Challenges and strategies for research in systems development
Challenges and strategies for research in systems development
Issues and opinion on structural equation modeling
MIS Quarterly
Why do people use information technology?: a critical review of the technology acceptance model
Information and Management
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
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 role-playing virtual world for web-based application courses
Computers & Education
Marketing strategies in virtual worlds
ACM SIGMIS Database
User acceptance of virtual worlds: the Hedonic framework
ACM SIGMIS Database
The acceptance and use of a virtual learning environment in China
Computers & Education
Examining the effects of cognitive style in individuals' technology use decision making
Decision Support Systems
Modeling Healthcare Logistics in a Virtual World
IEEE Internet Computing
Development and evaluation of a virtual campus on Second Life: The case of SecondDMI
Computers & Education
Acceptance of Internet-based learning medium: the role of extrinsic and intrinsic motivation
Information and Management
User acceptance of hedonic information systems
MIS Quarterly
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Second Life is a three dimensional multi-user virtual environment within the Web 2.0 suite of applications which has gained wide spread popularity amongst educators in the recent years. However, limited empirical research has been reported on the adoption of Second Life, especially within higher education. The majority of technology adoption studies concentrate on analysing effects of utilitarian variables on adoption of a new technology however one should also focus on the hedonic effects when it comes to the adoption of Web 2.0 technologies which are highly interactive, involving, multi-user and entertaining. In this paper, the authors analyse the effect of utilitarian and hedonic behaviours on adoption of Second Life in a higher education context. To achieve this goal the authors propose an extension to Davis' Technology Acceptance Model TAM by including emotional and imaginative responses as hedonic behaviours and usefulness, ease-of-use and computer self-efficacy as utilitarian behaviours. Empirical evaluation of the proposed model suggests that hedonic behaviours, emotional responses in particular, emerged as the strongest predictors of Second Life adoption. The study findings further suggest that traditional technology acceptance approaches may fall short in being able to explain the usage of today's highly interactive, multi-user and entertainment-oriented technologies.