{"title":"调查持续使用社交虚拟世界的驱动因素","authors":"Matti Mäntymäki, Jani Merikivi","doi":"10.1109/HICSS.2010.241","DOIUrl":null,"url":null,"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.","PeriodicalId":328811,"journal":{"name":"2010 43rd Hawaii International Conference on System Sciences","volume":"73 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-01-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"24","resultStr":"{\"title\":\"Investigating the Drivers of the Continuous Use of Social Virtual Worlds\",\"authors\":\"Matti Mäntymäki, Jani Merikivi\",\"doi\":\"10.1109/HICSS.2010.241\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":328811,\"journal\":{\"name\":\"2010 43rd Hawaii International Conference on System Sciences\",\"volume\":\"73 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-01-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"24\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2010 43rd Hawaii International Conference on System Sciences\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/HICSS.2010.241\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2010 43rd Hawaii International Conference on System Sciences","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/HICSS.2010.241","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Investigating the Drivers of the Continuous Use of Social Virtual Worlds
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.