Video Games as an Information Systems Artifact: A Structured Review
Originally, the field of Information Systems (IS) focused primarily on productivity-oriented information technology within organizational contexts, emphasizing efficiency, control, and decision support. In recent years, however, hedonic information systems, designed for entertainment, enjoyment, and user engagement, have gained increasing importance in IS research. This thesis aims to explore video games through the lens of IS, positioning them as complex digital artifacts that integrate technology, human interaction, organizational dynamics. By conducting a structured literature review, the study will identify how video games have been conceptualized, utilized, and analyzed within the IS discipline. The review will focus on theoretical foundations, methodological approaches, and key themes such as user engagement, system design, business models, and societal impact.
Objectives
- Synthesize current knowledge,
- Highlight gaps in the literature
- Propose directions for future research on the role of video games as IS artifacts.
Introductory Literature
- Lee, Z. W., Cheung, C. M., & Chan, T. K. (2021). Understanding massively multiplayer online role‐playing game addiction: A hedonic management perspective. Information Systems Journal, 31(1), 33-61.
- Nandhakumar, J., Panourgias, N. S., & Scarbrough, H. (2013). From knowing it to “getting it”: Envisioning practices in computer games development. Information Systems Research, 24(4), 933-955.
- Paré, G., Trudel, M. C., Jaana, M., & Kitsiou, S. (2015). Synthesizing information systems knowledge: A typology of literature reviews. Information & management, 52(2), 183-199.
- Rapp, A. (2022). Time, engagement and video games: How game design elements shape the temporalities of play in massively multiplayer online role‐playing games. Information Systems Journal, 32(1), 5-32.
- Van der Heijden, H. (2004). User acceptance of hedonic information systems. MIS Quarterly, 695-704.