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Featured researches published by Massimo Magni.


Information Systems and E-business Management | 2009

Environmental and organizational drivers influencing the adoption of VoIP

Stefano Basaglia; Leonardo Caporarello; Massimo Magni; Ferdinando Pennarola

Previous research recognized the importance of studying the organizational adoption of a new communication technology because of its potential benefits on the organizational and individual outcome. However, extant studies took into account just a single theoretical perspective lacking a more comprehensive overview of the factors, which may influence the intention to adopt a new communication technology. Since the growing interest of voice over IP (VoIP) we developed our theoretical framework and tested our hypotheses considering this emerging communication technology. Thus, the present research considers simultaneously the institutional, management fashion, and efficient-choice perspectives for understanding the drivers of VoIP adoption process. A theoretical model is developed and tested through structural equation modelling on 620 Italian firms. We hypothesize that both external and internal factors affect the intention to adopt VoIP. Results underscore both the importance of coercive and fashion setters’ pressure (i.e. external factors), and the pivotal role of perceived internal benefits (i.e. internal factors) in shaping intention to adopt.


Behaviour & Information Technology | 2010

Individual attitude toward improvisation in information systems development

Massimo Magni; Bernardino Provera; Luigi Proserpio

In the area of information systems development (ISD) the traditional approaches to developing innovative projects, which are historically characterised by top-down, meticulously planned procedures, may not allow the effective handling of the emergent and continuously evolving needs of users. This article investigates the role of improvisation in addressing the shortcomings of traditional approaches to ISD in the fulfilment of the users need for the maximisation of IS effectiveness. Prior research on software engineering and human–computer interaction (HCI) has focused considerable attention on the need for a shift in the developers attitude in dealing with contingencies departing from the original plan, while less emphasis has been placed on the factors that may augment the incidence of the attitude towards extemporaneous action (i.e. improvisation). In an attempt to fill this gap, we theoretically analyse the antecedents of individual attitude toward improvisation, grounding our theoretical framework on the ISD domain.


International Journal of Information Management | 2012

Teaching without the teacher? Building a learning environment through computer simulations

Luigi Proserpio; Massimo Magni

Abstract This article analyzes the impact of a computer simulation (business game) on the users’ perceived learning. The theoretical model developed in this paper is derived from collaborative learning and human–computer interaction assumptions. The hypotheses relating to group dynamics and the user–computer interface design with the users’ perceived learning are tested using the business game “FirmReality” on a sample of 173 respondents. Multiple regression and qualitative results show that, in a computer-based simulation context, perceived learning is influenced more by human–computer interaction factors than by group dynamics. Furthermore, results point out a negative effect of interaction with the instructor on individual perceived learning. These results support the possibility to automate the interaction between teacher and students.


Archive | 2014

All that Glitters is not Gold: Alleged Innovations in Human Computer Interaction

Leonardo Caporarello; Massimo Magni; Ferdinando Pennarola

Multinationals and hi-tech firms often advertise and claim for their newest innovations, presenting all kinds of improvements as authentic revolution for the industry. Regarding interfaces between users and machines, in particular, software developers announce repetitively their new versions, emphasizing their novelty and disruptiveness in order to attract more customers. Apparently, all competitors seem to play against everyone else. This study instead, demonstrates that when looking at the evolution over time of mobile phone interfaces—as an example of a widely adopted technology by millions of customers –variance and genuine innovation is very limited, and competitors prefer to follow their enemies instead of taking the risk of being disruptive into the marketplace. The study investigates why it is such and it explores the reasons why competitors get stuck with pre-existing user interfaces.


hawaii international conference on system sciences | 2014

Task Characteristics, Team Processes and Individual Use of Collaboration Technology: Test of a Cross-Level Mediation Model

Likoebe M. Maruping; Massimo Magni

The increasing complexity of knowledge work and the concomitant use of teams to organize and accomplish such work are leading organizations to invest heavily in collaboration technologies. However, prior research suggests that the productivity gains from using collaboration technology to support team work have been mixed. The success of collaboration systems largely hinges on its use by multiple team members. In this research we examine how task characteristics affect the extent to which individual team members use collaboration technology to execute their tasks. Results from a field study involving 345 employees in 71 organizational work teams reveal that task characteristics-represented by task interdependence and task uncertainty-indirectly influence individual collaboration technology use through their effects on team communication processes and team collaboration processes. The findings have implications for research on individual use of collaboration technology in team settings.


Archive | 2019

One Game Does not Fit All. Gamification and Learning: Overview and Future Directions

Leonardo Caporarello; Massimo Magni; Ferdinando Pennarola

One of the most interesting and disruptive trends in the current elearning scenario is gamification, that is, the use of game design elements in non-game contexts. This paper provides a definition of gamification in the educational field and an overview of its applications. It then discusses the existing studies on the effectiveness of gamifiction for learning purposes, focusing on their impact on students’ attitude, knowledge and behavior. Finally, it highlights the main gaps in the current literature, pointing to new directions of research.


Archive | 2019

Organizing for the Digital World: An Overview of Current IT Solutions to Support Individuals, Communities and Societies

Federico Cabitza; Massimo Magni; Carlo Batini

This book collects some of the best contributions to the 14th conference of the Italian Chapter of AIS (ItAIS), which was held at the University of Milano-Bicocca, in Milano, on October the 6th and the 7th. ItAIS is an established forum for scholars, researchers and practitioners involved in the Information Systems (IS) field and akin scholarly disciplines where both Italian researchers and scholars from all over the world gather to present and discuss the most important trends in their domain of studies and applications. More precisely, this books collects the revised and extended version of the papers that were selected for their contribution to the more technological and IT-oriented side of the broader conference theme, which was: “Organizing for Digital Economy: societies, communities and individuals”. This main theme, which this book inflects along the IT dimension, acknowledges the opportunity, as well as the responsibility, of the researchers and practitioners involved in the IS community to conceive, develop and present technologies, in the broadest sense of this term (and hence including also infrastructures, platforms, classification schemas, organizational constructs, protocols, architectures, tools), to enable, support and foster the fluid organization of the socio-economic context in which organizations, communities and individuals work, act and interact.


Archive | 2019

Different Strategies for Different Channels: Influencing Behaviors in Product Return Policies for Consumer Goods

Ferdinando Pennarola; Leonardo Caporarello; Massimo Magni

One more time the online channel differs from the offline one. Our study on the product return strategies in the retail industry shows that even if more expensive for online retailers, product return policies are more generous and perceived as lenient by consumers. Our measures were collected in the Italian jeans retail industry, with a comparative study done on firms active on both channels and representing more than 50% of the overall industry sales. The impossibility to serve the customer at a distance and the need to strategically boost online sales are becoming a serious trap for online retailers.


Archive | 2018

Let’s Learn Together: Team Integration Climate, Individual States and Learning Using Computer-Based Simulations

Leonardo Caporarello; Massimo Magni; Ferdinando Pennarola

The present study analyses individual learning in a computer-based simulation setting (business game). In particular, the study points out the importance of the team environment in stimulating individual states that may foster individual learning. By taking into account 402 individuals who participated in a computer-based simulation, we underscore that individual perception of integration climate fosters individual curiosity and decreases individual aggressiveness. Moreover, we outline that individual curiosity does have an impact on individual learning.


EAI Endorsed Transactions on e-Learning | 2017

Learning and gamification: a possible relationship?

Leonardo Caporarello; Massimo Magni; Ferdinando Pennarola

One of the most interesting and disruptive trends in the current elearning scenario is gamification, that is, the use of game design elements in non-game contexts. After providing a brief overview of the main contemporary gamification applications in organizations, this paper especially focuses on gamification in the educational field. It dis-cusses the existing studies on the effectiveness of gamification for learning purposes, ana-lyzing their impact on students’ attitude, knowledge and behavior. Finally, it highlights the main gaps in the current literature, pointing to new directions of research.

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Corey M. Angst

Mendoza College of Business

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Chiara Paolino

Catholic University of the Sacred Heart

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Manju Ahuja

University of Louisville

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