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Exploring factors of media characteristic influencing flow in learning through virtual worlds
- Computers & Education
"... NOTICE: This is the author’s version of a work accepted for publication by Elsevier. Changes resulting from the publishing process, including peer ..."
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NOTICE: This is the author’s version of a work accepted for publication by Elsevier. Changes resulting from the publishing process, including peer
Second Life and E-Marketing in an Online Social Network: The
"... Second Life (SL) is leading three-dimensional (3D) virtual worlds working in an electronic environment. The residents have freedom to socialize, explore, meet people and build products and services. The purpose of this paper is to investigate the significance of communication and e-marketing opportu ..."
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Second Life (SL) is leading three-dimensional (3D) virtual worlds working in an electronic environment. The residents have freedom to socialize, explore, meet people and build products and services. The purpose of this paper is to investigate the significance of communication and e-marketing opportunities in the SL virtual world. The theoretical background used in this study was communication theory and social system and media richness theory. Online conversations were performed with SL users to explore their communication behaviors and experiences to conduct marketing activities in Second Life. The findings show that initial capital investment, time engagement and quality of products were equally important in SL as in the real world. Moreover, advertising, customer relations, after sales service and consumer traffic are mandatory for e-marketing promotion. SL was found to be favorable for technological development, brand promotion, resource management, business strategy and prototyping. The synchronous communication is highly effective for managers and business practitioners in the real world. SL has a significant impact on individual Chinese users and the growth of China’s internal market.
WHY PEOPLE STICK TO PLAY SOCIAL NETWORK SITE BASED ENTERTAINMENT APPLICATIONS: DESIGN FACTORS AND FLOW THEORY PERSPECTIVE
"... Abstract Benefiting from the popularity of Social Network Site (SNS), the Social Network Site based Entertainment Applications (SNSEAs) have been reaching a wide range of users. However, research on design factors in the SNSEAs and the outcomes of incorporating these factors into SNSEAs is still sc ..."
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Abstract Benefiting from the popularity of Social Network Site (SNS), the Social Network Site based Entertainment Applications (SNSEAs) have been reaching a wide range of users. However, research on design factors in the SNSEAs and the outcomes of incorporating these factors into SNSEAs is still scant, especially for the phenomenon of user stickiness in this context. Studies on SNSEAs are believed to have a significant contribution to both the Social Network Site researchers and practitioners. This study is developed to investigate the design factors of SNSEAs and antecedent of user's stickiness through an empirical study. Based on flow theory, perceived playfulness of SNSEAs is identified as the direct antecedent, which is found to be affected by four design factors .
MODELLING USE CONTINUANCE IN VIRTUAL WORLDS: THE CASE OF SECOND LIFE
"... There are now many virtual worlds in existence, a number of which have built considerable user bases. However, there is little empirical evidence to suggest what factors underpin their continued usage and success. This study set about determining why users continue to use virtual worlds, using the e ..."
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There are now many virtual worlds in existence, a number of which have built considerable user bases. However, there is little empirical evidence to suggest what factors underpin their continued usage and success. This study set about determining why users continue to use virtual worlds, using the example of the popular virtual world of Second Life. The study adopts continuance theory and extensions to the basic model to examine the effects of enjoyment, habit and absorption. The results (n=339) suggest that continuance intention is driven by perceived usefulness, habit, absorption and enjoyment, which together provide a comprehensive explanation for virtual world behaviour (R 2 =0.565). Interestingly, satisfaction did not appear to play a direct strong role in determining intentions. The paper rounds off with conclusions and implications for future research and practice in this very new area of inquiry.
Empirical Investigation of Immersion, Enjoyment and Performance
"... In recent years, there is an increased interest to apply computer games to facilitate training and learning, with the expectation that simulated environment can improve trainees ’ performance and enjoyment in the learning activities at a relatively low cost. Such expectation is that better immersive ..."
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In recent years, there is an increased interest to apply computer games to facilitate training and learning, with the expectation that simulated environment can improve trainees ’ performance and enjoyment in the learning activities at a relatively low cost. Such expectation is that better immersive capabilities of the computer game environment would lead to better performance, as well as making the exercise more enjoyable. The aim of this research is to confirm such belief, by defining and testing an integrated model of game immersion, enjoyment and performance. To this end, this study posits that visual aspects (in our case, vividness and visual appeal) embedded within the game design would enhance immersion, and ultimately impact on enjoyment and performance. Eighty subjects participated in an empirical test, for which World of Warcraft (WOW) – Mists of Pandaria was selected as the context. The results indicate that vividness is highly related to immersion, while immersion has significant impact on enjoyment and performance.