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www.emeraldinsight.com/0968-5227.htm<br />
<strong>The</strong> <strong>selection</strong> <strong>of</strong> <strong>instant</strong><br />
<strong>messaging</strong> <strong>or</strong> e-<strong>mail</strong><br />
College students’ perspective f<strong>or</strong> computer<br />
communication<br />
Sean Lancaster and David C. Yen<br />
Department <strong>of</strong> DSC and MIS, Miami University, Oxf<strong>or</strong>d, Ohio, USA<br />
Albert H. Huang<br />
Eberhardt School <strong>of</strong> Business, University <strong>of</strong> the Pacific, Stockton,<br />
Calif<strong>or</strong>nia, USA, and<br />
Shin-Yuan Hung<br />
Department <strong>of</strong> Inf<strong>or</strong>mation Management, National Chung Cheng University,<br />
Chia-Yi, Taiwan, Republic <strong>of</strong> China<br />
Abstract<br />
Purpose – Instant <strong>messaging</strong> and e-<strong>mail</strong> are popular communication methods on college campuses.<br />
However, students’ perceptions <strong>of</strong> the two technologies vary greatly. This study seeks to investigate<br />
the differences between <strong>instant</strong> <strong>messaging</strong> and e-<strong>mail</strong>.<br />
Design/methodology/approach – A survey was given to 545 college students.<br />
Findings – Instant <strong>messaging</strong> is perceived as <strong>of</strong>fering many advantages over e-<strong>mail</strong> including<br />
conveying emotions, building relationships and ease <strong>of</strong> use (EU). Users are m<strong>or</strong>e likely to use symbols<br />
with their <strong>instant</strong> messages to help communicate. College students find both technologies to be easy to<br />
use, but show a preference f<strong>or</strong> the EU <strong>of</strong> <strong>instant</strong> <strong>messaging</strong>. However, despite its perceived functional<br />
benefits, <strong>instant</strong> <strong>messaging</strong> is only the fav<strong>or</strong>ed f<strong>or</strong>m <strong>of</strong> communication f<strong>or</strong> personal and social<br />
relationships.<br />
Originality/value – This paper builds on existing research by discussing inf<strong>or</strong>mation richness, EU,<br />
the use <strong>of</strong> emotions, multimedia, playfulness, flow, cognitive fit the<strong>or</strong>y, bounded rationality, perceived<br />
commitment, and user satisfaction in the course <strong>of</strong> the study.<br />
Keyw<strong>or</strong>ds Computer applications, Communication, Electronic <strong>mail</strong><br />
Paper type Research paper<br />
Introduction<br />
E-<strong>mail</strong> and <strong>instant</strong> <strong>messaging</strong> are popular communication technologies on college<br />
campuses. Students are using these technologies to trade messages with friends, keep<br />
in touch over distance, communicate on w<strong>or</strong>k-related projects and exchange new ideas.<br />
While studies show that face-to-face relationships are still perceived as being m<strong>or</strong>e<br />
valuable than either method in developing relationships, both are increasingly being<br />
used to communicate in social and w<strong>or</strong>k environments (Huang and Yen, 2003; Parks<br />
and Floyd, 1996; Parks and Roberts, 1998; Pascal, 2003). Computer mediated<br />
communication has been widely studied, with much research focusing on e-<strong>mail</strong>, it<br />
simply has been in use longer than <strong>instant</strong> <strong>messaging</strong> (Isaacs et al., 2002). Recently,<br />
there has been a surge <strong>of</strong> research on <strong>instant</strong> <strong>messaging</strong> looking at its effects in both<br />
social and w<strong>or</strong>k related environments (Lenhart et al., 2001). This paper will look at<br />
Instant<br />
<strong>messaging</strong> <strong>or</strong><br />
e-<strong>mail</strong><br />
5<br />
Inf<strong>or</strong>mation Management &<br />
Computer Security<br />
Vol. 15 No. 1, 2007<br />
pp. 5-22<br />
q Emerald Group Publishing Limited<br />
0968-5227<br />
DOI 10.1108/09685220710738750
IMCS<br />
15,1<br />
6<br />
college students’ perceptions <strong>of</strong> both e-<strong>mail</strong> and <strong>instant</strong> <strong>messaging</strong> f<strong>or</strong> conveying<br />
emotions, aiding relationships, usage and reliability.<br />
E-<strong>mail</strong> is a popular communication tool. IDC Research projects that the total number<br />
<strong>of</strong> e-<strong>mail</strong> messages sent daily will exceed 60 billion w<strong>or</strong>ldwide by 2006. In 2002,<br />
CyberAtlas found that the internet is the primary mode <strong>of</strong> communication f<strong>or</strong><br />
US teenagers. About 91 percent <strong>of</strong> those aged 18-19 use e-<strong>mail</strong>. A 2001 Gallup poll<br />
found that nine in ten respondents use e-<strong>mail</strong> at home while eight in ten use it at w<strong>or</strong>k.<br />
Instant <strong>messaging</strong> has quickly spread as a popular communication tool. Introduced<br />
in 1996, IDC Research now predicts that the <strong>instant</strong> <strong>messaging</strong> market will reach<br />
$4.2 billion by 2006. Acc<strong>or</strong>ding to Nielson Netratings, by 2002, nearly 40 percent <strong>of</strong><br />
online households in the USA were logging into a public <strong>instant</strong> <strong>messaging</strong> netw<strong>or</strong>k at<br />
least once a month. <strong>The</strong> same study also found that nine out <strong>of</strong> the top ten online<br />
destinations f<strong>or</strong> children and teenagers were <strong>instant</strong> <strong>messaging</strong> tools and services.<br />
Rather than looking at e-<strong>mail</strong> and <strong>instant</strong> <strong>messaging</strong> independently, this paper will<br />
compare student perceptions <strong>of</strong> the two technologies. <strong>The</strong> study hopes to answer some<br />
fundamental questions: are <strong>instant</strong> <strong>messaging</strong> and e-<strong>mail</strong> useful f<strong>or</strong> similar types <strong>of</strong><br />
communication? Is there a user preference when communicating in social and w<strong>or</strong>k<br />
settings? Is either technology superi<strong>or</strong> when attempting to convey emotions?<br />
Evolution <strong>of</strong> <strong>instant</strong> <strong>messaging</strong><br />
Instant <strong>messaging</strong> was introduced in 1996 with the introduction <strong>of</strong> ICQ s<strong>of</strong>tware by<br />
Mirablis. Upon registering with ICQ, the user is given a universal internet number,<br />
UIN, which allows the individual to be uniquely identified upon log-in. Your pr<strong>of</strong>ile can<br />
be updated with personal inf<strong>or</strong>mation and a list <strong>of</strong> contacts, a “buddy list.” Once the<br />
user has accessed the internet, ICQ will share the connection with other ICQ users,<br />
updating the “buddy list” when contacts are available (www.icq.com). <strong>The</strong> technology<br />
was quickly adopted by young people as a communication method and its popularity<br />
has continued to grow (Huang and Yen, 2003; Schiano et al., 2002; Fang, 2003).<br />
Instant <strong>messaging</strong> has undergone rapid growth and estimates predict that growth<br />
to continue in the future. IDC Research w estimates that the <strong>instant</strong> <strong>messaging</strong> market<br />
will increase from $1.1 billion in 2001 to $4.2 billion in 2006. <strong>The</strong> Radicati Group<br />
estimates that the active <strong>instant</strong> <strong>messaging</strong> accounts will grow from 590 million in<br />
2003 to m<strong>or</strong>e than 1.4 billion in 2007. Those estimates include both social and w<strong>or</strong>k<br />
related <strong>instant</strong> <strong>messaging</strong> accounts.<br />
Instant <strong>messaging</strong> possesses several characteristics that distinguish it from e-<strong>mail</strong>.<br />
It allows real time communication, usually between two parties. Users are able to<br />
synchronously communicate by delivering point-to-point text messages (Segerstad and<br />
Ljungstrand, 2002; Grinter and Paylen, 2002). E-<strong>mail</strong> also allows point-to-point<br />
communication, usually between two parties. <strong>The</strong> inf<strong>or</strong>mation is not transmitted<br />
real-time, instead using a server f<strong>or</strong> st<strong>or</strong>age until the recipient is able to retrieve the<br />
content. Additionally, an increasing number <strong>of</strong> graphical emoticons are available to<br />
users <strong>of</strong> <strong>instant</strong> <strong>messaging</strong> (Figure 1). Vend<strong>or</strong>s and users are continuously creating and<br />
increasing the pool <strong>of</strong> available emoticons. <strong>The</strong> process is like creating a new language<br />
dedicated f<strong>or</strong> expressing human emotions.<br />
Presently, the maj<strong>or</strong> <strong>instant</strong> <strong>messaging</strong> services are provided by: AIM w from AOL w<br />
(which now also operates ICQ), Yahoo Messenger w from Yahoo w and MSN<br />
Messenger w from Micros<strong>of</strong>t w . To this point, the different services use proprietary
Happy<br />
Sad<br />
Wink<br />
Confused<br />
Shock<br />
Angry<br />
Smug<br />
Cool<br />
W<strong>or</strong>ried<br />
Devilish<br />
Crying<br />
Laughing<br />
protocols and thus are not able to be used in conjunction with one another. To eliminate<br />
this incompatibility issue, the Internet Engineering Task F<strong>or</strong>ce is w<strong>or</strong>king on a<br />
universal protocol that would allow these services to be used together.<br />
Literature review<br />
<strong>The</strong> present study investigates the potential effects <strong>of</strong> IM versus e-<strong>mail</strong> on college<br />
students. Variables from various dimensions are investigated in the study. In the<br />
following section, relevant literature is reviewed, including research on inf<strong>or</strong>mation<br />
richness, ease <strong>of</strong> use (EU), use <strong>of</strong> emoticons, multimedia, playfulness, flow, cognitive fit,<br />
bounded rationality, media <strong>selection</strong>, perceived commitment and user satisfaction.<br />
Inf<strong>or</strong>mation richness/communication quality<br />
Since, IM is a computer-mediated communication (CMC) tool, it makes sense to review<br />
and understand the fundamentals <strong>of</strong> CMC. An imp<strong>or</strong>tant the<strong>or</strong>y and research subject<br />
regarding the quality <strong>of</strong> communication via computer-mediated channels is the<br />
inf<strong>or</strong>mation richness the<strong>or</strong>y (IRT). IRT, which has benefited from a great deal <strong>of</strong> w<strong>or</strong>k<br />
from researchers in both the communications and inf<strong>or</strong>mation systems fields (Webster<br />
and Martocchio, 1993, 1995; Potter and Balthazard, 2000; Tan et al., 1998; Tyran et al.,<br />
1992), has been the focus <strong>of</strong> many studies related to <strong>or</strong>ganizational communication and<br />
technology-based communication.<br />
Inf<strong>or</strong>mation richness is the ability <strong>of</strong> inf<strong>or</strong>mation to change a recipient’s understanding<br />
within a given amount <strong>of</strong> time (Webster and Martocchio, 1993). In other w<strong>or</strong>ds, “rich”<br />
Instant<br />
<strong>messaging</strong> <strong>or</strong><br />
e-<strong>mail</strong><br />
7<br />
Figure 1.<br />
Graphical emoticon<br />
examples (used by Yahoo!<br />
Messenger w )
IMCS<br />
15,1<br />
8<br />
inf<strong>or</strong>mation can change a recipient’s understanding m<strong>or</strong>e quickly than “lean” inf<strong>or</strong>mation,<br />
which will change the recipient’s understanding, but will require m<strong>or</strong>e time to achieve the<br />
same result. However, many fact<strong>or</strong>s may affect the ability <strong>of</strong> a medium to transmit rich<br />
inf<strong>or</strong>mation. IRT argues that a medium capable <strong>of</strong> providing immediate feedback is better<br />
than a medium that only provides unidirectional communication, and that a medium that<br />
carries m<strong>or</strong>e cues (e.g. expressions, gestures, tones, etc.) is a better choice than one that<br />
carries fewer cues. Based on these IRT assumptions, e-<strong>mail</strong> is a leaner medium because it<br />
does not supp<strong>or</strong>t the same level <strong>of</strong> communication richness <strong>of</strong>fered by other f<strong>or</strong>ms <strong>of</strong><br />
communication, such as face-to-face conversation. <strong>The</strong> main reason f<strong>or</strong> this argument is<br />
that e-<strong>mail</strong> is text-based, and theref<strong>or</strong>e is incapable <strong>of</strong> transmitting non-textual cues such<br />
as facial expressions, body language, <strong>or</strong> vocal tones. Besides, e-<strong>mail</strong> is asynchronous, and<br />
does not allow f<strong>or</strong> immediate response. IRT also assumes that richness remains constant<br />
f<strong>or</strong> a given medium (Webster and Martocchio, 1993), meaning that e-<strong>mail</strong> would remain a<br />
lean medium regardless <strong>of</strong> other fact<strong>or</strong>s in the communication process <strong>or</strong> the<br />
communication’s context.<br />
A different but related the<strong>or</strong>y is the social presence the<strong>or</strong>y. Social presence is the<br />
perception <strong>of</strong> physical presence during an interaction. Different media <strong>of</strong>fer different<br />
levels <strong>of</strong> social presence. <strong>The</strong> choice <strong>of</strong> a medium is based on the need f<strong>or</strong> social<br />
presence during a particular task (Zack and McKenney, 1995). Using this assumption,<br />
an individual would likely choose e-<strong>mail</strong> as the communication medium if there were<br />
no perceived need <strong>of</strong> physical presence to accomplish the task. F<strong>or</strong> example, e-<strong>mail</strong> is<br />
<strong>of</strong>ten used to make announcements such as meeting schedules, but face-to-face<br />
meetings are deemed a m<strong>or</strong>e appropriate medium <strong>of</strong> communication if there is a need<br />
f<strong>or</strong> m<strong>or</strong>e social contact (i.e. sales representatives preferring to meet clients in person to<br />
solicit new business).<br />
Despite the popularity <strong>of</strong> IRT among researchers, several empirical studies have<br />
found evidence that does not agree with IRT’s assumptions and suggestions. Such<br />
studies show that e-<strong>mail</strong> (a lean medium acc<strong>or</strong>ding to IRT) is indeed capable <strong>of</strong><br />
supp<strong>or</strong>ting rich inf<strong>or</strong>mation exchange (Dailey and Steiner, 1998; Potter and Balthazard,<br />
2000). Attempting to explain this empirical evidence, Lee (Potter and Balthazard, 2000)<br />
conducted a qualitative analysis <strong>of</strong> e-<strong>mail</strong> communication within an <strong>or</strong>ganization. He<br />
concluded that e-<strong>mail</strong> users employed varying techniques to overcome the limitations<br />
<strong>of</strong> the medium and to convey rich inf<strong>or</strong>mation in a non-traditional way. In other w<strong>or</strong>ds,<br />
e-<strong>mail</strong> was seen to be neither a rich n<strong>or</strong> a lean medium. Communication richness<br />
depended on the interaction between the medium and its users. F<strong>or</strong> example, receivers<br />
<strong>of</strong> e-<strong>mail</strong> messages did not need to be passive recipients – they could be active<br />
participants by creating meanings based on the text messages. <strong>The</strong>ref<strong>or</strong>e, the same<br />
e-<strong>mail</strong> tool might be a rich medium f<strong>or</strong> users in one <strong>or</strong>ganization, but a po<strong>or</strong> medium f<strong>or</strong><br />
those in another.<br />
Another perspective that might be used to explain the counter evidences <strong>of</strong> IRT is<br />
the adaptive structuration the<strong>or</strong>y (AST) (Qureshi, 1995; Weisband et al., 1995). AST<br />
suggests that the symbolic features <strong>of</strong> communication media are evolving<br />
characteristics rather than constants. <strong>The</strong>ref<strong>or</strong>e, the characteristics <strong>of</strong> a medium<br />
may change acc<strong>or</strong>ding to <strong>or</strong>ganizational cultures and other environmental fact<strong>or</strong>s.<br />
E-<strong>mail</strong>, f<strong>or</strong> example, might be viewed as a less f<strong>or</strong>mal medium than face-to-face<br />
meetings in one <strong>or</strong>ganization, but might be seen as a f<strong>or</strong>mal mode <strong>of</strong> communication in<br />
another. Under the assumptions <strong>of</strong> AST, <strong>or</strong>ganizational members communicating with
one another constantly produce and reproduce new structures and actions while<br />
interacting and using various communication technologies. <strong>The</strong>se structures and<br />
actions are produced both by the influence <strong>of</strong> the technology and by the social<br />
environment <strong>of</strong> the group (Olaniran and Williams, 1995; Csikszentmihalyi, 1990). In<br />
other w<strong>or</strong>ds, media technology and communication structure continuously transf<strong>or</strong>m<br />
each other through interaction.<br />
A similar perspective to AST is the social influence model, which argues that the<br />
properties <strong>of</strong> a medium depend on the individual using it and the social context in<br />
which it is used. AST also contends that the <strong>selection</strong> <strong>of</strong> a medium is not always a<br />
rational process and depends on the influence <strong>of</strong> groups <strong>or</strong> friends (Kock, 1998).<br />
Ease <strong>of</strong> use and usefulness<br />
Another relevant the<strong>or</strong>y is the technology acceptance model (TAM). TAM is a model<br />
that explains the use, the intention to use, and the acceptance <strong>of</strong> new technology.<br />
<strong>The</strong> purpose <strong>of</strong> TAM is to track the impact <strong>of</strong> external fact<strong>or</strong>s on users’ internal beliefs,<br />
attitudes, and intentions (Dailey and Steiner, 1998). <strong>The</strong> two predict<strong>or</strong>s <strong>of</strong> IT usage in<br />
the TAM are perceived usefulness (PU) and perceived EU. PU is a user’s subjective<br />
probability assessment <strong>of</strong> a technology application’s potential contribution to his <strong>or</strong> her<br />
job perf<strong>or</strong>mance. EU is a user’s subjective assessment <strong>of</strong> the amount <strong>of</strong> eff<strong>or</strong>t required<br />
to learn to use a particular technology. <strong>The</strong> assumption <strong>of</strong> the model is that both PU<br />
and EU affect users’ attitudes toward a new technology, which in turn affects its actual<br />
usage. Through a series <strong>of</strong> experiments, the TAM came to three conclusions: first,<br />
technology use can be predicted reasonably well from user intentions. Second, PU is<br />
a maj<strong>or</strong> determinant <strong>of</strong> people’s intentions to use computers. Third, perceived EU is a<br />
secondary determinant <strong>of</strong> the intention to use computers. <strong>The</strong>se results were<br />
promising – they indicated that the TAM is useful f<strong>or</strong> evaluating technology<br />
applications in their early stages <strong>of</strong> development (Weisband et al., 1995).<br />
Use <strong>of</strong> emoticons<br />
Emoticons have a maj<strong>or</strong> role in IM communication. <strong>The</strong> creation and use <strong>of</strong> emoticons<br />
is an attempt to replace the lost facial cues in certain CMC. Originally, emoticons are<br />
symbols composed by letters and special characters. Emoticons n<strong>or</strong>mally need to be<br />
viewed sideway from the right. F<strong>or</strong> example, frequently seen text-based emoticons<br />
include smile, sad, cry, and others (Figure 2). Recently, an increasing number <strong>of</strong><br />
graphical emoticons are available to users <strong>of</strong> IM as a result <strong>of</strong> improved e-<strong>mail</strong><br />
capabilities (Figure 3). Vend<strong>or</strong>s and users are continuously creating and increasing the<br />
pool <strong>of</strong> available emoticons. <strong>The</strong> process is like creating a new language dedicated to<br />
expressing human emotions.<br />
EMOTICON EMOTION<br />
:-) Happy<br />
:-( Sad<br />
;~( Cry<br />
:-D Laughing<br />
:-| Uncertain<br />
;-) Winking<br />
Instant<br />
<strong>messaging</strong> <strong>or</strong><br />
e-<strong>mail</strong><br />
9<br />
Figure 2.<br />
Text-based emoticon<br />
examples
IMCS<br />
15,1<br />
10<br />
Figure 3.<br />
Graphical emoticon<br />
examples (used by Yahoo!<br />
Messenger w )<br />
Happy<br />
Sad<br />
Wink<br />
Confused<br />
Shock<br />
Angry<br />
Smug<br />
Cool<br />
W<strong>or</strong>ried<br />
Devilish<br />
Crying<br />
Laughing<br />
Preliminary research results have shown a positive impact on the communication<br />
process with the use <strong>of</strong> emoticons (Rivera et al., 1996). A recent study found that both<br />
female and male users are equally likely to use emoticons. In addition, both females<br />
and males exhibit an increase in the frequency <strong>of</strong> emoticon use, rather than females<br />
muting emotional expression as with face-to-face interaction. In addition, females were<br />
found to use emoticons mostly f<strong>or</strong> hum<strong>or</strong>, whereas males tended to use emoticons to<br />
express teasing and sarcasm (Wolf, 2000).<br />
Emoticons are effective sh<strong>or</strong>thand symbols designed to convey specific attitudes,<br />
moods and emotions on the internet (Kay, 2002). <strong>The</strong>y provide the electronic gestures<br />
and convey the warmth that is apparent in face-to-face communications. <strong>The</strong>y also add<br />
breadth to the message (Blake, 2000). Rules in e-<strong>mail</strong>s regarding emoticons and<br />
abbreviations are not standardized. Symbols can convey voice inflections, facial<br />
expressions and bodily gestures over the internet. Emoticons can be effective in<br />
conveying nonverbal cues between computer users and influence <strong>of</strong> these emoticons that<br />
can be used as substitute f<strong>or</strong> face-to-face communication (Walther and D’Addario, 2001).<br />
Multimedia<br />
<strong>The</strong> use <strong>of</strong> emoticons adds a graphical dimension, and theref<strong>or</strong>e qualifies <strong>instant</strong><br />
<strong>messaging</strong> as a multimedia communication tool. In the past decade, multimedia<br />
applications have appeared in many areas such as computer-based training, business<br />
presentation, merchandising, and communications (Finholt and Sproull, 1990; Kock,<br />
1998; King and Weidong, 1997). <strong>The</strong>re have been many investigations into the
effectiveness <strong>of</strong> multimedia use, particularly in a learning environment (Kock, 2001).<br />
Studies have demonstrated that multimedia significantly improves comprehension, and<br />
even increases users’ problem-solving capability (Weisband et al., 1995). Many previous<br />
studies have found multimedia training methods to be m<strong>or</strong>e effective than traditional<br />
training methods. Other studies have shown that multimedia users had a higher<br />
retention rate and a sh<strong>or</strong>ter learning curve (Jarvenpaa et al., 1988). Still other findings<br />
have indicated that multimedia training is generally m<strong>or</strong>e effective than conventional<br />
training f<strong>or</strong> enhancing subjects’ knowledge, perf<strong>or</strong>mance, and retention. <strong>The</strong> effect <strong>of</strong><br />
multimedia was also found to be non-industry-specific (Finholt and Sproull, 1990).<br />
Playfulness<br />
<strong>The</strong> ability to enjoy w<strong>or</strong>k and treat w<strong>or</strong>k as play is <strong>of</strong>ten viewed as a characteristic <strong>of</strong><br />
successful adult learners (Carroll and Mack, 1984). One measure <strong>of</strong> such ability is<br />
playfulness, which describes a user’s tendency to interact with computers<br />
spontaneously, inventively, and imaginatively (Webster and Martocchio, 1992).<br />
In other w<strong>or</strong>ds, a playful user tends to expl<strong>or</strong>e new ways <strong>of</strong> using computer systems with<br />
creative approaches. <strong>The</strong>y may also be less afraid <strong>of</strong> making mistakes and theref<strong>or</strong>e do<br />
not always follow instructions. Many microcomputer applications encourage a playful<br />
attitude, because they are easy to use, responsive, and customizable (Starbuck and<br />
Webster, 1991). Studies showed that the potential advantages <strong>of</strong> playfulness include<br />
increased involvement, positive mood, and satisfaction (Csikszentmihalyi, 2000;<br />
Sandelands et al., 1983; Webster and Martocchio, 1992). Potential negative effects <strong>of</strong><br />
playfulness include longer time to completion (Sandelands, 1988), and over involvement<br />
(Csikszentmihalyi, 2000). Users with high computer playfulness may become<br />
unproductive if they spend too much time playing games.<br />
Flow<br />
A related construct to playfulness is flow. Flow is a useful construct f<strong>or</strong> understanding and<br />
studying human interaction with computers. Flow characterizes human-computer<br />
interaction as a playful and expl<strong>or</strong>at<strong>or</strong>y experience (Webster et al., 1993). Acc<strong>or</strong>ding to the<br />
flow the<strong>or</strong>y, flow is the feeling <strong>of</strong> “in control <strong>of</strong> our actions, master <strong>of</strong> our own fate ...we<br />
feel a sense <strong>of</strong> exhilaration, a deep sense <strong>of</strong> enjoyment” (Csikszentmihalyi, 1990). Flow can<br />
occur when there is a balance between task demands and the capability <strong>of</strong> the individual.<br />
F<strong>or</strong> example, overly challenging tasks produce anxiety instead <strong>of</strong> flow. On the other hand,<br />
overly simple tasks produce b<strong>or</strong>edom rather than flow. Flow can be measured using four<br />
different dimensions: control, attention focus, curiosity, and intrinsic interest in the<br />
interaction (Csikszentmihalyi, 2000; Trevino and Webster, 1992; Webster et al., 1993).<br />
In human-computer interaction terms, control refers to users’ ability to direct the<br />
computer to do what they want. F<strong>or</strong> example, some web sites f<strong>or</strong>ce users to re-enter<br />
inf<strong>or</strong>mation when the BACK button is used in navigation. Users are <strong>of</strong>ten frustrated by<br />
the inability <strong>of</strong> the system to retain the inf<strong>or</strong>mation already entered. Other web sites<br />
might allow users to go back and f<strong>or</strong>th between pages without losing previously<br />
entered data. In such cases, users feel that they have m<strong>or</strong>e control over the interaction.<br />
Attention focus is the extent <strong>of</strong> concentration which users exhibit in the interaction.<br />
A computer user in flow may lose self-consciousness and become m<strong>or</strong>e abs<strong>or</strong>bed in<br />
the activities (Csikszentmihalyi, 2000). An individual’s level <strong>of</strong> curiosity is higher in the<br />
flow state (Malone, 1981). Computer systems with m<strong>or</strong>e functions f<strong>or</strong> users to expl<strong>or</strong>e<br />
Instant<br />
<strong>messaging</strong> <strong>or</strong><br />
e-<strong>mail</strong><br />
11
IMCS<br />
15,1<br />
12<br />
tend to stimulate higher curiosity. In the flow state, users also find the activities<br />
intrinsically m<strong>or</strong>e interesting. In terms <strong>of</strong> human computer interaction, users might<br />
find new and powerful computer applications interesting <strong>or</strong> fun to use. Flow has been<br />
found to c<strong>or</strong>relate with w<strong>or</strong>k outcomes and effectiveness. In addition, flow is also<br />
positively c<strong>or</strong>related with the perception <strong>of</strong> flexibility, experimentation, and expected<br />
use <strong>of</strong> the technology (Csikszentmihalyi, 2000; Trevino and Webster (1992).<br />
Cognitive fit the<strong>or</strong>y<br />
Another the<strong>or</strong>etical perspective regarding the potential impact <strong>of</strong> IM on group tasks is<br />
the cognitive-fit the<strong>or</strong>y (Csikszentmihalyi, 2000; Baroudi and Orlikowski, 1988). <strong>The</strong><br />
cognitive fit the<strong>or</strong>y argues that, to be effective, the representation <strong>of</strong> a problem, the<br />
desired solution to the problem and the recommended method f<strong>or</strong> solving the problem<br />
should all be presented to the subject using the same illustrative technique. In other<br />
w<strong>or</strong>ds, when there is a good “fit” between the problem representation, the solution, and<br />
the method, the problem-solving process will be m<strong>or</strong>e efficient and accurate because<br />
the problem solver does not have to mentally transf<strong>or</strong>m some <strong>of</strong> the inf<strong>or</strong>mation in the<br />
equation into a different modality that is m<strong>or</strong>e suitable f<strong>or</strong> the task. F<strong>or</strong> instance, if a<br />
task required the acquisition <strong>of</strong> spatial inf<strong>or</strong>mation, a spatial problem representation<br />
would likely simplify the problem-solving process. <strong>The</strong>ref<strong>or</strong>e, because IM <strong>of</strong>fers<br />
different capabilities than e-<strong>mail</strong> and other CMC tools, there may be a cognitive effect.<br />
As a result, the use <strong>of</strong> IM results in changes <strong>of</strong> the task outcome and user perception.<br />
Bounded rationality<br />
Another categ<strong>or</strong>y <strong>of</strong> relevant previous research includes studies based on the bounded<br />
rationality the<strong>or</strong>y. Bounded rationality is a well-researched the<strong>or</strong>y that explains the<br />
inf<strong>or</strong>mation gathering behavi<strong>or</strong> <strong>of</strong> decision makers (Kraut et al., 1998; Hiltz and<br />
Johnson, 1990). Acc<strong>or</strong>ding to the bounded rationality the<strong>or</strong>y, decision makers <strong>of</strong>ten are<br />
faced with complex situations that require the intake <strong>of</strong> a large amount <strong>of</strong> inf<strong>or</strong>mation<br />
bef<strong>or</strong>e making a decision. Yet, practical constraints and cognitive limitations <strong>of</strong>ten<br />
restrict decision makers from obtaining all the inf<strong>or</strong>mation they need to make good<br />
decisions, and so they make decisions with whatever inf<strong>or</strong>mation they have available<br />
under the circumstances (Treviño et al., 2000).<br />
Based on the bounded rationality the<strong>or</strong>y, IM may affect decision makers’ behavi<strong>or</strong><br />
due to a different communication pattern and amount <strong>of</strong> inf<strong>or</strong>mation received when<br />
compared with e-<strong>mail</strong>.<br />
Tasks and media <strong>selection</strong><br />
Similar to the cognitive fit the<strong>or</strong>y, previous research shows that different tasks require<br />
different media to achieve best results. F<strong>or</strong> example, activities that require convergent<br />
communication, such as <strong>or</strong>ganizing ideas and building consensus n<strong>or</strong>mally call f<strong>or</strong><br />
verbal discussion and clarification <strong>of</strong> issues. On the other hand, in cases that the<br />
objective was to collect ideas, electronic communication channels are preferred by<br />
managers (Tyran et al., 1992).<br />
Perceived commitment<br />
Perceived commitment to a group task is an imp<strong>or</strong>tant measure <strong>of</strong> group member<br />
satisfaction. <strong>The</strong> relationship between perceived commitment and the contribution <strong>of</strong>
peer group members and the use <strong>of</strong> CMC has been investigated in previous research.<br />
Research results show that groups that used computer-mediated group decision<br />
supp<strong>or</strong>t systems produced a significantly higher level <strong>of</strong> perceived contribution (Dailey<br />
and Steiner, 1998).<br />
User satisfaction<br />
Implementing a new technology in a business environment is always a risky venture.<br />
Objective measurable outcomes are rarely available. <strong>The</strong> question about the success <strong>of</strong><br />
a system implementation <strong>of</strong>ten cannot be answered using a simple “yes” <strong>or</strong> “no”.<br />
A particular system may be viewed as a success by some users, while viewed as a<br />
failure by the others. <strong>The</strong>ref<strong>or</strong>e, a m<strong>or</strong>e subjective and less discrete measure, a user<br />
satisfaction level that ranges from low to high, has been used extensively as an<br />
imp<strong>or</strong>tant gauge <strong>of</strong> IS success. Using survey methods, users provide their subjective<br />
assessment <strong>of</strong> their attitude toward the system and gauge how satisfied they are with<br />
the system (McHaney et al., 2002). User satisfaction is easy to use but has its flaws<br />
(Melone, 1990 in McHaney et al. (2002)). However, the preponderance <strong>of</strong> empirical<br />
evidence show that user satisfaction is still a useful measure <strong>of</strong> system success.<br />
Research model<br />
This study was designed to expl<strong>or</strong>e the pertinent beliefs on the differences <strong>of</strong> using<br />
<strong>instant</strong> messenger services and e-<strong>mail</strong>. Owing to the differences between the two<br />
technologies highlighted above, user perception should vary greatly. In <strong>or</strong>der to look at<br />
a broad range <strong>of</strong> perceptions, questions were structured around four categ<strong>or</strong>ies: the<br />
ability to convey emotions, aid in building relationships, EU and reliability (Figure 4).<br />
Research methodology<br />
A survey <strong>of</strong> 69 questions was given to MIS students at a Midwestern University during<br />
the 2005 academic year. One thousand surveys were distributed with 545 <strong>of</strong> those<br />
being properly completed and returned. Participation was voluntary and all<br />
Communication Tools<br />
IM<br />
E<strong>mail</strong><br />
Research Categ<strong>or</strong>ies<br />
Convey emotions<br />
Relationships<br />
Ease <strong>of</strong> use<br />
Reliability<br />
Culture<br />
United States<br />
College students<br />
Literature<br />
Inf<strong>or</strong>mation richness<br />
Ease <strong>of</strong> use<br />
Use <strong>of</strong> emoticons<br />
Multimedia<br />
Playfulness<br />
Flow<br />
Cognitive fit the<strong>or</strong>y<br />
Bounded rationality<br />
Media <strong>selection</strong><br />
Perceived commitment<br />
User Satisfaction<br />
Instant<br />
<strong>messaging</strong> <strong>or</strong><br />
e-<strong>mail</strong><br />
13<br />
Figure 4.<br />
Visual representation <strong>of</strong><br />
research model
IMCS<br />
15,1<br />
14<br />
participants were given at least 15 minutes to complete the survey. Both, verbal and<br />
written instructions were given to the students.<br />
<strong>The</strong> pre-phase <strong>of</strong> the research consisted <strong>of</strong> designing the survey using Likert<br />
scaling. Once the four categ<strong>or</strong>ies (emotion, relationship, usage and reliability) had been<br />
determined, questions were written f<strong>or</strong> a pilot study, which was given to the auth<strong>or</strong>s<br />
and selected colleagues and students. <strong>The</strong> post-phase <strong>of</strong> the study consisted <strong>of</strong> an<br />
evaluation <strong>of</strong> the linguistics, ensuring that the verbiage <strong>of</strong> the questions was proper,<br />
easy to comprehend and not misleading. A complete list <strong>of</strong> questions can be found in<br />
Table I.<br />
Analysis<br />
Conveying emotions<br />
<strong>The</strong> questions in this section, all dealt with how effectively the different technologies<br />
conveyed feelings and emotions. While the results show that both <strong>instant</strong> <strong>messaging</strong><br />
and e-<strong>mail</strong> communicate m<strong>or</strong>e than just text, there is a clear preference f<strong>or</strong> <strong>instant</strong><br />
<strong>messaging</strong> f<strong>or</strong> communicating emotions.<br />
<strong>The</strong> responses to questions 1 and 4 clearly show a preference to use symbols with<br />
<strong>instant</strong> <strong>messaging</strong> to show feelings and emotions. Over 12 percent <strong>of</strong> all respondents<br />
strongly agreed, while 40 percent agreed, that they use symbols with <strong>instant</strong><br />
<strong>messaging</strong>. Comparatively, less than 2 percent strongly agreed, while fewer than<br />
9 percent agreed, that they use symbols with e-<strong>mail</strong> (Figure 5).<br />
Questions 2 and 5 dealt with the use <strong>of</strong> symbols by friends to convey emotions and<br />
feelings. M<strong>or</strong>e than 70 percent strongly agreed, <strong>or</strong> agreed, that their friends use<br />
symbols while <strong>instant</strong> <strong>messaging</strong>. Likewise, fewer than 14 percent agreed that their<br />
friends use symbols with e-<strong>mail</strong>.<br />
Questions 3 and 6 also compared the level <strong>of</strong> emotions conveyed from <strong>instant</strong><br />
<strong>messaging</strong> and e-<strong>mail</strong>. M<strong>or</strong>e than 62 percent <strong>of</strong> respondents either strongly agreed <strong>or</strong><br />
agreed that <strong>instant</strong> messages convey m<strong>or</strong>e than just text. E-<strong>mail</strong> is also believed to<br />
convey m<strong>or</strong>e than just text, with m<strong>or</strong>e than 50 percent strongly agreeing <strong>or</strong> agreeing<br />
that it conveys other inf<strong>or</strong>mation cues.<br />
Finally, question 7 states that it is easier to convey emotions using <strong>instant</strong><br />
<strong>messaging</strong> rather than e-<strong>mail</strong>. M<strong>or</strong>e than 75 percent <strong>of</strong> respondents were in agreement.<br />
Relationships<br />
Another group <strong>of</strong> questions deals with how useful <strong>instant</strong> <strong>messaging</strong> and e-<strong>mail</strong> are in<br />
building relationships. While both technologies are believed to be useful in w<strong>or</strong>k and<br />
social relationships, there is again a preference f<strong>or</strong> <strong>instant</strong> <strong>messaging</strong>.<br />
Questions 13 and 16 look at how the technologies can aid the growth <strong>of</strong> friendships.<br />
M<strong>or</strong>e than 50 percent agreed that <strong>instant</strong> <strong>messaging</strong> allows friendships to grow m<strong>or</strong>e<br />
quickly. Just over 25 percent felt the same way about the use <strong>of</strong> e-<strong>mail</strong>.<br />
Questions 14 and 15 looked at how the two technologies can improve the<br />
relationships <strong>of</strong> friends and/<strong>or</strong> team members. Of the 60 percent than agreed that<br />
<strong>instant</strong> <strong>messaging</strong> allows people to feel closer to their friends and teammates, nearly 20<br />
percent strongly agreed. Comparatively, only 7 percent strongly agreed that e-<strong>mail</strong><br />
brings them closer to friends and team members, while fewer than 50 percent agreed.<br />
A number <strong>of</strong> individual questions also provide insight into the preference <strong>of</strong> <strong>instant</strong><br />
<strong>messaging</strong> when building relationships. Nearly, 20 percent strongly agreed, and m<strong>or</strong>e
No. Question<br />
1 When I use <strong>instant</strong> <strong>messaging</strong> to communicate, I use a great deal <strong>of</strong> symbols to represent my<br />
feelings <strong>or</strong> emotions<br />
2 My friends who send me <strong>instant</strong> messages <strong>of</strong>ten use symbols to represent their feelings <strong>or</strong><br />
emotions<br />
3 Instant <strong>messaging</strong> conveys m<strong>or</strong>e than just text, other inf<strong>or</strong>mation cues are also conveyed<br />
4 When I use e-<strong>mail</strong>, I use a great deal <strong>of</strong> symbols to represent feelings and emotions<br />
5 My friends who send me e-<strong>mail</strong> <strong>of</strong>ten use symbols to represent their feelings <strong>or</strong> emotions<br />
6 E-<strong>mail</strong> conveys m<strong>or</strong>e than just text inf<strong>or</strong>mation; other inf<strong>or</strong>mation cues are also conveyed<br />
7 It is easier to convey emotions using <strong>instant</strong> <strong>messaging</strong> than e-<strong>mail</strong><br />
8 My friends and I <strong>of</strong>ten have a good time when we use <strong>instant</strong> <strong>messaging</strong> to communicate<br />
9 I enjoy the process <strong>of</strong> using <strong>instant</strong> <strong>messaging</strong><br />
10 My friends and I <strong>of</strong>ten have a good time when we use e-<strong>mail</strong> to communicate<br />
11 I enjoy the process <strong>of</strong> using e-<strong>mail</strong><br />
12 I enjoy the <strong>instant</strong> <strong>messaging</strong> m<strong>or</strong>e than e-<strong>mail</strong><br />
13 Instant <strong>messaging</strong> allows friendships to develop m<strong>or</strong>e quickly<br />
14 Instant <strong>messaging</strong> makes me feel closer to my friends <strong>or</strong> team members<br />
15 E-<strong>mail</strong> makes me feel closer to my friends <strong>or</strong> team members<br />
16 E-<strong>mail</strong> allows friendships to develop m<strong>or</strong>e quickly<br />
17 Instant <strong>messaging</strong> is m<strong>or</strong>e personal than e-<strong>mail</strong><br />
18 Instant <strong>messaging</strong> is better than e-<strong>mail</strong> f<strong>or</strong> social interaction<br />
19 Instant <strong>messaging</strong> allows me to communicate m<strong>or</strong>e inf<strong>or</strong>mation than e-<strong>mail</strong><br />
20 I feel that <strong>instant</strong> <strong>messaging</strong> conveys a large amount <strong>of</strong> inf<strong>or</strong>mation faster<br />
21 It is easy to use <strong>instant</strong> <strong>messaging</strong><br />
22 It is easy to use e-<strong>mail</strong><br />
23 Instant <strong>messaging</strong> is easier to use than e-<strong>mail</strong><br />
24 E-<strong>mail</strong> is m<strong>or</strong>e accessible than <strong>instant</strong> <strong>messaging</strong><br />
25 It only takes a sh<strong>or</strong>t time to learn how to use <strong>instant</strong> <strong>messaging</strong><br />
26 It only takes a sh<strong>or</strong>t time to learn how to use e-<strong>mail</strong><br />
27 Instant <strong>messaging</strong> is better than e-<strong>mail</strong> f<strong>or</strong> clarifying ambiguous (hard to understand) issues<br />
28 Instant <strong>messaging</strong> is better than e-<strong>mail</strong> f<strong>or</strong> explaining confusing matters<br />
29 Instant <strong>messaging</strong> is better than e-<strong>mail</strong> f<strong>or</strong> resolving disagreements<br />
30 Instant <strong>messaging</strong> can be as effective as face-to-face meetings<br />
31 E-<strong>mail</strong> can be as effective as face-to-face meetings<br />
32 Instant <strong>messaging</strong> is a useful tool f<strong>or</strong> w<strong>or</strong>k<br />
33 Instant <strong>messaging</strong> is useful f<strong>or</strong> social netw<strong>or</strong>king<br />
34 Instant <strong>messaging</strong> is m<strong>or</strong>e useful than e-<strong>mail</strong> f<strong>or</strong> interacting with friends<br />
35 Instant <strong>messaging</strong> is m<strong>or</strong>e useful than e-<strong>mail</strong> f<strong>or</strong> interacting with co-w<strong>or</strong>kers (<strong>or</strong> fellow students<br />
w<strong>or</strong>king in a team on assignments)<br />
36 I use e-<strong>mail</strong> frequently<br />
37 I use e-<strong>mail</strong> almost everyday<br />
38 I use <strong>instant</strong> <strong>messaging</strong> frequently<br />
39 I use <strong>instant</strong> <strong>messaging</strong> almost everyday<br />
40 I can use <strong>instant</strong> <strong>messaging</strong> anywhere (home, residence hall, classroom, lab, library, etc.)<br />
41 I can use e-<strong>mail</strong> anywhere (home, residence hall, classroom, lab, library, etc.)<br />
42 Instant <strong>messaging</strong> is very reliable<br />
43 E-<strong>mail</strong> is very reliable<br />
44 Instant <strong>messaging</strong> is very secure<br />
45 I do not w<strong>or</strong>ry about security when I use <strong>instant</strong> <strong>messaging</strong><br />
46 E-<strong>mail</strong> is very secure<br />
47 I do not w<strong>or</strong>ry about security when I use e-<strong>mail</strong><br />
(continued)<br />
Instant<br />
<strong>messaging</strong> <strong>or</strong><br />
e-<strong>mail</strong><br />
15<br />
Table I.<br />
Survey questions
IMCS<br />
15,1<br />
16<br />
Table I.<br />
Figure 5.<br />
Percentage in agreement<br />
that friends use symbols<br />
to convey emotion when<br />
using <strong>instant</strong> <strong>messaging</strong><br />
and e-<strong>mail</strong><br />
Figure 6.<br />
Instant <strong>messaging</strong> is<br />
better than e-<strong>mail</strong> f<strong>or</strong><br />
social interaction<br />
No. Question<br />
48 I believe my privacy is protected with <strong>instant</strong> <strong>messaging</strong><br />
49 I do not w<strong>or</strong>ry about my privacy when I use <strong>instant</strong> <strong>messaging</strong><br />
50 I believe my privacy is protected with e-<strong>mail</strong><br />
51 I do not w<strong>or</strong>ry about my privacy when I use e-<strong>mail</strong><br />
52 In the future, I will use <strong>instant</strong> <strong>messaging</strong> m<strong>or</strong>e than e-<strong>mail</strong><br />
53 In the future, I will use e-<strong>mail</strong> m<strong>or</strong>e than <strong>instant</strong> <strong>messaging</strong><br />
54 Have you ever used wireless <strong>instant</strong> <strong>messaging</strong>?<br />
55 Have you ever used wireless e-<strong>mail</strong>?<br />
56 I use e-<strong>mail</strong> mainly f<strong>or</strong>???<br />
57 I use <strong>instant</strong> <strong>messaging</strong> f<strong>or</strong>???<br />
58 F<strong>or</strong> social interactions, I prefer to use???<br />
59 F<strong>or</strong> w<strong>or</strong>k <strong>or</strong> coursew<strong>or</strong>k related interactions, I prefer to use???<br />
80%<br />
70%<br />
60%<br />
50%<br />
40%<br />
30%<br />
20%<br />
10%<br />
0%<br />
Instant Messaging<br />
E-<strong>mail</strong><br />
than 65 percent agreed, that <strong>instant</strong> <strong>messaging</strong> is m<strong>or</strong>e personal than e-<strong>mail</strong><br />
(question 17). Question 18 states that <strong>instant</strong> <strong>messaging</strong> is better than e-<strong>mail</strong> f<strong>or</strong> social<br />
interaction. About 80 percent agreed with that statement, with m<strong>or</strong>e than 25 percent in<br />
strong agreement. Nearly, 50 percent agreed that <strong>instant</strong> <strong>messaging</strong> is able to<br />
communicate m<strong>or</strong>e inf<strong>or</strong>mation than e-<strong>mail</strong> (question 19). Likewise, only 3 percent were<br />
in strong disagreement. M<strong>or</strong>e than 75 percent <strong>of</strong> respondents agreed, with question 33,<br />
that <strong>instant</strong> <strong>messaging</strong> is useful f<strong>or</strong> social netw<strong>or</strong>king (Figure 6).<br />
90%<br />
80%<br />
70%<br />
60%<br />
50%<br />
40%<br />
30%<br />
20%<br />
10%<br />
0%<br />
Strongly Agree<br />
Agree
A most interesting pair <strong>of</strong> questions, 34 and 35, look at the preference <strong>of</strong> <strong>instant</strong><br />
<strong>messaging</strong> <strong>or</strong> e-<strong>mail</strong> when interacting with friends and cow<strong>or</strong>kers. M<strong>or</strong>e than<br />
75 percent were in agreement that <strong>instant</strong> <strong>messaging</strong> is m<strong>or</strong>e useful than e-<strong>mail</strong> when<br />
interacting with friends. However, when asked the same question about cow<strong>or</strong>kers,<br />
only 44 percent were in agreement. Also, nearly 32 percent were neutral, while<br />
24 percent were in disagreement.<br />
Usage<br />
A number <strong>of</strong> questions were <strong>or</strong>ganized around the EU <strong>of</strong> <strong>instant</strong> <strong>messaging</strong> and e-<strong>mail</strong>.<br />
Both communication methods are considered easy to use and learn. Also included in<br />
the usage section is the preferred usage <strong>of</strong> <strong>instant</strong> <strong>messaging</strong> and e-<strong>mail</strong> f<strong>or</strong> w<strong>or</strong>k <strong>or</strong><br />
social interaction. A striking preference was found. Instant <strong>messaging</strong> is strongly<br />
fav<strong>or</strong>ed f<strong>or</strong> personal use while e-<strong>mail</strong> is the preferred method f<strong>or</strong> w<strong>or</strong>k. Finally, despite<br />
the supp<strong>or</strong>t f<strong>or</strong> both <strong>instant</strong> <strong>messaging</strong> and e-<strong>mail</strong>, face-to-face communication is still<br />
regarded as much m<strong>or</strong>e effective.<br />
Questions 21 and 22 compare the EU <strong>of</strong> <strong>instant</strong> <strong>messaging</strong> and e-<strong>mail</strong>. In both cases,<br />
m<strong>or</strong>e than 90 percent found the technologies to be easy to use and learn. Questions 25<br />
and 26 found similar results with m<strong>or</strong>e than 90 percent agreeing that <strong>instant</strong><br />
<strong>messaging</strong> and e-<strong>mail</strong> take only a sh<strong>or</strong>t time to learn. One discrepancy can be found in<br />
question 23. M<strong>or</strong>e than 40 percent <strong>of</strong> respondents agreed <strong>or</strong> strongly agreed that<br />
<strong>instant</strong> <strong>messaging</strong> is easier to use than e-<strong>mail</strong>.<br />
Questions 56 through 59 sought the preferred use <strong>of</strong> the two technologies. <strong>The</strong>re is a<br />
distinct preference f<strong>or</strong> the use <strong>of</strong> <strong>instant</strong> <strong>messaging</strong> f<strong>or</strong> personal and social interaction.<br />
M<strong>or</strong>e than 60 percent use <strong>instant</strong> <strong>messaging</strong> f<strong>or</strong> those reasons, while less than 1 percent<br />
use <strong>instant</strong> <strong>messaging</strong> f<strong>or</strong> w<strong>or</strong>k related activities. Also, nearly 80 percent preferred<br />
using e-<strong>mail</strong> f<strong>or</strong> w<strong>or</strong>k, while nearly 75 percent preferred using <strong>instant</strong> <strong>messaging</strong> f<strong>or</strong><br />
social interaction (Figure 7).<br />
Finally, question 30 compares the effectiveness <strong>of</strong> <strong>instant</strong> <strong>messaging</strong> with<br />
face-to-face meetings. M<strong>or</strong>e than 63 percent disagreed that <strong>instant</strong> <strong>messaging</strong> is as<br />
effective with face-to-face meetings. Question 31 was even m<strong>or</strong>e striking with nearly<br />
75 percent in disagreement with the belief that e-<strong>mail</strong> can be as effective as face-to-face<br />
meetings.<br />
80%<br />
70%<br />
60%<br />
50%<br />
40%<br />
30%<br />
20%<br />
10%<br />
0%<br />
W<strong>or</strong>k Personal Both<br />
Instant<br />
<strong>messaging</strong><br />
E-<strong>mail</strong><br />
Instant<br />
<strong>messaging</strong> <strong>or</strong><br />
e-<strong>mail</strong><br />
17<br />
Figure 7.<br />
Preferred use <strong>of</strong> <strong>instant</strong><br />
<strong>messaging</strong> and e-<strong>mail</strong>
IMCS<br />
15,1<br />
18<br />
Figure 8.<br />
Protection <strong>of</strong> user privacy<br />
when using e-<strong>mail</strong> and<br />
<strong>instant</strong> <strong>messaging</strong><br />
Reliability<br />
A final group <strong>of</strong> questions centered on the reliability, security and privacy <strong>of</strong> <strong>instant</strong><br />
<strong>messaging</strong> and e-<strong>mail</strong>. In all areas, users perceive e-<strong>mail</strong> m<strong>or</strong>e fav<strong>or</strong>ably.<br />
Questions 42 and 43 looked at the perceived reliability <strong>of</strong> the two technologies.<br />
M<strong>or</strong>e than 16 percent strongly agreed, and m<strong>or</strong>e than 48 percent agreed, that <strong>instant</strong><br />
<strong>messaging</strong> is very reliable. Yet, m<strong>or</strong>e than 28 percent strongly agreed, with m<strong>or</strong>e than<br />
52 percent in agreement, that e-<strong>mail</strong> is very reliable.<br />
Questions 44 through 47 gauged the believed security <strong>of</strong> <strong>instant</strong> <strong>messaging</strong> and<br />
e-<strong>mail</strong>. While just over 30 percent <strong>of</strong> respondents agreed that <strong>instant</strong> <strong>messaging</strong> is very<br />
secure, m<strong>or</strong>e than 50 percent agreed that e-<strong>mail</strong> is very secure. However, the gap is<br />
much narrower, and nearly indistinguishable, with the statement that users did not<br />
w<strong>or</strong>ry about their security when using the technologies. M<strong>or</strong>e than 13 percent strongly<br />
agreed with the statement when using <strong>instant</strong> <strong>messaging</strong>, compared to the m<strong>or</strong>e than<br />
15 percent when using e-<strong>mail</strong>.<br />
Questions 48 through 51 looked at the privacy beliefs when using <strong>instant</strong> <strong>messaging</strong><br />
and e-<strong>mail</strong>. Again, a slight preference f<strong>or</strong> e-<strong>mail</strong> can be found. Nearly, 50 percent agreed<br />
that their privacy is protected with e-<strong>mail</strong>, compared to just under 35 percent with<br />
<strong>instant</strong> <strong>messaging</strong>. Also, m<strong>or</strong>e than 60 percent agreed that they did not w<strong>or</strong>ry about<br />
their privacy when using e-<strong>mail</strong>. About 53 percent were in agreement when the<br />
communication method was changed to <strong>instant</strong> <strong>messaging</strong> (Figure 8).<br />
Limitations<br />
<strong>The</strong> limitations <strong>of</strong> this study stem from the use <strong>of</strong> college students as the subjects <strong>of</strong> the<br />
survey. As such any w<strong>or</strong>k related conclusions can only be applied to their experience <strong>of</strong><br />
w<strong>or</strong>king on homew<strong>or</strong>k and small group assignments. Also, because the subjects <strong>of</strong> this<br />
study were all in a similar age range (18-22), the conclusions should not be applied to<br />
the entire population. Additional studies should be conducted looking at the differences<br />
between <strong>instant</strong> <strong>messaging</strong> and e-<strong>mail</strong> in business environments as well as including<br />
other age groups.<br />
Conclusion<br />
E-<strong>mail</strong> and <strong>instant</strong> <strong>messaging</strong> are popular communication methods f<strong>or</strong> college<br />
students. This study looks at the perceived differences college students have between<br />
the two technologies. <strong>The</strong> results show that <strong>instant</strong> <strong>messaging</strong> is perceived as <strong>of</strong>fering<br />
many advantages over e-<strong>mail</strong> including conveying emotions, building relationships<br />
60%<br />
50%<br />
40%<br />
30%<br />
20%<br />
10%<br />
0%<br />
E-<strong>mail</strong><br />
Instant Messaging
and EU. Users are m<strong>or</strong>e likely to use symbols with their <strong>instant</strong> messages to help<br />
communicate. College students find both technologies to be easy to use, but show a<br />
preference f<strong>or</strong> the EU <strong>of</strong> <strong>instant</strong> <strong>messaging</strong>. However, despite its perceived functional<br />
benefits, <strong>instant</strong> <strong>messaging</strong> is only the fav<strong>or</strong>ed f<strong>or</strong>m <strong>of</strong> communication f<strong>or</strong> personal<br />
and social relationships. E-<strong>mail</strong> is still preferred f<strong>or</strong> w<strong>or</strong>k related communication, while<br />
both technologies are still less desirable than face-to-face communication.<br />
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C<strong>or</strong>responding auth<strong>or</strong><br />
David C. Yen can be contacted at: yendc@muohio.edu<br />
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