AbstractMillions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, often referred to as digital natives, represent an under-investigated group in the virtual world research and the Information Systems literature. To this end, we draw on developmental psychology and the uses and gratifications approach to examine teenagers’ continuous SVW use with a multi-method approach. We first investigate role of psychological gratifications and social influences in predicting teenagers’ intention to continue using Habbo Hotel. Thereafter, to gain a deeper understanding of their in-world activities, we triangulate our findings with a structured content analysis of the respondents’ open-ended comments. Our quantitative and qua...
With the development of technologies, virtual interaction contributes to the stronger virtual social...
The rapidly changing uses of online social networking sites (SNS) have led to moral panics, most not...
Purpose – Nascent marketing literature highlights that value is co-created when a customer uses a go...
AbstractMillions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, ofte...
IS research on social virtual worlds (SVWs) has been contextually biased towards Second Life (SL). W...
Social virtual worlds (SVWs) have become increasingly important environments for social interaction,...
Academics and business practitioners are intrigued by the factors that foster continued user engagem...
The popularity of social virtual worlds (SVWs) stems from the proficiency of designing appealing act...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
Social Virtual Worlds (SVW) on the Internet have become increasingly popular during the last decade....
Abstract Purpose Teens spend an increasing amount of time online particularly in teen-based virt...
Purpose Teens spend an increasing amount of time online particularly in teen-based virtual worlds su...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
The popularity of social virtual worlds (SVWs) stems from the proficiency of designing appealing act...
AbstractThe aim of this paper is to analyze the motivations and experiences of children to utilize v...
With the development of technologies, virtual interaction contributes to the stronger virtual social...
The rapidly changing uses of online social networking sites (SNS) have led to moral panics, most not...
Purpose – Nascent marketing literature highlights that value is co-created when a customer uses a go...
AbstractMillions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, ofte...
IS research on social virtual worlds (SVWs) has been contextually biased towards Second Life (SL). W...
Social virtual worlds (SVWs) have become increasingly important environments for social interaction,...
Academics and business practitioners are intrigued by the factors that foster continued user engagem...
The popularity of social virtual worlds (SVWs) stems from the proficiency of designing appealing act...
Purchasing virtual products and services in virtual worlds is a rapidly growing form of online consu...
Social Virtual Worlds (SVW) on the Internet have become increasingly popular during the last decade....
Abstract Purpose Teens spend an increasing amount of time online particularly in teen-based virt...
Purpose Teens spend an increasing amount of time online particularly in teen-based virtual worlds su...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
The popularity of social virtual worlds (SVWs) stems from the proficiency of designing appealing act...
AbstractThe aim of this paper is to analyze the motivations and experiences of children to utilize v...
With the development of technologies, virtual interaction contributes to the stronger virtual social...
The rapidly changing uses of online social networking sites (SNS) have led to moral panics, most not...
Purpose – Nascent marketing literature highlights that value is co-created when a customer uses a go...