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1.
Social virtual worlds (SVWs) have become important environments for social interaction. At the same time, the supply and demand of virtual goods and services is rapidly increasing. For SVWs to be economically sustainable, retaining existing users and turning them into consumers are paramount challenges. This requires an understanding of the underlying reasons why users continuously engage in SVWs and purchase virtual items. This study builds upon Technology Acceptance Model, motivational model and theory of network externalities to examine continuous usage and purchase intention and it empirically tests the model with data collected from 2481 Habbo users. The results reveal a strong relationship between continuous usage and purchasing. Further, the results demonstrate the importance of the presence of other users in predicting the purchase behavior in the SVW. Continuous SVW usage in turn is predicted directly by perceived enjoyment and usefulness while the effect of attitude is marginal. Finally, perceived network externalities exert a significant influence of perceived enjoyment and usefulness of the SVW but do not have a direct effect on the continuous usage. 相似文献
2.
Xiao-Ling Jin Christy M.K. Cheung Matthew K.O. Lee Hua-Ping Chen 《Computers in human behavior》2009,25(5):1172
Computer-supported social networks have become a significant channel for people to interact and exchange information. The success of computer-supported social networks depends on the extent to which members will stay and continue participating. Many computer-supported social networks however suffer from the problem of retaining members. Drawing from theories of user satisfaction and information adoption, we develop a model to examine how computer-supported social networks encourage members to continue participating and using the information in the network. The theoretical model is validated through an online survey of 240 users of a Bulletin Board System established by a local university in China. The results reveal that individuals will continue to use the information in a computer-supported social network when they are satisfied with their prior usage, and when they perceive that the information in the network is useful. The results also suggest that individuals’ perceived information usefulness and satisfaction are determined by information quality and source credibility in the context of computer-supported social networks. Theoretical and practical implications about computer-supported social networks are discussed. 相似文献
3.
Leida Chen 《Journal of Computer Information Systems》2018,58(2):131-141
Mobile work has been found to offer the benefits of flexibility and empowerment to employees as well as improved savings, productivity, and employee retention to organizations. Nevertheless, challenges and risks associated with mobile work can erode acceptance and continuance of mobile work. Drawing upon the theoretical work on information system (IS) continuance and using data collected from 238 knowledge mobile workers, this study develops and validates a model of mobile work continuance. Our findings suggest: (1) the expectation-confirmation framework provides strong theoretical support for explaining mobile work continuance, and (2) outcome construct and experiential constructs affect knowledge workers’ mobile work continuance intention. 相似文献
4.
Although E-Learning 2.0 has played a significant role in training and development within the organisational environment, after an initial acceptance, its use is frequently discontinued. Prior studies offered insights into participation in E-Learning; however, there is limited research on continuance intention towards E-Learning 2.0 systems in organisational contexts. Furthermore, the most widely used research models, such as technology acceptance model (TAM), neglect the interactive social processes in E-Learning 2.0. Therefore, this study proposes a unified model integrating the TAM, the information system success model and social motivation theories to investigate continuance intentions towards E-Learning 2.0 in an organisational context. A sample of 284 participants from companies in China that have already implemented E-Learning 2.0 systems took part in this study. Structural equation modelling was conducted to test the research hypotheses. The results show that the unified model provides a more comprehensive understanding of the cognitive processes and behaviours related to this context: (1) perceived usefulness and attitude were critical to the continuance intention towards an E-Learning 2.0 system; (2) perceived usefulness was a significant mediator of the effects from perceived ease of use, information quality and social influence on continuance intention; (3) perceived ease of use, information quality and social influence were found to play important roles in predicting the continuance intention; (4) system quality played an important role in affecting the perceived ease of use; and (5) unexpectedly, social motivations had no significant effect on attitude. 相似文献
5.
《Computer Animation and Virtual Worlds》2017,28(5)
We propose to automatically populate geo‐located virtual cities by harvesting and analyzing online contents shared on social networks and websites. We show how pose and motion paths of agents can be realistically rendered using information gathered from social media. 3D cities are automatically generated using open‐source information available online. To provide our final rendering of both static and dynamic urban scenes, we use Unreal game engine. 相似文献
6.
Panote Siriaraya Chee Siang Ang Ania Bobrowicz 《Behaviour & Information Technology》2014,33(3):283-294
There is an increasing need to find innovative activities to help the older population maintain a healthy life. Virtual worlds, which can provide social engagement, entertainment and creativity as well as useful information and services for older people might offer a solution to this issue. Although emerging studies have begun to look into the benefits of virtual worlds in healthcare, little has been done in the context of older people. Based on semi-structured interviews and previous research on healthy aging, we identified and described in depth four areas in which virtual worlds could be useful to support older people. In general, it was found that virtual worlds could help empower older people to manage their disabilities, facilitate social engagement, provide mental stimulation and productive activities. 相似文献
7.
In IS research, social presence is generally defined as the perceived capacity of a communication medium to convey contextual cues normally available in face‐to‐face settings. However, theorizing social presence as a property of the technology has been challenged for decades. The objective of this paper is to develop a more contemporary, interactional view of social presence. To this end, this paper develops a new conceptualization of how participants form the sense that each other is present. We characterize the development of this sense as a skilful accomplishment that entails interactants' joint construction of each other as “real.” Viewing social presence as contingent on social practice, we seek to answer the following research question: “How is social presence accomplished in virtual environments?” To explicate how virtual others are perceived as becoming socially present, that is, emotionally and psychologically “real” to someone interacting with them, we draw from Goffman's work, particularly his concepts of involvement and involvement obligation. Detailing two examples of social interaction in the virtual world Second Life, our analysis highlights the key role that this moral obligation, intrinsic to everyday social interaction, plays in virtual others becoming perceived as psychoemotionally “there.” By outlining a model of how the sense of a virtual other as “real” is produced in and through social interaction, our work contributes a sociological perspective to the construct of social presence and underscores some of the material and social conditions necessary for users to perceive virtual others as present. 相似文献
8.
Brad McKenna 《Information Systems Journal》2020,30(1):185-214
The study of technology and societal challenges is a growing area in information systems research. This paper explores how social movements can use virtual worlds to raise awareness or create safe spaces for their members. As social movements move into virtual worlds, the technical environment becomes more important. This paper presents an interpretive field study using netnographic research and empirical data from a study of a lesbian, gay, bisexual, and transgender social movement in World of Warcraft. This paper takes the position that an understanding of affordances is required for users to be able to create convivial outcomes to shape the use of virtual worlds for their own goals and intentions. The paper presents the concept of convivial affordances, which brings together the theories of affordances and conviviality, and suggests that social users can shape IT artefacts through a creative combination of affordances for their specific goals, and with community involvement. 相似文献
9.
This study examines the motivations underlying teachers’ intention to continue using information and communication technology (ICT) in higher education. In an extended model based on Information Systems Continuance Theory (ISCT) and agency theory (PAT), teachers’ continuance intention is theorized as a function of their perceived usefulness of ICT and confidence in the effect of incentive structures. The research model was analyzed using structural equation modeling (SEM) with LISREL, and seven out of eight hypotheses were supported. By combining the two theories, the paper fills a gap in the literature by addressing both personal and managerial perspectives. Thus, the study contributes to Information Systems continuance research by theorizing and validating an extended model that integrates two complementary perspectives and by explaining the interrelationships between these perspectives. Finally, the theoretical and practical implications are presented and discussed, and suggestions for future research are provided. 相似文献
10.
《Behaviour & Information Technology》2012,31(4):359-369
Abstract Five abbreviation schemes (simple truncation, vowel drop, minimum to distinguish, phonics and user denned) were analysed for learning, encoding and decoding. Forty subjects were each tested on two schemes, using two different 20 word lexicons. Simple truncation was the easiest to learn, based upon a trials to criteria experiment. Using a modified tachistoscopic display, simple truncation was the best for encodability. Either vowel drop or phonics was the best scheme for decoding. It appears that information content is important in decoding, but not in encoding. 相似文献
11.
In virtual worlds (VWs), users have more VW games alternatives, whereas VW companies consequently suffer from high customer turnover rate and low customer loyalty. Therefore, building a churn prediction model to facilitate subsequent churn management and customer retention is important. The churn behaviours and the impact of social neighbour influences to customer churn may be different for different types of users. Accordingly, we segment users into stable, unstable, and solitary user groups according to their social contact behaviours in VWs. Novel segmentation‐based churn prediction approaches are proposed for churn prediction in VWs by building prediction models for each type of user groups and considering the effect of social neighbour influences for different user groups. The proposed approaches are evaluated by conducting experiments with a dataset collected from a VW platform. The experimental results show different churn prediction performances under different user groups. The segmentation‐based churn prediction approaches perform better than do general approaches without considering user groups. Moreover, the results also reveal that social neighbour influences have a positive impact on stable and unstable users. The proposed work contributes to investigating the social neighbour influences on churn prediction for different types of user groups in VWs. 相似文献
12.
Virtual worlds or three‐dimensional computer‐based simulated environments have received considerable attention as platforms for entertainment, education and commerce. In contrast to a web site, for example, where a user interacts with a two‐dimensional site, virtual worlds provide a platform in which users can interact with other individuals, sometimes including strangers, within three‐dimensional environments. Virtual worlds afford a form of ‘socialness’ unlike many other technologies, often motivating a user – by virtue of these social experiences – to return. Drawing on the Spatial Model of Interaction and Awareness‐Attention Theory, we demonstrate that besides social aspects, which include social awareness and social perception, flow experience, which is the mental state of being fully absorbed and somewhat lost in time, is an essential ingredient in an individual's decision to return to a virtual world. We also demonstrate how characteristics of the technology are linked to the social aspects experienced in virtual worlds. A laboratory study conducted in a virtual world, Second Life, supports our assertions and identifies state predictors of flow that influence individuals' intentions to return to the virtual world environment. 相似文献
13.
This study aims to find out factors of media characteristic which are considered to influence flow in learning through virtual worlds. One hundred ninety eight elementary students who are eleven to twelve years old participated in this study. After the exploratory factor analysis, to extract media characteristics of virtual worlds, seventy-eight elementary students who are eleven years old were used in the analysis of exploring relationships between factors influencing flow. 相似文献
14.
面向不确定图的k最近邻查询 总被引:1,自引:0,他引:1
生物网络、社会网络、交际网络等复杂的网络被广泛的研究,由于数据抽出时引入的噪声和错误使这些数据具有不确定性,因此可以对这些应用使用不确定图模型建模,k最近邻查询问题是查询一个图上的距离某个特定点最近的k个邻居节点的问题,它是不确定图上的一个基础问题.设计了一个解决不确定图上最近邻问题的框架,首先定义了一种新颖的不确定图上的k最近邻查询,然后提出了针对该查询的一般处理算法,同时对该算法进行了优化,使算法效率得到极大提高.理论分析和实验结果表明提出的算法能够高效地处理不确定图上的k最近邻查询. 相似文献
15.
This study links generational literature and information systems (IS) research by investigating the effect of generational differences on the usage of Twitter. Using theories of technology acceptance and IS continuance, we propose a research model to explore whether digital natives (DN) and digital immigrants (DI) perceive technology differently, and whether any such differences affect Twitter use-continuance behaviour. Structural equation modelling analysis of survey data from 385 users reveals that DN and DI perceive Twitter differently, providing partial support for the propositions of the model. The findings emphasise the role of generation in explaining users' continuance behaviour, with DN experiencing more social pressure to use Twitter, and finding it easier to use – but less useful – than do DI. This study has important implications for research in that it contributes to the debate on generational differences and to the IS continuance literature. 相似文献
16.
Based on social cognitive theory and the balanced thinking–feelings model, this study proposes a research model to examine the different roles of general computer self-efficacy (CSE) and specific CSE. The research model was tested with a survey of university students in Singapore in the Facebook context. It is found that while general CSE affects continuance intention through both cognition and affection, specific CSE mainly affects continuance intention through cognition. It is also found that general computer experience affects general CSE only and specific computer experience affects specific CSE only. 相似文献
17.
Kan-Min Lin 《Behaviour & Information Technology》2015,34(9):882-892
With the maturity of the social network service (SNS) market, the increasing sophistication of its customer or user base, and the growing intensity of competition, SNS success has now become a pressing issue. Understanding the antecedents of continuance intention is the first step to assure the success of an SNS. This study proposed a model to examine the key drivers of users’ intention to continue using SNSs from negative standpoints. The developed research model was empirically validated using the responses from a field survey of 236 Asian undergraduates. The results revealed that normative pressure and fatigue are the main determinants of the users’ intention to continue using SNSs. Moreover, the findings showed that satisfaction is a major determinant of fatigue, whereas negative critical incidents are crucial predictors of satisfaction. The negative critical incidents experienced when undergraduates use services include rumour dissemination, advertising interference, and low ease of use. The implications of the present findings for research and managerial practice were analysed and discussed. 相似文献
18.
《Behaviour & Information Technology》2012,31(12):1280-1291
This study examines determinants that affect the behaviour of information systems (IS) users, and influence of the users’ decisions to continue using IS by two models: the technology acceptance model (TAM) and the expectation-confirmation model of IS continuance (ECM-IS). The behaviour of professionals who utilise complex software solutions for performing their working tasks has been in the focus of this research. Based on data gathered from questionnaires filled-out by users of the integrated accounting and budgeting software (IABS), the confirmatory factor analysis has shown that both models demonstrate good factor, convergence and discriminatory validity, respectively. The comparison of the obtained results has been performed, and it shows that ECM-IS has a larger explanatory power (R2) over TAM, explaining 49% of the dependent variable (IS continuance intention) in relation to 29%. The IS continuance intention is determined by the users’ satisfaction and perceived usefulness. The user satisfaction is influenced by perceived usefulness and confirmation. The confirmation of the user's expectations has had a positive influence on perceived usefulness. The perceived ease of use has not exerted a significant influence on the user's intention of IS continuance. 相似文献
19.
The purpose of this study is twofold: first, to investigate user goals in social virtual worlds; second, to introduce a methodological alternative (i.e., a means-end chain approach) for analyzing user goals in cyberspaces. The data were acquired from a web survey, and were analyzed by means-end chain analysis (MECA), which produces users’ goal structure in reference to a hierarchical system of interrelated goals (Olson & Reynolds, 1983). The results show that people come to social virtual worlds to satisfy their social and hedonic needs, and to escape from real world constraints, as do virtual community members and virtual gamers; they also pursue unique activities, such as creating virtual objects and selling them. On the other hand, by clarifying relations among users’ goals, MECA provides a richer explanation for user goals than prior research which only offers separate user goals for cyberspace users without explanation of relationship among goals. 相似文献
20.
Lee Spector Jon Klein Chris Perry Mark Feinstein 《Genetic Programming and Evolvable Machines》2005,6(1):111-125
We demonstrate the emergence of collective behavior in two evolutionary computation systems, one an evolutionary extension
of a classic (highly constrained) flocking algorithm and the other a relatively un-constrained system in which the behavior
of agents is governed by evolved computer programs. The first system demonstrates the evolution of a form of multicellular
organization, while the second demonstrates the evolution of a form of altruistic food sharing. In this article we describe
both systems in detail, document the emergence of collective behavior, and argue that these systems present new opportunities
for the study of group dynamics in an evolutionary context. We also provide a brief overview of the breve simulation environment in which the systems were produced, and of breve’s facilities for the rapid, exploratory development of visualization strategies for artificial life. 相似文献