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'Chill With Friends' - Continuous Engagement in Social Virtual Worlds Among Digital Natives

机译:'与朋友寒意 - 在数字本地人之间的社会虚拟世界中持续参与

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IS research on social virtual worlds (SVWs) has been contextually biased towards Second Life (SL). While young people constitute the largest SVW user group they do not normally use SL. We investigate the reasons for teenagers' continuous engagement in Habbo Hotel with a multi-method approach. Grounded in the Uses & Gratifications approach and IT adoption literature, we develop a model examining the role of utilitarian, hedonic and social outcomes as well as normative influence in explaining continuous usage intention. The model is empirically tested with data collected from 1,770 Habbo users and analyzed using structural equation modeling. We triangulate our findings with a structured content analysis of user comments. The results demonstrate that perceived network effects exert the strongest influence on continuous use intention, followed by media and commercials. The qualitative analysis shows that the value of Habbo is essentially derived from the presence of other users and in-world experiences.
机译:关于社会虚拟世界的研究(SVWS)已经朝向第二寿命(SL)偏见。虽然年轻人构成最大的SVW用户组,但它们通常不会使用SL。我们调查了多种方法方法的青少年持续参与的原因。在使用和满足方法和采用文学中,我们开发了一个模型,审查了功利,诸着社会成果的作用以及规范性影响,解释了连续使用意图。该模型经验与收集的数据从1,770个Habbo用户收集并使用结构方程建模分析。我们将我们的调查结果与用户评论的结构化内容分析进行了三角化。结果表明,感知网络效应对连续使用意图产生最强的影响,其次是媒体和广告。定性分析表明,HABBO的价值基本上源于其他用户和世界各地的经历。

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