SIGCPR '96 Proceedings of the 1996 ACM SIGCPR/SIGMIS conference on Computer personnel research
Net gain: expanding markets through virtual communities
Net gain: expanding markets through virtual communities
The Virtual Community: Homesteading on the Electronic Frontier
The Virtual Community: Homesteading on the Electronic Frontier
Two case studies of open source software development: Apache and Mozilla
ACM Transactions on Software Engineering and Methodology (TOSEM)
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Designing Virtual Worlds
Journal of Management Information Systems
Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel
Computers in Human Behavior
A study on the goal value for massively multiplayer online role-playing games players
Computers in Human Behavior
Computers in Human Behavior
Forming relationship commitments to online communities: The role of social motivations
Computers in Human Behavior
A review of interoperability and possibilities for data analysis from virtual world environments
International Journal of Metadata, Semantics and Ontologies
Computers in Human Behavior
Computers in Human Behavior
Digital educational game value hierarchy from a learners' perspective
Computers in Human Behavior
International Journal of Information Management: The Journal for Information Professionals
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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.