Cognitive Absorption An Empirical Examination of 3-D Immersive Virtual World Users

V. Midha
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引用次数: 3

Abstract

The purpose of this conceptual replication study is to validate the cognitive absorption construct and the model proposed by Agarwal and Karahanna (2000) in the context of 3-D immersive virtual worlds. For this the original scale items were adapted to the new context, and the model was tested with the data collected from 307 customers of a large technology firm who voluntarily participated in a knowledge sharing activity in Second Life, a 3D virtual world platform. Overall, the replication results support the original model in the new setting – customers of a service firm involved in real life knowledge sharing activity in Second Life. Similar to the original study, this study finds that cognitive absorption positively influences perceived ease of use and perceived usefulness. In addition, unlike the original study, this replication study also finds support for positive relationship between perceived ease of use and perceived usefulness.
三维沉浸式虚拟世界用户认知吸收的实证研究
本概念复制研究的目的是验证Agarwal和Karahanna(2000)在三维沉浸式虚拟世界背景下提出的认知吸收结构和模型。为此,我们将原来的量表项目调整到新的情境中,并利用一家大型科技公司的307名客户的数据对模型进行了测试,这些客户自愿参加了3D虚拟世界平台“第二人生”的知识共享活动。总体而言,复制结果支持新设置中的原始模型-第二人生中参与现实生活知识共享活动的服务公司的客户。与原始研究相似,本研究发现认知吸收正向影响感知易用性和感知有用性。此外,与原始研究不同的是,本复制研究还发现感知易用性与感知有用性之间存在正相关关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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