Distinguishing characteristics of organizations using computers
Information and Management
The impact of information systems on organizations and markets
Communications of the ACM
Security concerns of system users: a study of perceptions of the adequacy of security
Information and Management
Issues and opinion on structural equation modeling
MIS Quarterly
Research Report: Empirical Test of an EDI Adoption Model
Information Systems Research
A contingency perspective on internet adoption and competitive advantage
European Journal of Information Systems
European Journal of Information Systems - Managing e-business transformation
An integrated model of information systems adoption in small businesses
Journal of Management Information Systems
Business use of the internet: an analytical framework and exploratory case study
International Journal of Electronic Commerce
Factors affecting the implementation success of Internet-based information systems
Computers in Human Behavior
Journal of Management Information Systems
An integrative study of information systems security effectiveness
International Journal of Information Management: The Journal for Information Professionals
Avatar-based Innovation Processes - Are Virtual Worlds a breeding ground for Innovations?
Proceedings of International Conference on Information Integration and Web-based Applications & Services
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The purpose of this study was to understand why organizational adoption of virtual worlds much has been much slower than expected, by empirically identifying factors that influence organizational intent to adopt virtual worlds. To do so, we developed a model of factors that influence organizational adoption of virtual worlds, based on the Technology-Organization-Environment framework. The model was tested using survey data from organizations, as well as secondary data. Interestingly, mimetic pressures and normative pressures exhibit the strongest effects on organizational intent to adopt virtual worlds. Contrary to expectations, none of the technical factors were to be found significant. These findings provide insights into why the organizational adoption rate of virtual worlds is much slower than expected. First, organizations are intended to adopt virtual worlds if other organizations are adopting virtual worlds. However, organizations are not adopting virtual worlds. Second, because respective competitors that have adopted virtual worlds are not benefiting or succeeding, organizations are not induced to adopt. Last, technological factors, such as relative advantage and compatibility, do not currently have a significant impact on an organization's intent to adopt virtual worlds.