This study aims at investigating users’ purposes for social virtual worlds which are thriving and emerging social cyberspaces; and introducing an alternative method (i.e., a means-end approach) to analyze users’ purposes. The data from a web-based questionnaire were analyzed by a means-end approach (Olson and Reynolds, 1983) which produces users’ purpose structure consisting of individual purposes and their hierarchical relations. The results showed that people come to social virtual worlds for satisfying their social and hedonic needs and for escaping from real world constraints as do virtual community members and gaming virtual world players; they also pursue unique activities, such as creating virtual objects and selling them. On the oth...
Virtual communities constitute an important attribute through which social dialogues are mediated. T...
There are now many virtual worlds in existence, a number of which have built considerable user bases...
AbstractMillions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, ofte...
This study aims at investigating users ’ purposes for social virtual worlds which are thriving and e...
Social virtual worlds (SVWs) have become increasingly important environments for social interaction,...
The purpose of this study is twofold: first, to investigate user goals in social virtual worlds; sec...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
This study enlists four motive constructs (achievement, control, escapism, and friendship) to show s...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a var...
Virtual consumption, or consumption of virtual goods and property, has become a major economic activ...
The aim of this study is to understand consumer goals for virtual consumption in social virtual worl...
Virtual communities that feature avatars are an emerging social software business model on the Inter...
Virtual worlds have grown tremendously in recent years yet little is known about individuals that ar...
Social Virtual Worlds (SVW) on the Internet have become increasingly popular during the last decade....
This virtual platform study enhances the building of stronger social communities. It researches the ...
Virtual communities constitute an important attribute through which social dialogues are mediated. T...
There are now many virtual worlds in existence, a number of which have built considerable user bases...
AbstractMillions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, ofte...
This study aims at investigating users ’ purposes for social virtual worlds which are thriving and e...
Social virtual worlds (SVWs) have become increasingly important environments for social interaction,...
The purpose of this study is twofold: first, to investigate user goals in social virtual worlds; sec...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
This study enlists four motive constructs (achievement, control, escapism, and friendship) to show s...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a var...
Virtual consumption, or consumption of virtual goods and property, has become a major economic activ...
The aim of this study is to understand consumer goals for virtual consumption in social virtual worl...
Virtual communities that feature avatars are an emerging social software business model on the Inter...
Virtual worlds have grown tremendously in recent years yet little is known about individuals that ar...
Social Virtual Worlds (SVW) on the Internet have become increasingly popular during the last decade....
This virtual platform study enhances the building of stronger social communities. It researches the ...
Virtual communities constitute an important attribute through which social dialogues are mediated. T...
There are now many virtual worlds in existence, a number of which have built considerable user bases...
AbstractMillions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, ofte...