Assessing IT usage: the role of prior experience
MIS Quarterly
The Virtual Community: Homesteading on the Electronic Frontier
The Virtual Community: Homesteading on the Electronic Frontier
Information Systems Frontiers
Born Digital: Understanding the First Generation of Digital Natives
Born Digital: Understanding the First Generation of Digital Natives
International Journal of Electronic Commerce
User goals in social virtual worlds: A means-end chain approach
Computers in Human Behavior
Defining the lines between virtual and real world purchases: Second Life sells, but who's buying?
Computers in Human Behavior
Avatar-based innovation: Consequences of the virtual co-creation experience
Computers in Human Behavior
Research Commentary---Digital Natives and Ubiquitous Information Systems
Information Systems Research
Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel
Computers in Human Behavior
Purchase behavior in virtual worlds: An empirical investigation in Second Life
Information and Management
Understanding use continuance in virtual worlds: Empirical test of a research model
Information and Management
Computers in Human Behavior
Virtual space and place: theory and test
MIS Quarterly
International Journal of Information Management: The Journal for Information Professionals
It is not for fun: An examination of social network site usage
Information and Management
Attracted to or Locked In? Predicting Continuance Intention in Social Virtual World Services
Journal of Management Information Systems
Hi-index | 0.00 |
Millions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, often referred to as digital natives, represent an under-investigated group in the virtual world research and the Information Systems literature. To this end, we draw on developmental psychology and the uses and gratifications approach to examine teenagers' continuous SVW use with a multi-method approach. We first investigate role of psychological gratifications and social influences in predicting teenagers' intention to continue using Habbo Hotel. Thereafter, to gain a deeper understanding of their in-world activities, we triangulate our findings with a structured content analysis of the respondents' open-ended comments. Our quantitative and qualitative findings show that the intentions to continue SVW use are predominantly hedonically motivated. Moreover, we demonstrate that inside the platform users engage in social activities that are often associated with the hedonic experience. Finally, we discuss how these activities both extend and are distinct from digital natives' offline and online social interactions.