The rediscovery of the mind
The user-centered iterative design of collaborative writing software
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Support for workspace awareness in educational groupware
CSCL '95 The first international conference on Computer support for collaborative learning
Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
A space based model for user interaction in shared synthetic environments
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
Issues and opinion on structural equation modeling
MIS Quarterly
Supporting virtual team collaboration: the TeamSCOPE system
GROUP '99 Proceedings of the international ACM SIGGROUP conference on Supporting group work
Social interaction in virtual enviroments: key issues, common themes, and a framework for research
The social life of avatars
Place to Space: Migrating to Ebusiness Models
Place to Space: Migrating to Ebusiness Models
A Descriptive Framework of Workspace Awareness for Real-Time Groupware
Computer Supported Cooperative Work
Mobile commerce: technology, theory, and applications
Mobile commerce: technology, theory, and applications
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
European Journal of Information Systems
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Property rights, legal issues, and business models in virtual world communities
Electronic Commerce Research
The place probe: exploring a sense of place in real and virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
A spatial model of interaction in large virtual environments
ECSCW'93 Proceedings of the third conference on European Conference on Computer-Supported Cooperative Work
The impact of Web quality and playfulness on user acceptance of online retailing
Information and Management
Reconceptualizing System Usage: An Approach and Empirical Test
Information Systems Research
The Experience of Presence: Factor Analytic Insights
Presence: Teleoperators and Virtual Environments
Journal of Management Information Systems
Diffusion of virtual innovation
ACM SIGMIS Database
Virtual worlds as a medium for advertising
ACM SIGMIS Database
vCRM: virtual customer relationship management
ACM SIGMIS Database
Team collaboration in virtual worlds
ACM SIGMIS Database
Marketing strategies in virtual worlds
ACM SIGMIS Database
The dismal economics of virtual worlds
ACM SIGMIS Database
Analyzing place metaphors in 3D educational collaborative virtual environments
Computers in Human Behavior
Settings for Collaboration: the Role of Place
Computer Supported Cooperative Work
Social software: fun and games, or business tools?
Journal of Information Science
Computers in Human Behavior
Virtual space and place: theory and test
MIS Quarterly
Journal of Theoretical and Applied Electronic Commerce Research
Predicting users' return to virtual worlds: a social perspective
Information Systems Journal
International Journal of Information Management: The Journal for Information Professionals
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Virtual worlds have received considerable attention as platforms for entertainment, education, and commerce. But organizations are experiencing failures in their early attempts to lure customers, employees, or partners into these worlds. Among the more grievous problems is the inability to attract users back into a virtual environment. In this study, we propose and test a model to predict users' intentions to return to a virtual world. Our model is based on the idea that users intend to return to a virtual world having conceived of it as a "place" in which they have had meaningful experiences. We rely on the interactionist theory of place attachment to explain the links among the constructs of our model. Our model is tested via a lab experiment. We find that users' intentions to return to a virtual world is determined by a state of deep involvement (termed cognitive absorption) that users experience as they perform an activity and tend to lose track of time. In turn, cognitive absorption is determined by users' awareness of whom they interact with and how they interact within a virtual world, what they interact about, and where, in a virtual sense, such interaction occurs. Our work contributes to theory in the following ways: it identifies state predictors of cognitive absorption, it conceives of virtual worlds in such a way as to account for users' experiences through the notion of place, and it explains how the properties of a virtual world contribute to users' awareness.