Why do individuals use computer technology?: a Finnish case study
Information and Management
Extending the TAM for a World-Wide-Web context
Information and Management
Factors influencing the usage of websites: the case of a generic portal in The Netherlands
Information and Management
Understanding online purchase intentions: contributions from technology and trust perspectives
European Journal of Information Systems
An extension of the technology acceptance model in an ERP implementation environment
Information and Management
Design aesthetics leading to m-loyalty in mobile commerce
Information and Management
Value-based Adoption of Mobile Internet: An empirical investigation
Decision Support Systems
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
Understanding the Adoption of Multipurpose Information Appliances: The Case of Mobile Data Services
Information Systems Research
Consumer Attitudes Toward Mobile Advertising: An Empirical Study
International Journal of Electronic Commerce
Information technology (IT) in Saudi Arabia: Culture and the acceptance and use of IT
Information and Management
Information and Management
The interplay of beauty, goodness, and usability in interactive products
Human-Computer Interaction
Journal of Management Information Systems
Information Systems Research
Virtual worlds - past, present, and future: New directions in social computing
Decision Support Systems
Internet uses and gratifications: A survey in the Indian context
Computers in Human Behavior
User goals in social virtual worlds: A means-end chain approach
Computers in Human Behavior
Information and Management
Defining the lines between virtual and real world purchases: Second Life sells, but who's buying?
Computers in Human Behavior
Avatar-based innovation: Consequences of the virtual co-creation experience
Computers in Human Behavior
Dr. Jekyll vis-à-vis Mr. Hyde: Personality variation between virtual and real worlds
Information and Management
Realism, idealization, and potential negative impact of 3D virtual relationships
Computers in Human Behavior
User acceptance of hedonic information systems
MIS Quarterly
Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel
Computers in Human Behavior
Understanding use continuance in virtual worlds: Empirical test of a research model
Information and Management
International Journal of Information Management: The Journal for Information Professionals
Psychological needs and virtual worlds: Case Second Life
International Journal of Human-Computer Studies
Impact of Flow and Brand Equity in 3D Virtual Worlds
Journal of Database Management
Computers in Human Behavior
Computers in Human Behavior
Lost in space? Cognitive fit and cognitive load in 3D virtual environments
Computers in Human Behavior
Development of scales for the measurement of principles of design
International Journal of Human-Computer Studies
International Journal of Information Management: The Journal for Information Professionals
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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.