Multivariate data analysis (4th ed.): with readings
Multivariate data analysis (4th ed.): with readings
Quantifying immersion in virtual reality
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Emotion & design: attractive things work better
interactions
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
Web Site Usability, Design, and Performance Metrics
Information Systems Research
Businesses as Buildings: Metrics for the Architectural Quality of Internet Businesses
Information Systems Research
2D vs 3D, Implications on Spatial Memory
INFOVIS '01 Proceedings of the IEEE Symposium on Information Visualization 2001 (INFOVIS'01)
OZCHI '96 Proceedings of the 6th Australian Conference on Computer-Human Interaction (OZCHI '96)
Assessing dimensions of perceived visual aesthetics of web sites
International Journal of Human-Computer Studies - Incorporating knowledge acquisition
The importance of affective quality
Communications of the ACM - Special issue: RFID
Understanding web home page perception
European Journal of Information Systems
Place, sense of place, and presence
Presence: Teleoperators and Virtual Environments
Relational Antecedents of Information Flow Integration for Supply Chain Coordination
Journal of Management Information Systems
WebQual: An Instrument for Consumer Evaluation of Web Sites
International Journal of Electronic Commerce
Sustainable virtual world ecosystems
ACM SIGMIS Database
Modeling Web Site Design Across Cultures: Relationships to Trust, Satisfaction, and E-Loyalty
Journal of Management Information Systems
Designing usable online stores: A landscape preference perspective
Information and Management
Leveraging Standard Electronic Business Interfaces to Enable Adaptive Supply Chain Partnerships
Information Systems Research
Engaging Group E-Learning in Virtual Worlds
Journal of Management Information Systems
Journal of Management Information Systems
The Cognitive Selection Framework of Knowledge Acquisition Strategy in Virtual Communities
HICSS '10 Proceedings of the 2010 43rd Hawaii International Conference on System Sciences
Validating instruments in MIS research
MIS Quarterly
User acceptance of hedonic information systems
MIS Quarterly
Getting Real About Virtual Worlds: A Review
International Journal of Virtual Communities and Social Networking
International Journal of Business Information Systems
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Virtual worlds, immersive three-dimensional virtual spaces where users interact with projected identities of other users (avatars) and objects, are becoming increasingly popular and continue to grow as highly interactive, collaborative, and commercial cyberspaces. However, extant research in this context has not paid much attention to usability design of a virtual world and corresponding effects on users' psychological desire to own and control the space and objects within it and subsequent behavior intention. In this study, we apply concepts of Web site usability and psychological ownership to develop a model that illustrates the relationships between seven usability factors (legibility, firmness, coherence, variety, mystery, classic, and expressive visual aesthetics), four antecedents of psychological ownership (cognitive appraisals, perceived control, affective appraisals, and self-investment), psychological ownership, and use intention. A cross-sectional study with 239 Second Life users was conducted. The results demonstrate that designing a usable virtual world that induces strong psychological ownership is crucial to attract users to spend more time, participate in more activities, and revisit the virtual world. This is an important finding for forward-looking e-business managers looking to invest their limited resources in designing a usable virtual world. In addition, by using our model and corresponding survey items, designers can benchmark and evaluate the usability of their current virtual worlds, compare the results to the designs of competitors, and upgrade the offerings of virtual worlds, as needed, by allocating available resources to the most influential design factors to suit their specific needs.