Investigating the Drivers of the Continuous Use of Social Virtual Worlds

Matti Mäntymäki, Jani Merikivi
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引用次数: 24

Abstract

Social virtual worlds (SVWs) have become increasingly important environments for social interaction, especially for the younger generations. For SVWs to be economically sustainable attracting users and retaining existing users is a paramount issue. This requires understanding the underlying reasons why users continuously engage in social virtual worlds and therefore we empirically investigate the world's largest SVW for teens, Habbo. We apply Technology Acceptance Model as well as IS continuance models complemented with perceived critical mass to investigate the continuous use of Habbo. The research model is empirically tested with data from 2215 Finnish Habbo users by applying structural equation modeling. Perceived enjoyment was found to be the main determinant of the continuous use intention followed by perceived critical mass. Somewhat surprisingly, satisfaction had very little influence on the continuous use intention. Moreover, perceived usefulness and ease of use had only a marginal impact on satisfaction.
调查持续使用社交虚拟世界的驱动因素
社交虚拟世界(Social virtual worlds, SVWs)已成为越来越重要的社交环境,尤其是对年轻一代而言。要使大众汽车在经济上可持续发展,吸引用户和留住现有用户是最重要的问题。这需要理解用户持续参与社交虚拟世界的潜在原因,因此我们对全球最大的青少年虚拟世界游戏《哈宝》进行了实证调查。我们运用技术接受模型和IS持续模型,结合感知临界质量来调查《哈宝》的持续使用情况。利用2215名芬兰《哈宝》用户数据,运用结构方程模型对研究模型进行实证检验。感知享受被发现是持续使用意图的主要决定因素,其次是感知临界质量。令人惊讶的是,满意度对持续使用意愿的影响很小。此外,感知有用性和易用性对满意度的影响很小。
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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