Reimagining it consumerization in the age of social media: shifting conceptual boundaries illustrated with TikTok

Purpose Digital technologies are swiftly reshaping Information Systems (IS) and redefining its boundaries. This paper aims to introduce “Information Systems (IS) Consumerization” to replace the traditional terminology Information Technology (IT) Consumerization. It emphasizes user-generated content, seamless technology integration and user-driven social interactions. Design/methodology/approach This paper built on Lee, Thomas and Baskerville’s IS artifact framework and used deductive analysis to derive richer insights. Findings This study uncovered a comprehensive viewpoint that highlights how users actively shape technology, content and social dynamics, bridging the gap in IT consumerization discussions often limited to hardware and software. Originality/value The study proposes a unique framework titled “IS Consumerization Conception” which consist of Three Pillars: a) Technology Consumerization; b) Socialization Consumerization and c) Content Consumerization and their sub-elements. The introduction of this framework unites academia and practical understanding, enriching our grasp of technology, content, social interactions and the ever-evolving digital landscape.

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Publication Details

Journal
Journal of Systems and Information Technology
Published
2024-12-28
DOI
https://doi.org/10.1108/jsit-11-2023-0254
Primary Topic
Digital Marketing and Social Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Reimagining it consumerization in the age of social media: shifting conceptual boundaries illustrated with TikTok

Solomon Odei-Appiah, Emmanuel Adu-Mensah
Journal of Systems and Information Technology
Digital Marketing and Social Media
article

Reimagining it consumerization in the age of social media: shifting conceptual boundaries illustrated with TikTok

Solomon Odei-Appiah, Emmanuel Adu-Mensah
article en

Abstract

Purpose Digital technologies are swiftly reshaping Information Systems (IS) and redefining its boundaries. This paper aims to introduce “Information Systems (IS) Consumerization” to replace the traditional terminology Information Technology (IT) Consumerization. It emphasizes user-generated content, seamless technology integration and user-driven social interactions. Design/methodology/approach This paper built on Lee, Thomas and Baskerville’s IS artifact framework and used deductive analysis to derive richer insights. Findings This study uncovered a comprehensive viewpoint that highlights how users actively shape technology, content and social dynamics, bridging the gap in IT consumerization discussions often limited to hardware and software. Originality/value The study proposes a unique framework titled “IS Consumerization Conception” which consist of Three Pillars: a) Technology Consumerization; b) Socialization Consumerization and c) Content Consumerization and their sub-elements. The introduction of this framework unites academia and practical understanding, enriching our grasp of technology, content, social interactions and the ever-evolving digital landscape.

Journal of Systems and Information Technology
Ghana Institute of Management and Public Administration (GH)
Openalex Percentile: Top 60%
Digital Marketing and Social Media
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