast research interest in exercise tracking systems as they are hoped to boost motivation for exercise and thus improve users’ health. However, research activity on actual use and experiences on using such systems has been mild: one has been more interested in the consequences of use than the use itself. To address this gap, we rep...
Article
Full-text available
Extreme service or product experiences have a major influence on perceptions and behavior. Therefore, numerous studies have collected such single positive and negative experiences to understand which factors affect (dis)satisfaction, value, and quality. However, most of these studies lack the process approach needed for understanding why and how th...
Article
Full-text available
Complaints from dissatisfied users of information systems (IS) help service and product providers decrease user churn and switching, prevent negative word-of-mouth, and improve their services and products. However, many dissatisfied individuals do not complain at all; rather, they remain silent, switch, or quit usage. The dilemma is particularly re...
Conference Paper
Whereas mobile devices have been heavily investigated as remote controls for distant displays, research on the fundamental first step, the pairing with the display, is scarce. In a comparative user study with 31 participants we evaluated five potential pairing techniques concerning their performance and acceptance for connecting to a public display...
Conference Paper
Full-text available
In this paper, we investigate display pointing as a recent mobile pairing technique for public screens enabling the simple targeting of the remote display with the mobile device. We evaluate a functional prototype in a user study emphasizing the crucial first connection phase independent from any consequent interaction style. In the presented initi...
Article
Full-text available
Camera-based mobile interaction with the real world allows consumers to connect digital information with the real-world environment, and furthermore, to interact with real-world objects and places. To explore and understand the types of consumer value in the context of such consumer-level applications, we applied the critical incident technique to...
Conference Paper
Full-text available
Current consumer-level mobile Internet applications involve many potential sources of dissatisfaction. Studying these sources is necessary, especially for newer application areas such as mobile interaction with the real world. This study combined previous studies to form a categorization framework of dissatisfaction sources and gathered qualitative...
Article
Users are able to connect their mobile phones to nearby objects using four common physical mobile interaction techniques: pointing, touching, scanning, and typing manual input. A set of prior user studies has compared these techniques, but none of the comparison studies have included a more recent form of the pointing technique: image recognition....
Article
Full-text available
Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and...
Chapter
Mobile augmented reality (AR) based applications enable digital content to be connected with the user’s real world surroundings. To begin with, the current types of consumer-level applications are introduced. The main purpose of the chapter is to study the adoption and perceived strengths and weaknesses of mobile AR-based applications by analyzing...
Conference Paper
Full-text available
Augmented reality (AR) as an emerging technology in the mobile computing domain is becoming mature enough to engender publicly available applications for end users. Various commercial applications have recently been emerging in the mobile consumer domain at an increasing pace - Layar, Junaio, Google Goggles, and Wikitude are perhaps the most promin...

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Projects

Projects (5)
Project
This folder includes qualitative, quantitative, and mixed methods studies on technostress, overload, coping, mitigation, and other so called "dark side" phenomena related to information technology (IT) use.
Project
The primary goal of this project is to address the need to attain an in-depth understanding of the factors that influence users’ value co-destruction behavior in different cyber-physical systems (CPSS) and services settings. The project uses a multi-method research approach. The data set will consist of approximately 120 in-depth interviews with CPSS users, as well as survey data consisting of approximately 2 000 survey responses. The project’s overall objective is to model and theorize CPSS users’ value co-destruction behavior, a terrain that is mostly unmapped.