Predicting users' return to virtual worlds: a social perspective.

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Title: Predicting users' return to virtual worlds: a social perspective.
Authors: Goel, Lakshmi1, Johnson, Norman, Junglas, Iris2, Ives, Blake
Source: Information Systems Journal. Jan2013, Vol. 23 Issue 1, p35-63. 29p. 3 Illustrations, 2 Diagrams, 5 Charts.
Subjects: Virtual reality, Simulated environment (Teaching method), Interpersonal relations, Social perception, Decision making, Second Life (Game)
Abstract: Virtual worlds or three-dimensional computer-based simulated environments have received considerable attention as platforms for entertainment, education and commerce. In contrast to a web site, for example, where a user interacts with a two-dimensional site, virtual worlds provide a platform in which users can interact with other individuals, sometimes including strangers, within three-dimensional environments. Virtual worlds afford a form of 'socialness' unlike many other technologies, often motivating a user - by virtue of these social experiences - to return. Drawing on the Spatial Model of Interaction and Awareness-Attention Theory, we demonstrate that besides social aspects, which include social awareness and social perception, flow experience, which is the mental state of being fully absorbed and somewhat lost in time, is an essential ingredient in an individual's decision to return to a virtual world. We also demonstrate how characteristics of the technology are linked to the social aspects experienced in virtual worlds. A laboratory study conducted in a virtual world, Second Life, supports our assertions and identifies state predictors of flow that influence individuals' intentions to return to the virtual world environment. [ABSTRACT FROM AUTHOR]
Copyright of Information Systems Journal is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Predicting users' return to virtual worlds: a social perspective.
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  Data: <searchLink fieldCode="JN" term="%22Information+Systems+Journal%22">Information Systems Journal</searchLink>. Jan2013, Vol. 23 Issue 1, p35-63. 29p. 3 Illustrations, 2 Diagrams, 5 Charts.
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  Data: <searchLink fieldCode="DE" term="%22Virtual+reality%22">Virtual reality</searchLink><br /><searchLink fieldCode="DE" term="%22Simulated+environment+%28Teaching+method%29%22">Simulated environment (Teaching method)</searchLink><br /><searchLink fieldCode="DE" term="%22Interpersonal+relations%22">Interpersonal relations</searchLink><br /><searchLink fieldCode="DE" term="%22Social+perception%22">Social perception</searchLink><br /><searchLink fieldCode="DE" term="%22Decision+making%22">Decision making</searchLink><br /><searchLink fieldCode="DE" term="%22Second+Life+%28Game%29%22">Second Life (Game)</searchLink>
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  Data: Virtual worlds or three-dimensional computer-based simulated environments have received considerable attention as platforms for entertainment, education and commerce. In contrast to a web site, for example, where a user interacts with a two-dimensional site, virtual worlds provide a platform in which users can interact with other individuals, sometimes including strangers, within three-dimensional environments. Virtual worlds afford a form of 'socialness' unlike many other technologies, often motivating a user - by virtue of these social experiences - to return. Drawing on the Spatial Model of Interaction and Awareness-Attention Theory, we demonstrate that besides social aspects, which include social awareness and social perception, flow experience, which is the mental state of being fully absorbed and somewhat lost in time, is an essential ingredient in an individual's decision to return to a virtual world. We also demonstrate how characteristics of the technology are linked to the social aspects experienced in virtual worlds. A laboratory study conducted in a virtual world, Second Life, supports our assertions and identifies state predictors of flow that influence individuals' intentions to return to the virtual world environment. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Information Systems Journal is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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      – Type: doi
        Value: 10.1111/j.1365-2575.2011.00396.x
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      – Code: eng
        Text: English
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      Pagination:
        PageCount: 29
        StartPage: 35
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      – SubjectFull: Virtual reality
        Type: general
      – SubjectFull: Simulated environment (Teaching method)
        Type: general
      – SubjectFull: Interpersonal relations
        Type: general
      – SubjectFull: Social perception
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      – SubjectFull: Decision making
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      – SubjectFull: Second Life (Game)
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      – TitleFull: Predicting users' return to virtual worlds: a social perspective.
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            NameFull: Johnson, Norman
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            NameFull: Junglas, Iris
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              M: 01
              Text: Jan2013
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              Y: 2013
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