Second Life is a 3-D multi-user virtual environment which has gained wide spread popularity amongst academic community in the recent years. However, due to its infancy very little is known about the factors driving users’ intention to use Second Life especially in the educational context. This paper presents findings from an ongoing study about the impacts of using multi-user virtual environments in higher education. In information systems research, several models and frameworks have attempted to predict the acceptance of new technology. However some recent studies suggest that the traditional technology acceptance approaches may not work well with today’s entertainment-oriented technologies such as multi-user virtual environments. They als...