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.
Authors
- Solomon Odei-Appiah (ORCID: https://orcid.org/0000-0002-4556-9992)
- Emmanuel Adu-Mensah
Institutions
- Ghana Institute of Management and Public Administration (GH)
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