The Impact of Moral Intensity and Ethical Tone Consistency on Policy Compliance

2016 ◽  
Vol 31 (2) ◽  
pp. 49-64 ◽  
Author(s):  
Robert E. Crossler ◽  
James H. Long ◽  
Tina M. Loraas ◽  
Brad S. Trinkle

ABSTRACT This study examines the impact of moral intensity and inconsistent ethical tone on Bring Your Own Device (BYOD) policy compliance. Organizations use BYOD policies to address the heightened risks of data and privacy breaches that arise when employees use their personal devices to access or store company data. These policies are a key part of an organization's system of internal controls that protect organizational assets by prescribing appropriate behavior for individuals who have access to them. We conducted an online experiment to evaluate (1) how the moral intensity of a policy compliance decision influences policy compliance behavior, (2) the efficacy of an intervention designed to increase moral intensity and thus foster compliance, and (3) how an inconsistent ethical tone affects both the perceived ethicality of a policy compliance decision and individuals' intentions to comply with the policy. We find that moral intensity is positively related to policy compliance, and that a simple intervention effectively fosters policy compliance through its impact on moral intensity. Furthermore, we provide evidence that an inconsistent ethical tone erodes policy compliance intentions, and can spill over to affect another work-related behavior. These findings have important theoretical and practical implications.

2015 ◽  
Vol 36 (5) ◽  
pp. 18-24 ◽  
Author(s):  
Aurelie Leclercq-Vandelannoitte

Purpose – The purpose of this paper is to provide useful insights on “bring your own device” (BYOD) and IT consumerization, to help organizations understand how to address their consequences. For young, tech-savvy workers, using their own devices at work represents a right, rather than a privilege, leading them to initiate a growing, yet under-researched, drive toward IT consumerization. Some companies already deploy BYOD programs, allowing employees to use personal devices for work-related activities, but other managers remain hesitant of the implications of such programs. Design/methodology/approach – To provide an overview of this growing phenomenon, this paper presents an in-depth analysis of existing literature and identifies organizational changes induced by this reversed adoption logic. A case study of Volvo reveals how one organization has coped successfully with this phenomenon. Findings – These analyses shed more light on the stakes involved in BYOD and IT consumerization, as well as the changes they imply for organizations and IT departments. Practical implications – Both BYOD and IT consumerization have deep and broad consequences for organizations, some of which are very positive, as long as the trends are well-managed and carefully addressed. Originality/value – This paper covers a topic that has attracted scant attention in prior academic research, despite widely acknowledged concerns about security and reliability in practitioner studies. By going beyond a classic discourse focused solely on the security threats of BYOD, this paper investigates both business challenges and implications associated with a reversed adoption logic.


2019 ◽  
Vol 31 (2) ◽  
pp. 65-82 ◽  
Author(s):  
Lixuan Zhang Zhang ◽  
Matthew Mouritsen ◽  
Jeffrey R. Miller

IT consumerization refers to the phenomenon of using personal devices and applications for work-related tasks. Considered as a major wave of employee-driven innovation, many organizations have adopted IT consumerization to reap its benefits. Bring-your-own-device (BYOD) is a major form of IT consumerization. This study examines the perceptions of BYOD among business students and professionals. Utilizing a perceived value approach, a survey was designed to examine how the benefits and sacrifices of BYOD influence its perceived value. Through survey data collected from 217 business students and 200 full time working professionals, the study finds that job flexibility control, technology empowerment, and enjoyment are positively related to the perceived value of BYOD.


2013 ◽  
Vol 5 (4) ◽  
pp. 33-45 ◽  
Author(s):  
Georg Disterer ◽  
Carsten Kleiner

Using mobile devices like smartphones and tablets offers many advantages and has become very popular in private life. Using them in the workplace is also popular, but nobody wants to carry around and handle two devices: one for personal use, and one for work-related tasks. Therefore “Bring Your Own Device” (BYOD) may be appropriate: users make their personal devices available for company use. Apart from improved convenience this also incurs additional opportunities and risks for companies at the same time. We describe and discuss organizational issues, technical approaches, and solutions.


2013 ◽  
Author(s):  
Luciano Romeo ◽  
Margherita Brondino ◽  
Gianluigi Lazzarini ◽  
Elisabetta Farise ◽  
Margherita Pasini

Risks ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. 59
Author(s):  
Grzegorz Ignatowski ◽  
Łukasz Sułkowski ◽  
Bartłomiej Stopczyński

Nepotism and cronyism are forms of favoritism towards certain people in the workplace. For this reason, they constitute a problem for organization managers, ethicists and psychologists. Identifying the impact of COVID-19 pandemic on the increase of nepotism and cronyism may provide a basis for organizations to assess their extent and to take possible measures to prevent their negative effects. At the same time, the research presented in the article may provide a basis for further research work related to nepotism and cronyism at the times of other threats, different from the pandemic. The aim of the article is to examine the impact of the COVID-19 pandemic on growing acceptance for nepotism and cronyism in Polish enterprises. Qualitative and quantitative methods have been included in the conducted research. Qualitative study aimed at improving knowledge of nepotism and cronyism and the impact of the COVID-19 pandemic on these phenomena, followed by a quantitative study conducted in order to verify the information obtained in the qualitative study. This research has demonstrated that Nepotism and cronyism in the workplace, are phenomenon that are basically evaluated negatively. They adversely influences social and economic development, but the impact of COVID-19 pandemic on nepotism and cronyism is not significant.


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


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