Why do people use information technology?: a critical review of the technology acceptance model
Information and Management
What drives mobile commerce? An empirical evaluation of the revised technology acceptance model
Information and Management
Research Note-Two Competing Perspectives on Automatic Use: A Theoretical and Empirical Comparison
Information Systems Research
Understanding the Adoption of Multipurpose Information Appliances: The Case of Mobile Data Services
Information Systems Research
Virtual worlds as a medium for advertising
ACM SIGMIS Database
Marketing strategies in virtual worlds
ACM SIGMIS Database
User acceptance of virtual worlds: the Hedonic framework
ACM SIGMIS Database
Understanding information systems continuance: The case of Internet-based learning technologies
Information and Management
Virtual item purchase behavior in virtual worlds: an exploratory investigation
Electronic Commerce Research
Integrating perceived playfulness into expectation-confirmation model for web portal context
Information and Management
User acceptance of hedonic information systems
MIS Quarterly
Computers in Human Behavior
The temporal relationships among habit, intention and IS uses
Computers in Human Behavior
International Journal of Information Management: The Journal for Information Professionals
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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.