Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
User acceptance of hedonic information systems
MIS Quarterly
Understanding use continuance in virtual worlds: Empirical test of a research model
Information and Management
Psychological needs and virtual worlds: Case Second Life
International Journal of Human-Computer Studies
International Journal of Virtual and Personal Learning Environments
Imaginal and emotional experiences in pleasure-oriented IT usage: A hedonic consumption perspective
Information and Management
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Research on information technology (IT) adoption focuses almost entirely on productivity-oriented IT such as word processing. Little attention has been directed at investigating adoption of entertainment-oriented IT such as virtual worlds. Contending that it is important to better understand adoption of this technology, we develop a theoretical framework that recognizes the potential of imaginal and emotional responses in explaining user acceptance of virtual worlds. With its basis in the hedonic theory, the research framework may benefit the developers and sponsors of virtual worlds as they strive to build and sustain a customer base. The paper also outlines an example to illustrate one way to approach a consideration of the imaginal and emotional variables.