Extending the TAM for a World-Wide-Web context
Information and Management
Possible Worlds: The Social Dynamic of Virtual Reality Technology
Possible Worlds: The Social Dynamic of Virtual Reality Technology
International Journal of Human-Computer Studies - Special issue on HCI and MIS
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
A motivational model of microcomputer usage
Journal of Management Information Systems
Designing Virtual Worlds
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
A meta-analysis of the technology acceptance model
Information and Management
Consumer Attitudes Toward Mobile Advertising: An Empirical Study
International Journal of Electronic Commerce
An investigation of user communication behavior in computer mediated environments
Computers in Human Behavior
Effect of use contexts on the continuous use of mobile services: the case of mobile games
Personal and Ubiquitous Computing
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
Journal of Theoretical and Applied Electronic Commerce Research
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This study develops a framework for understanding user intentions and behaviors within a virtual world environment. The proposed framework posits that the intention to participate in virtual world is defined by a person's 1) social identity, 2) attitude toward using the service, 3) subjective norms, 4) attitude toward advertising on the service and 5) enjoyment. The proposed model is tested using data (n=319) from members of the virtual world environment. The results support the multidimensional view of social identity and show a strong positive association between social identity and intention and social identity and behavior, and further, confirm the intention-behavior link. Moreover, the results indicate that social identity outweighs the significance of a person's attitude and relevant subjective norms in explaining intention and behavior. The results also indicate that enjoyment strongly explains both ease of use and attitude.