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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.
Although perceived value has long been recognised as an influential means of affecting continuance intention in information systems (IS), little attention has been devoted to explore its antecedents, which constitutes an important research issue. This study, building on prior literature on continued usage in IS as well as the resource-based view, proposed a model to address this gap. Our model suggests that perceived value, a major driving force for members’ satisfaction and continuance intention, is affected by four kinds of resources embedded in virtual communities, which are relationship resources, technology infrastructure, knowledge resources and human resources. To provide additional insights on the pivotal role of perceived value, we also postulate that experience moderates the link between perceived value and its antecedents. Data collected from 235 members of a professional virtual community provide strong support for the research model. It was found that perceived value exerts a great effect on both satisfaction and continuance intention. In addition, when different levels of experience are taken into consideration, relationship resources, knowledge resources and human resources were found to be more salient to high-experience members, whereas technology infrastructure was found to be more salient to low-experience members. Finally, this study discusses the implications of these findings and offers direction for future research.  相似文献   

3.
We decided to examine why people continue to use virtual worlds by studying a real example: the popular virtual world of Second Life. This involved building and testing a model of virtual worlds based on habit from both the habit/automaticity and instant automaticity perspectives, the latter based on utilitarian and hedonic goals. The results (for a sample of 339 users) suggested that continuance intention for the virtual world was driven by perceived usefulness, enjoyment, and both perspectives of automatic behavior, which together provide considerable explanatory power for both habit and continuance intention. We conclude with implications for practice in this new area of inquiry.  相似文献   

4.
ABSTRACT

The purpose of the current research is to examine the influence of expectation confirmation, network externalities, and flow on word-of-mouth intention and continued use of mobile shopping apps. A structured online survey questionnaire is used to collect data from 363 users of mobile shopping apps. Structural equation modeling is used to analyze the research model. The findings reveal that indirect network externalities, i.e., perceived complementarity, influence perceived usefulness of the mobile shopping app. Users’ confirmation of expectations significantly influences perceived usefulness, satisfaction, and continuance intention to use mobile apps. Satisfaction is found to be a significant predictor of continuance intention and word-of-mouth intention. Flow influences satisfaction of users, perceived usefulness, and continuance intention. Word-of-mouth intention is found to be an important post-adoption behavioral outcome. The results provide valuable theoretical insights for academics and managerial implications for providers of mobile shopping apps.  相似文献   

5.
Continued usage of information systems (or, IS continuance) has proven to be a critical success parameter for ICT implementation at the top of the global economic pyramid. However, there are few studies which have explored continued IS usage at the bottom of the economic pyramid (BOP) though it represents the majority of the world’s population. To fill this knowledge gap, this study develops an mHealth continuance model at the BOP framing the impact of two post adoption expectation beliefs (i.e., perceived service quality and perceived trust). This study extends ECM (expectation confirmation model) perspective synthesizing the extant literature on continued IS usage, service quality and consumer trust. The proposed model was empirically tested within the context of mHealth (mobile health) services at the BOP, applying PLS (partial least squares) under a cross sectional study. The findings confirm that both perceived service quality and perceived trust have significant explanatory power under an integrated ECM providing superior prediction of continuance intentions. The study concludes by discussing conceptual contributions, practical implications, limitations and future research directions.  相似文献   

6.
Virtual worlds, where thousands of people can interact simultaneously within the same three-dimensional environment, represent a frontier in social computing with critical implications for business, education, social sciences, and our society at large. In this paper, we first trace the history of virtual worlds back to its antecedents in electronic gaming and on-line social networking. We then provide an overview of extant virtual worlds, including education-focused, theme-based, community-specific, children-focused, and self-determined worlds – and we analyze the relationship among these worlds according to an initial taxonomy for the area. Recognizing the apparent leadership of Second Life among today's self-determined virtual worlds, we present a detailed case study of this environment, including surveys of 138 residents regarding how they perceive and utilize the environment. Lastly, we provide a literature review of existing virtual world research, with a focus on business research, and a condensed summary of research issues in education, social sciences, and humanities.  相似文献   

7.
Virtual Worlds are facing several challenges to become a mature technology commonly used in their numerous potential applications such as games, training, education, health and collaborative work. Main challenges are the introduction of multimedia in virtual worlds and the decrease of the cost and the required time for their design, which remains an empirical process. This paper proposes a methodology for introducing multimedia and decreasing the cost and needed time. The main interest of the proposed methodology is to provide virtual worlds with multimedia, interoperability and reusability properties. Interoperability enables virtual entities belonging to virtual worlds independently designed (i.e., no prior explicit agreement exists between theirs respective designers) to interact with each others. Reusability enables virtual worlds designers to use a virtual entity pattern initially designed for a virtual world A to be used in the design of a new virtual world B. The originality of this methodology relies on multiagent concepts and learning techniques for avoiding prior complex specifications tasks to achieve interoperability and reusability of multimedia virtual entities in virtual worlds.  相似文献   

8.
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   

9.
Virtual worlds, as electronic environments where individuals can interact in a realistic manner in form of avatars, are increasingly used by gamers, consumers and employees. Therefore, they provide opportunities for reinventing business processes. Especially, effective knowledge management (KM) requires the use of appropriate information and communication technology (ICT) as well as social interaction. Emerging virtual worlds enable new ways to support knowledge and knowing processes because these virtual environments consider social aspects that are necessary for knowledge creating and knowledge sharing processes. Thus, collaboration in virtual worlds resembles real‐life activities. In this paper, we shed light on the use of Second Life (SL) as a KM platform in a real‐life setting. To explore the potential and current usage of virtual worlds for knowledge and knowing activities, we conducted a qualitative study at IBM. We interviewed IBM employees belonging to a special workgroup called ‘Web 2.0/virtual worlds’ in order to gain experience in generating and exchanging knowledge by virtually collaborating and interacting. Our results show that virtual worlds – if they are able to overcome problems like platform stability, user interface or security issues – bear the potential to serve as a KM platform. They facilitate global and simultaneous interaction, create a common context for collaboration, combine different tools for communication and enhance knowledge and knowing processes.  相似文献   

10.
The expectation–confirmation model (ECM) of continued information systems (IS) use has proven to be successful across online service contexts. Previous studies based on ECM have focused on a referent (i.e., comparison standard) that is centered on the target IS (i.e., target online service). The effect of this referent, captured through confirmation, has been strongly demonstrated. Yet, few studies have explored the saliency of two additional reference effects, captured through self-image congruity and regret, in online service continuance. To fill this knowledge gap, this paper attempts to develop a research model that extends the ECM perspective in view of the additional contributions of regret and self-image congruity on two post-adoption beliefs (perceived usefulness and perceived enjoyment) and continuance intention. For this extension, we synthesized the extant literature on continued IS use, self-image congruity, and regret. The model was empirically tested within the context of a social network service. Our analysis result shows that self-image congruity plays a key role in forming the two post-adoption beliefs. It is also found that the absolute effect of regret on continuance intention is larger than the effects of other antecedents identified in IS. Overall, this study preliminarily confirms the salience of self-image congruity and regret in online service continuance.  相似文献   

11.
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   

12.
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   

13.
Virtual Worlds evolution is breaking the barriers of virtual isolation, thus allowing users to participate in geographically dispersed and culturally diverse places. At the same time, mobile agents have been established as a solid programming method for heterogeneous networking and computing environments. Our work focuses on the definition of a distributed Virtual World reference platform for enhanced users' experience. Towards interconnecting virtual worlds with mobile agents, we have further enriched the concept of a human‐like appearance avatar. We propose two distributed virtual world architectures, namely loose and tight. In parallel, we present a relevant implementation scheme along with experimental results that prove the performance enhancements achieved against the classic client/server model. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   

14.
With the ever increasing costs of manual content creation for virtual worlds, the potential of creating it automatically becomes too attractive to ignore. However, for most designers, traditional procedural content generation methods are complex and unintuitive to use, hard to control, and generated results are not easily integrated into a complete and consistent virtual world.We introduce a novel declarative modeling approach that enables designers to concentrate on stating what they want to create instead of on describing how they should model it. It aims at reducing the complexity of virtual world modeling by combining the strengths of semantics-based modeling with manual and procedural approaches. This article describes two of its main contributions to procedural modeling of virtual worlds: interactive procedural sketching and virtual world consistency maintenance. We discuss how these techniques, integrated in our modeling framework SketchaWorld, build up to enable designers to create a complete 3D virtual world in minutes. Procedural sketching provides a fast and more intuitive way to model virtual worlds, by letting designers interactively sketch their virtual world using high-level terrain features, which are then procedurally expanded using a variety of integrated procedural methods. Consistency maintenance guarantees that the semantics of all terrain features is preserved throughout the modeling process. In particular, it automatically solves conflicts possibly emerging from interactions between terrain features.We believe that these contributions together represent a significant step towards providing more user control and flexibility in procedural modeling of virtual worlds. It can therefore be expected that by further reducing its complexity, virtual world modeling will become accessible to an increasingly broad group of users.  相似文献   

15.
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   

16.
Previous research suggests that an eventual information technology (IT) success depends on both its initial adoption (acceptance) and subsequent continued usage (continuance). Theory of planned behaviour (TPB) has been successfully used to predict users' acceptance of IT. Yet, this theory has not been applied to the context of continuance of IT. This paper examines post-adoption cognitive beliefs and factors influencing one's intention to continue using (continuance) electronic services (e-services). Decomposed theory of planned behaviour (DTPB) is adapted from social psychology and integrated with theoretical and empirical findings from prior information systems (IS) usage research to theorize a model of e-service continuance. Specifically, the research model decomposes the perceived behavioural control components of TPB into Internet self-efficacy and perceived controllability, the subjective norm component into social influences and interpersonal influence, and the attitude component into perceived usefulness, perceived playfulness, and perceived risk. Nine research hypotheses derived from this model are empirically validated using a field survey of Web-based tax filing service users. The results suggest that users' continuance intention is determined by Internet self-efficacy and satisfaction. Satisfaction, in turn, is jointly determined by interpersonal influence, perceived usefulness, and perceived playfulness.  相似文献   

17.
Given the proliferation of social networking sites (SNSs), it has become important to understand users’ continued attraction and usage of them. Previous works on information systems (IS) and marketing have paid little attention to the role of automatic mechanisms in frequently used IS such as mobile applications and SNSs. We develop an integrated framework to examine the effects of conscious and automatic mechanisms on SNS users’ postadoption behaviors. Considering the unique characteristics of SNSs, we posit user satisfaction, trust in an SNS provider, and prior SNS use as key drivers accelerating the development of SNS habitual use. Longitudinal data collected from 250 Facebook users were tested against the research model using partial least squares. The findings showed that SNS continuance usage is shaped by automatic factor as well as by reasoned conscious factor. In particular, SNS continuance usage is largely explained by SNS habit. User satisfaction, trust in an SNS provider, and prior SNS use were found to be the key enablers of developing SNS habit. Moreover, the analysis results clarify the exact role of relationship management, self-presentation, perceived enjoyment, and trust in an SNS provider in users’ decision-making processes. Implications for research and practice are described.  相似文献   

18.
The importance of teaching blogs motivates schools to adopt them. The value realized from these teaching blogs depends on teachers' ongoing participation and contribution, but limited research explains why teachers continue to use teaching blogs after their initial adoption. To promote teachers' continued usage of teaching blogs, it is important to know the underlying reasons. This study extended Bhattacherjee's expectation–confirmation model by adding two moderating effects (perceived voluntariness and habit) on the intention–usage relationship. Longitudinal data were collected from a survey questionnaire completed by 195 Taiwanese senior and vocational school teachers. The partial least squares model was used to test the measurement and structural models. The results indicate that confirmation has a direct effect on perceived usefulness, while satisfaction is jointly determined by perceived usefulness and confirmation. The continuance intention of teaching blogs is jointly determined by satisfaction and perceived usefulness, with 34% variance explained. The continued usage of teaching blogs is jointly determined by perceived voluntariness and habit, with 42% variance explained. The results also show that a higher level of perceived voluntariness for teaching blogs increases the effect of continuance intention on continued usage. However, habit does not moderate the intention–usage relationship. The implications for theory and practice, as well as suggestions for future research, are also discussed.  相似文献   

19.
Despite the growth and commercial potential of virtual worlds, relatively little is known about what drives users’ motivations to engage in virtual worlds. This paper proposes and empirically tests a conceptual model aimed at filling this research gap. Given the multipurpose nature of virtual words the model integrates extrinsic and intrinsic motivation as behavioral determinants. By making use of the literature on information system value and motivation theory four important system-specific virtual world characteristics (economic value, ease of use, escapism, visual attractiveness) are added as motivational drivers. Using structural equation modeling on a sample of 846 users of the virtual world Second Life the hypotheses were tested. The results support the model; they confirm the role of extrinsic and intrinsic motivation as behavioral determinants and show how and to what extent the four system-specific elements function as motivational basis. Implications for research and practice are discussed.  相似文献   

20.
The use of virtual worlds as an emerging technology is already having a significant impact on business to consumer commerce and on corporate Internet retailing strategies. This research investigates consumer behavior in e-commerce retail environments, particularly with respect to consumer attitudes toward using virtual world’s shopping compared to web-based, online shopping for real-world items. We investigate two forms of presence, perceived social presence and telepresence, and their effect on attitudes toward e-commerce, attitudes that ultimately influence the consumer's intention to shop using a particular e-commerce environment. Key implications of this research for researchers and practitioners are discussed.  相似文献   

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