Notices tagged with vws
Notices
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#education #VWs ----- Learning, Media and Technology --- College students' conceptions of learning management: the difference between traditional (face-to-face) instruction and Web-based learning environments Preview Buy now DOI:10.1080/17439884.2011.606223 Hung-Ming Lina* & Chin-Chung Tsaib Available online: 02 Sep 2011 Alert me Abstract This study investigates the differences between students' conceptions of learning management via traditional instruction and Web-based learning environments. The Conceptions of Learning Management Inventory (COLM) was administered to 259 Taiwanese college students majoring in Business Administration. The COLM has six factors (categories), namely, learning management as memorizing, testing, applying, gaining higher status, understanding, and seeing in a new way. These categories are considered as being in a hierarchical order, from lower-level to higher-level. The results suggest that the students agree more with the ‘seeing in a new way’ category when learning management in a Web-based environment, while they show stronger acknowledgement of the conceptions of the ‘memorizing’, ‘testing’, ‘gaining higher status’, and ‘applying’ categories when learning management via traditional instruction. It is suggested that Web-based instruction can promote students' higher-level conceptions of learning management. ----- http://www.tandfonline.com/doi/abs/10.1080/17439884.2011.606223
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#collaboration #VWs #SL ----- Effects of collaborative activities on group identity in virtual world Hyungsung Park, Sumin Seo Interactive Learning Environments iFirst ----- Abstract The purpose of this study was to analyze the effects of collaborative activities on group identity in a virtual world such as Second Life. To achieve this purpose, this study adopted events that promoted participants' interactions using tools inherent in Second Life. The interactive tools given to the control group in this study included ‘permissions to move, copy, edit’, ‘give item’, ‘chat’, and ‘send instant message’. In addition to these tools, special tools of ‘give item for praise’ and ‘pollster’ were given to the experimental group. The two groups were compared using scores of group identity, which has nine subcategories. The experimental group showed higher scores in five subcategories than the control group. Thus, we concluded that the use of tools for facilitating participants' interactions is effective for the formation of group identity. ----- http://www.tandfonline.com/doi/abs/10.1080/10494820.2011.604037
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#VWs #Habbo ----- Computers in Human Behavior Volume 27, Issue 6, November 2011, Pages 2088-2097 doi:10.1016/j.chb.2011.06.003 | How to Cite or Link Using DOI Permissions & Reprints Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel Purchase Matti Mäntymäkia, , and Jari Salob, a Turku School of Economics, Rehtorinpellonkatu 3, 20520 Turku, Finland b Aalto University School of Economics, P.O. Box 212120, 00076 Aalto, Helsinki, Finland Available online 2 July 2011. Abstract Social virtual worlds (SVWs) have become important environments for social interaction. At the same time, the supply and demand of virtual goods and services is rapidly increasing. For SVWs to be economically sustainable, retaining existing users and turning them into consumers are paramount challenges. This requires an understanding of the underlying reasons why users continuously engage in SVWs and purchase virtual items. This study builds upon Technology Acceptance Model, motivational model and theory of network externalities to examine continuous usage and purchase intention and it empirically tests the model with data collected from 2481 Habbo users. The results reveal a strong relationship between continuous usage and purchasing. Further, the results demonstrate the importance of the presence of other users in predicting the purchase behavior in the SVW. Continuous SVW usage in turn is predicted directly by perceived enjoyment and usefulness while the effect of attitude is marginal. Finally, perceived network externalities exert a significant influence of perceived enjoyment and usefulness of the SVW but do not have a direct effect on the continuous usage. Highlights ► Millions of teenagers actively participate in social virtual worlds. ► Teenagers’ participation in social virtual worlds is strongly driven by their intrinsic motivation. ► Purchasing virtual items results from sustained participation and perceived network externalities. ► Attitude is a surprisingly weak predictor of teenagers’ usage of social virtual worlds. Keywords: Virtual worlds; Social virtual worlds; Network externalities; Virtual purchasing behavior; Continuous usage Article Outline 1. Introduction 2. Literature review 2.1. User participation in social virtual worlds 2.2. Virtual purchasing behavior 3. The research model 4. Hypotheses 4.1. Attitude 4.2. Hedonic beliefs 4.3. Utilitarian beliefs 4.4. Perceived aggregate network exposure 4.5. Perceived ease of use 4.6. Linking continuous use and purchasing 5. Empirical research 5.1. Data collection 5.2. Measurement model 5.3. Structural model 6. Discussion 6.1. Theoretical implications 6.2. Implications for business 6.3. Limitations 6.4. Further research Appendix A. The questionnaire References
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#alert #journal #FB #VWs #SL #motivation #education -- Computers in Human Behavior Volume 27, Issue 6, Pages 2067-2418 (November 2011) ----- 25. Teaching presence and regulation in an electronic portfolio Original Research Article Pages 2284-2291 M. Eulalia Torras, Rosa Mayordomo Highlights ► Modest levels of cognitive achievement associated with self-regulation are found. ► This study focus on the techno-pedagogical support and on the regulation process. ► Results show patterns of hetero-regulation and self-regulation. 26. Social and attitudinal determinants of viral marketing dynamics Original Research Article Pages 2292-2300 Carmen Camarero, Rebeca San José Highlights ► Viral dynamics is determined by the individual’s social capital and prior attitudes. ► Connectedness in the email network does not impact viral dynamics. ► Integration in the email network favors receiving and forwarding messages. ► Close relationships encourage opening and forwarding messages. ► The attitudes towards viral messages are critical to opening-forwarding messages. 27. Learning demand and job autonomy of IT personnel: Impact on turnover intention Original Research Article Pages 2301-2307 Sheng-Pao Shih, James J. Jiang, Gary Klein, Eric Wang Highlights ► Job-demand control theory adds interaction terms to IT worker turnover models. ► IT Job autonomy and IT job learning demands interact to impact motivation and exhaustion. ► Turnover intention is reduced with an increase to learning motivation. 28. Examining users’ preferences towards vertical graphical toolbars in simple search and point tasks Original Research Article Pages 2308-2321 Rafał Michalski Highlights ► Users’ preferences expressed towards toolbar-like graphical structures are examined. ► Both objective and subjective measures were employed. ► Users comparatively fast change their attitudes according to the experience gained. ► Different groups of behavior were identified before and after performing tasks. 29. Facebook as a toolkit: A uses and gratification approach to unbundling feature use Original Research Article Pages 2322-2329 Andrew D. Smock, Nicole B. Ellison, Cliff Lampe, Donghee Yvette Wohn Highlights ► We test motivational predictors of the use of specific Facebook features and overall use of Facebook. ► Different motivations for using Facebook predict the use of different features. ► Motivations for the general use of Facebook differ from motivations for the use of specific features. ► Granular approaches to studying Facebook use reveal patterns otherwise hidden when only general use is studied. 30. Team shared mental model as a contributing factor to team performance and students’ course satisfaction in blended courses Original Research Article Pages 2330-2338 Tristan E. Johnson, Ercan Top, Erman Yukselturk Highlights ► Examines shared mental model, team performance, and course satisfaction change. ► SMM and course satisfaction changed over time but not statistically significant. ► Team performance increased significantly over the courses. ► Teammates and task attitudes closely linked with performance and satisfaction. 31. The change in user and IT dynamics: Blogs as IT-enabled virtual self-presentation Original Research Article Pages 2339-2351 Jinyoung Min, Heeseok Lee Highlights ► We investigate how self-concept influences the virtual self-presentation behavior. ► We tested the research model and hypotheses with data collected from 312 bloggers. ► Self-concept affects IT-enabled virtual self-presentation and the use of IT artifacts. ► Our findings provide the new perspective of heterogeneous IT user concept. 32. The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital Original Research Article Pages 2352-2363 Zhi-Jin Zhong Highlights ► Collective MMORPG play positively influences gamers’ online social capital. ► Collective MMORPG play elicits positive impact on offline civic engagement. ► Effect of collective play on offline bonding social capital is not significant. ► Effect of collective play on offline bridging social capital is not significant. ► Effect of online social capital on offline social capital is not significant. 33. m-Brand loyalty and post-adoption variations for the mobile data services: Gender differences Original Research Article Pages 2364-2371 Ya-Ching Lee Highlights ► The author extends the value brand model in assessing post-adoption intentions for the MDS. ► Post-adoption intentions are positively and directly influenced by intangible attributes. ► Product deliverables and intangible attributes indirectly affect post-adoption intentions. ► Moderating effects of gender differences on post-adoption intentions are found. 34. Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games Original Research Article Pages 2372-2379 Seung-bae Park, Namho Chung Highlights ► We model on users self-presentation in Massive Multiplayer Online Role-Playing Games (MMORPGs). ► Game design quality, interactivity and personal innovativeness are antecedents of self-presentation. ► Interactivity in MMORPGs has the biggest impacts on self-presentation. ► Personal innovativeness and game design quality also are influential. ► Self-presentation desire caused trust of online games and eventually led to even stronger commitments to gamers. 35. Social evaluations of embodied agents and avatars Original Research Article Pages 2380-2385 Rosanna E. Guadagno, Kimberly R. Swinth, Jim Blascovich Highlights ► We examined social evaluations of women’s interactions with digital humans. ► Women interacted with a virtual “peer counselor” who smiled or not. ► Smiling affected social evaluations that varied by participants’ beliefs. ► Smiling enhanced social evaluations for agents but degraded them for avatars. ► People’s beliefs alone, not actual differences, can impact social evaluations. 36. Does online psychological test administration facilitate faking? Original Research Article Pages 2386-2391 Rachel Grieve, Hidee Tania de Groot Highlights ► We examined whether online or traditional test administration influences fakability. ► Administration mode did not influence scores when faking good. ► Administration mode did not influence scores when faking bad. ► Online and pen-and paper presentation appear equivalent when an individual is faking. ► Future research should investigate other measures and faking scenarios. 37. Computer skills instruction for pre-service teachers: A comparison of three instructional approaches Original Research Article Pages 2392-2400 Joyce Hwee Ling Koh Highlights ► Three approaches of computer skills instruction increased computer self-efficacy. ► Independent problem-solving had the largest effects on computer self-efficacy. ► Teachers were more motivated when independent problem-solving was used. ► Technology integration self-efficacy increased with mastery experiences. 38. Ethical decision-making in the Internet context: Development and test of an initial model based on moral philosophy Original Research Article Pages 2401-2409 Cheolho Yoon Highlights ► An ethical decision-making model was proposed based on moral theories. ► Four scenarios were developed. ► The five moral philosophy variables affected ethical judgment. ► Justice, utilitarianism, and ethical judgment affected behavioral intentions. Short Communication 39. Using eye-tracking technology to investigate the redundant effect of multimedia web pages on viewers’ cognitive processes Pages 2410-2417 Han-Chin Liu, Meng-Lung Lai, Hsueh-Hua Chuang Highlights ► Using voice-over reduced viewers’ cognitive load levels. ► Viewers were likely to filter out redundant onscreen text information. ► Viewers viewed pictorial information globally with a voice-over description.
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#alert #journal #FB #VWs #SL #motivation #education 2 of 3 ----- 13. Exploring the value of purchasing online game items Original Research Article Pages 2178-2185 Bong-Won Park, Kun Chang Lee Highlights ► We develop a new construct – the “integrated value of purchasing game items”. ► This integrated value affects users’ intention to purchase game items. ► Character identification is related to the intention to purchase game items. 14. A comparative study of four input devices for desktop virtual walkthroughs Original Research Article Pages 2186-2191 J.-F. Lapointe, P. Savard, N.G. Vinson Highlights ► We compare four travel techniques for desktop virtual walkthroughs. ► Each travel technique uses a different input device and we used a directed search task. ► The four input devices are: mouse, keyboard, joystick, gamepad. ► The mouse interface reduces time, travel distance compared to the other techniques. ► The gamepad interface increases the number of collision with the environment. 15. Employee job attitudes and organizational characteristics as predictors of cyberloafing Original Research Article Pages 2192-2199 Benjamín Liberman, Gwendolyn Seidman, Katelyn Y.A. McKenna, Laura E. Buffardi Highlights ► Job attitudes of job involvement and intrinsic involvement negatively related to cyberloafing. ► Perceived cyberloafing of one’s coworkers positively related to cyberloafing. ► Managerial support for internet usage positively related to cyberloafing. ► Employee attitudes towards cyberloafing positively related to cyberloafing. ► Participation in non-Internet loafing behaviors positively related to cyberloafing. 16. Media multitasking and the effectiveness of combining online and radio advertising Original Research Article Pages 2200-2206 Hilde A.M. Voorveld Highlights ► I examine effects of combining banners and radio ads during media multitasking. ► In an experiment, participants were exposed to banners, radio ads, or both. ► Regarding affective and behavioral effects, combining online and radio ads was best. ► Regarding cognitive reactions, combining media is not better than using banners alone. ► Multitasking interfered with the ability to recall and recognize auditory information. 17. Smartphones as smart pedagogical tools: Implications for smartphones as u-learning devices Original Research Article Pages 2207-2214 Dong-Hee Shin, Youn-Joo Shin, Hyunseung Choo, Khisu Beom Highlights ► The factors influence users to use smartphones as a ubiquitous learning tool. ► A modified unified theory of acceptance and usage technology model is used. ► The results reveal the possibility of a smartphone as an enabler of u-learning. 18. Antecedents of an experienced sense of virtual community Original Research Article Pages 2215-2223 Lisbeth Tonteri, Miia Kosonen, Hanna-Kaisa Ellonen, Anssi Tarkiainen Highlights ► Reading and posting messages in virtual communities have a positive impact on sense of virtual community. ► The expected benefits of reading and posting messages are different. ► Reading messages is mainly driven by the expectation of cognitive benefits. ► Posting messages is driven by the anticipation of both social and personal integrative benefits. 19. The role of social motivations in e-learning: How do they affect usage and success of ICT interactive tools? Original Research Article Pages 2224-2232 Blanca Hernandez, Teresa Montaner, F. Javier Sese, Pilar Urquizu Highlights ► Social motivations determine e-learners’ attitude and their degree of usage of ICT interactive tools. ► Social influence and altruism are the most important social motivations. ► Recognition by the instructor exerts a positive effect on e-learners’ attitude. ► Sense of community and recognition by peers do not influence e-learners’ behavior. 20. I trust not therefore it must be risky: Determinants of the perceived risks of disclosing personal data for e-government transactions Original Research Article Pages 2233-2242 Ardion Beldad, Menno de Jong, Michaël Steehouder Highlights ► Trust in government organizations is negatively related to privacy risk perceptions. ► Personal data sensitivity strongly determines privacy risk perceptions. ► Level of Internet experience does not influence privacy risk perceptions. 21. The links that bind: Uncovering novel motivations for linking on Facebook Original Research Article Pages 2243-2248 Kanghui Baek, Avery Holton, Dustin Harp, Carolyn Yaschur Highlights ► 217 Facebook users’ primary motivation for linking on Facebook is information sharing. ► They also post links for convenience and entertainment, pass time, interpersonal utility, control, and promoting work. ► Users who desire to share information are more likely to post links on Facebook. ► Users with higher education who desire to share information are more likely to post news links. ► Users who are interested in promoting their work post job-related links. 22. A semantic analysis approach for assessing professionalism using free-form text entered online Original Research Article Pages 2249-2262 Roger Blake, Oscar Gutierrez Highlights ► We develop a conceptualization of professionalism from a known theoretical construct. ► We show a semantic method to measure the professionalism of free-form text responses. ► We demonstrate that method for assessing a professional development program. 23. Error analysis of task performance with laptop in vibration environment Original Research Article Pages 2263-2270 Ramasamy Narayanamoorthy, V. Huzur Saran Highlights ► Detailed study on the effect of vibration on accuracy of object selection task. ► Reports the effect of object sizes and its positions on accuracy of task under vibration. ► Multi-axis, higher magnitude vibration, and smaller size objects induce more errors. ► The effects of angle of approach are sensitive to mouse movement direction. 24. Conceptualizing personal web usage in work contexts: A preliminary framework Original Research Article Pages 2271-2283 Sunny Jung Kim, Sahara Byrne Highlights ► We investigate non-work-related internet usage in work contexts. ► Personal web usage (PWU) is an umbrella concept of this social phenomenon. ► PWU, cyberloafing, and non-work-related computing are relatively positive concepts. ► We develop three types of internet deviant behavior scales. ► We construct a framework of personal web usage in work contexts.
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#alert #journal #FB #VWs #SL #motivation #education 1 of 3 ----- Computers in Human Behavior Volume 27, Issue 6, Pages 2067-2418 (November 2011) 1. Editorial Board / Publication information Page IFC Review 2. A meta-analysis of e-learning technology acceptance: The role of user types and e-learning technology types Review Article Pages 2067-2077 Boštjan Šumak, Marjan Heričko, Maja Pušnik Highlights ► We synthesize existing e-learning acceptance literature. ► TAM is the most common theory in e-learning acceptance literature. ► We conduct a meta-analysis of the causal effect sizes for TAM-related paths. ► User and technology related factors have a moderating role in several paths. ► PEOU and PU influence user’s ATU similarly for different user and e-learning types. Regular Articles 3. Fostering sharing of unshared knowledge by having access to the collaborators’ meta-knowledge structures Original Research Article Pages 2078-2087 Tanja Engelmann, Friedrich W. Hesse Highlights ► An empirical study was conducted in a computer-supported collaborative setting. ► Seeing the partners’ meta-knowledge structures is helpful for distributed groups. ► It fosters sharing, processing, and applying of unshared knowledge. ► However, it is not sufficient to increase collaborative problem-solving. 4. Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel Original Research Article Pages 2088-2097 Matti Mäntymäki, Jari Salo Highlights ► Millions of teenagers actively participate in social virtual worlds. ► Teenagers’ participation in social virtual worlds is strongly driven by their intrinsic motivation. ► Purchasing virtual items results from sustained participation and perceived network externalities. ► Attitude is a surprisingly weak predictor of teenagers’ usage of social virtual worlds. 5. Providing assistance to older users of dynamic Web content Original Research Article Pages 2098-2107 Darren Lunn, Simon Harper Highlights ► We highlight a tool designed to assist older users interacting with Web 2.0 content. ► We evaluate the tool with users. ► Some users perceive themselves to be better at using technology than they are. ► Technology can assist users when interacting with dynamic content. ► Involving users can lead to tools users think they want rather than tools they need. 6. Computer based assessment: Gender differences in perceptions and acceptance Original Research Article Pages 2108-2122 Vasileios Terzis, Anastasios A. Economides Highlights ► Gender differences regarding computer based assessment’s acceptance are examined. ► Perceived Ease of Use and Perceived Playfulness are the most important variables for women. ► Perceived Playfulness and Perceived Usefulness are the most important constructs for men. ► This model explains approximately 50% of the variance of behavioural intention for each gender. 7. Interactive gaming reduces experimental pain with or without a head mounted display Original Research Article Pages 2123-2128 Nakia S. Gordon, Junaid Merchant, Catherine Zanbaka, Larry F. Hodges, Paula Goolkasian Highlights ► Virtual gaming decreased subjective pain relative to positive emotion induction. ► Virtual gaming was equally effective whether presented on a HMD or blank wall. ► Virtual gaming is likely effective because of engagement in environment 8. Effects of IS characteristics on e-business success factors of small- and medium-sized enterprises Original Research Article Pages 2129-2140 Li-Min Chang, She-I Chang, Chin-Tsang Ho, David C. Yen, Mei-Chen Chiang Highlights ► System quality indicates a positive effect on computer self-efficacy. ► Both system quality and service quality have a strong impact on outcome expectations. ► Computer self-efficacy causes positive impact on outcome expectations. ► Outcome expectations is significantly correlated to user satisfaction. 9. The interaction effects of familiarity, breadth and media usage on web browsing experience Original Research Article Pages 2141-2152 Jengchung Victor Chen, Chinho Lin, David C. Yen, Kyaw-Phyo Linn Highlights ► We model 2 × 2 × 2 experimental design with content familiarity, site bread, and media richness in the website systems. ► Both main effects and the interaction effects of the experimental factors are significant. ► Website design should not be solely focus on one factor. ► Should assort all of the factors accordance with the objective of business. 10. A study on the goal value for massively multiplayer online role-playing games players Original Research Article Pages 2153-2160 Yu-Ling Lin, Hong-Wen Lin Highlights ► The study illustrates the values of massively multiplayer online role playing games (MMORPGs) players. ► We drew on the Means-end Chains (MECs) model as a theoretical basis. ► Content analysis was used to analyze the “Attribute-Consequence-Value” for MMORPGs players. ► We show how a value can be related to a MMORPGs’ consequence. ► The structures of values are set up by hierarchical value map. 11. The mediator role of self-disclosure and moderator roles of gender and social anxiety in the relationship between Chinese adolescents’ online communication and their real-world social relationships Original Research Article Pages 2161-2168 Jin-Liang Wang, Linda A. Jackson, Da-Jun Zhang Highlights ► We examined the predictive effect of online communication on self-disclosure. ► We examined if gender and social anxiety affect this predictive effect. ► Gender moderates the relationship between online communication and self-disclosure. ► Anxiety moderates online communication’s predictive effect on self-disclosure. 12. Introducing synchronous e-discussion tools in co-located classrooms: A study on the experiences of ‘active’ and ‘silent’ secondary school students Original Research Article Pages 2169-2177 Christa S.C. Asterhan, Tammy Eisenmann Highlights ► We report on an in vivo classroom study that compared secondary school students experiences with face-to-face and computer-mediated, synchronous formats for critical debate. ► Overall, synchronous online discussion format are found to have several advantages over their face-to-face counterparts, in particular in the social-interactive realm. ► Differences were found between students that are usually active or inactive in F2F classroom discussion formats. ► Students that are usually inactive in F2F discussions showed a stronger preference for the online format on most academic and social-interactive dimensions.
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#VWs #nursing #simulation #training ----- eMedical Teacher. By: Ellaway, Rachel. Medical Teacher, Sep2010, Vol. 32 Issue 9, p798-800, 3p, 1 Diagram; Abstract: The article discusses the aspects of virtual reality in medical laboratory research and education. It mentions that the vision of immersive computer generated environments has not yet been developed despite the increased availability and capabilities in computing power. However, the medical education aspects of virtual reality have led the learning experience into the mainstream through the use of third dimensional (3D) animations, digital imaging tools, and other interactive computer systems. Although, virtual reality in medical education, is limited since it requires participants to step away from the environment where they performed its practices. Therefore, virtual reality is based on stepping away from realities to achieve better goals by rehearsing real world skills.; DOI: 10.3109/0142159X.2010.513223; (AN 53135593)
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#alert #VWs #SL ----- Google Scholar Alerts scholaralerts-noreply@google.com to me show details Aug 31 (1 day ago) Scholar Alert: [ "virtual worlds" education ] ----- Second Life as a support element for learning electronic related subjects: A real case LM Beltrán S, RS Gutiérrez… - Computers & Education, 2011 ... The purpose of choosing this 126 type of frame is that it is not sought to provide a definite judgment about the applicability of 127 virtual worlds in education but the pedagogical potential and restrictions that the use of this 128 media can have. ... ----- Understanding student engagement in 3D virtual learning environments J Wan, M Reddy… - International Journal, 2011 ... ' Newport Business School, University of Wales, City Campus, Newport, NP20 2BP, UK. ' Newport School of Education, University of Wales, Caerleon Campus, Newport, NP18 3QT, UK. Journal: International Journal of Technology Enhanced Learning 2011 - Vol. 3, No.5 pp. ... ----- Language learning resources and developments in the Second Life metaverse S Dominguez-Noriega, JE Agudo, P Ferreira… - International Journal, 2011 Inderscience Publishers: publishers of distinguished academic, scientific and professional journals. ----- Managing Virtual Environments in Libraries: Second Life and Information Literacy N Tsoubrakakou… - Open access to STM information: trends, models, and …, 2011 ... This paper emphasizes on the educa- tional role of virtual games within library services and refers to Second Life, as one of the most widely known virtual worlds implemented by libraries. ... Through these worlds, user interaction is enhanced and distance education is empowered ... ----- Retail relationships in a digital age K Keeling, D Keeling… - Journal of Business Research, 2011 ... Though not widely used, they have been a feature of some websites for several years (eg, Anna on IKEA). Virtual sales assistants (3D avatars) in 3D virtual worlds are less known to many Internet users. ... Gender, Employment status, Education, Age, Income. ... ----- Localizing the Internet: An Anthropological Account J Postill - 2011. Anthropology Of Media Series Editors:John Postill and Mark Peterson The ubiquity of media across the ... [HTML] Do-it-yourself-whiteboards as a Creative Approach to Innovative Media Education: Exploring Wiimote Hacks as a Didactic Tool D Reimann, W Fütterer… ... and Practice of Integrated Art and Computer Science in Education” (ArtDe-Com) funded under the “Cultural Education in the Media Age” federal programme (KuBiM) of the Bund-Länder- Commission (BLK) with his class on digital media and virtual worlds in art education. ... ----- Confrontations: Philosophical Reflections and Aphorisms DF Ferrer ... of poetry. I have already learned to walk, run, dance, fly on earth, but I am also ready to go weightless. These writings are attempts to go from mountain peak to mountain peak in the whole process of self-education. Before I could ... -----
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#SL #VWs #healthcare #training ----- Integrating Genomics Into Undergraduate Nursing Education. --- By: Daack-Hirsch, Sandra; Dieter, Carla; Quinn Griffin, Mary T.. ----- Journal of Nursing Scholarship, 2011 3rd Quarter, Vol. 43 Issue 3, p223-230, 8p; ----- Abstract: Purpose: To prepare the next generation of nurses, faculty are now faced with the challenge of incorporating genomics into curricula. Here we discuss how to meet this challenge. Organizing Construct: Steps to initiate curricular changes to include genomics are presented along with a discussion on creating a genomic curriculum thread versus a standalone course. Ideas for use of print material and technology on genomic topics are also presented. Information is based on review of the literature and curriculum change efforts by the authors. Conclusions: In recognition of advances in genomics, the nursing profession is increasing an emphasis on the integration of genomics into professional practice and educational standards. Incorporating genomics into nurses' practices begins with changes in our undergraduate curricula. Information given in didactic courses should be reinforced in clinical practica, and Internet-based tools such as WebQuest, SecondLife, and wikis offer attractive, up-to-date platforms to deliver this now crucial content. Clinical Relevance: To provide information that may assist faculty to prepare the next generation of nurses to practice using genomics. [ABSTRACT FROM AUTHOR]; DOI: 10.1111/j.1547-5069.2011.01400.x; (AN 65034878)
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#VWs #relationships ----- Avalos, M. Clementina, Richard L. Gilbert, and Nora A. Murphy. "Realism, idealization, and potential negative impact of 3D virtual relationships." Computers in Human Behavior 27.5 (2011): 2039+. AONE. Web. 29 Aug. 2011.
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#SL #VWs #alert ----- Google Scholar Alerts scholaralerts-noreply@google.com to me Scholar Alert: [ "virtual worlds" education ] ----- [PDF] COI in Virtual Worlds-Survey R McKerlich… - 2011 COI in Virtual Worlds Thank you for taking the time to complete this survey. We are educational researchers at Athabasca University in Canada. We are working to develop tools that allow researchers, teachers and students to assess the learning that occurs in formal education ... ---------- [PDF] Managing Expectations in Complex Virtual Communities S Ranathunga, S Cranefield… - Postgraduate Day, 2011 ... of human social interactions. An increasing number of individuals and organisations are using virtual worlds for diverse applications in areas such as education, health, business, and entertainment. The co-existence of individuals ... ---------- Three-dimensions vs. two-dimensions intervention programs: the effect on the mediation level and behavioural aspects of children with intellectual disability S Eden, M Bezer - European Journal of Special Needs Education, 2011 ... was found that in most of the scenarios there was a distinct advantage for the participants in the 3D IVR group – they were more focused on the assignment, more immersed physically in the virtual worlds and were ... Journal of Cognitive Education and Psychology , 5(2): 144–157. ... ---------- University Librarians respond to changes in higher education: Discussions on three aspects SS Chang… - New Library World, 2011 ... (2007, p.xi): Most recognize that the convergence of the classroom and communications technology has the potential to transform higher education for the better. However, blended ... resources in virtual worlds, such as Second Life, academic librarians are ... ---------- Constructing the new classroom: College student perceptions of classes using Second Life KW Bowers - 2012 ... This is a valuable step in developing assessments forms and learning strategies that make the best use of all that virtual worlds have to offer education. Advisor: Cleary, Johanna. School: UNIVERSITY OF FLORIDA. Source: DAI-A 72/10, p. , Apr 2012. Source Type: Ph.D. ... ---------- A Review of “Teaching media in primary schools” SA Amasha - Language and Education, 2011 ... purpose, as Bazalgette candidly states, is to 'convert those (educators) who are still doubtful about the value of media education for younger ... texts as page based (eg newspapers, comic strips and web pages) or time based (eg non-print advertisements, virtual worlds and radio ... ---------- Pedagogy and praxis: simulations and skill sets SB Pettine, KA Cojanu… - On the Horizon, 2011 ... Chodos, D., Naeimi, P., Stroulia, E. (2009), "Pedagogy, education and innovation in 3-D virtual worlds", Journal of Virtual Worlds Research, available at: https://journals.tdl.org/jvwr/ article/view/375/450 (accessed February 12, 2011), Vol. 2 No.1, . ... ---------- Prosocial behaviour in avatar-mediated interaction: the influence of character gender on material versus emotional help-giving M Lehdonvirta, V Lehdonvirta… - On the Horizon, 2011 ... Journal search Search in this title: On the Horizon. ISSN : 1074-8121. Online from: 2000. Subject Area: Education. ... In online games and virtual worlds, this typically happens through the use of an avatar: a character that represents the user in the virtual environment. ... ---------- Proactive Ambient Social Media for Supporting Human Decision Making T Nakajima, T Yamabe… - Ubiquitous Intelligence and Computing, 2011 ... This research was supported by Waseda University Global COE Program 'International Research and Education Center for Ambient SoC' sponsored by MEXT, Japan. Page 2. ... The proactive ambient social media need to harmonize virtual worlds into the real world. ... ---------- A Behavior Model Based On Information Transmission for Crowd Simulation T Dong, Y Liu… - Transactions on Edutainment VI, 2011 ... 1 Introduction Crowd simulation now becomes an important research area, which has a wide application in education, entertainment, architecture, training, urban engineering and virtual heritage. ... Journal of Computer Animation and Virtual Worlds 15(3), 311–318 (2004) 16. ... ---------- [PDF] USING AHP FOR DETERMINING PRIORITY IN SEAMLESS STRATEGY: A CASE STUDY OF THE CLICK-AND-MORTAR BOOKSTORE CW Chen, CL Chan… - International Journal of Electronic Business, 2011 ... Gulati and Garino [4] also suggested that retailers who can execute click-and-mortar strategies that bridge the physical and virtual worlds will be success in the future. Page 2. 96 International Journal of Electronic Business Management, Vol. 9, No. 2 (2011) ... ---------- eGovernment Trends in the Web 2.0 Era and the Open Innovation Perspective: An Exploratory Field Study S Assar, I Boughzala… - Electronic Government, 2011 ... private arena, Web 2.0 technologies (eg blogs, wikis, RSS1 , social networking platforms, folksonomy, podcasting, mashups, virtual worlds, etc.) are ... based on a diverse set of characteristics, including organizational type, area of activities, their profile, education, work experience ... ---------- [PDF] INCREASING SAVING BEHAVIOR THROUGH AGE-PROGRESSED RENDERINGS OF THE FUTURE SELF H HERSHFIELD, DG GOLDSTEIN, WF SHARPE… - 2011 ... other people in the US Scores on the ladder have been predicted by employment grade, education, household and personal income, household wealth, satisfaction with standard of living, and feelings of financial security (Adler et al. 2008) (M = 7.08, SD = 1.70). ... ---------- Movement Classes from Human Motion Data K Lee, J Park… - Transactions on Edutainment VI, 2011 ... The motion capture technology opened a new way of expressing highly realistic motion within virtual worlds for computer games and movies ... Science Research Program through the National Research Foundation of Korea(NRF) funded by the Ministry of Education, Science and ... ---------- [DOC] Bridging the knowing-doing gap Episode 2: Taking Action Learning online with 3D virtual worlds, Learning Management Systems and discussion forums. L McKeown ... Action Learning online with 3D virtual worlds, Learning Management Systems and discussion forums. Lindy McKeown lindy@gil.com.au. Educational Consultant, PhD candidate, University of Southern Queensland, and part time Learning Place Mentor, Education Queensland. ... ---------- [PDF] A Brave New (Virtual) World! C Sarmma - Smart Learning-The Way ahead ... 1000 organizations [1]. Gartner estimates that by 2012, 70% of organizations would have established their own virtual worlds [2]. Despite ... Typically, motivation in such learning experiences is maintained because unlike most formal training or education experiences, learning is ... ---------- [PDF] Using Virtual World in Education: The case of Second Life V Appaneni… ... But certain aspects need to be examined thoroughly like how virtual spaces are influencing education, how students and teachers understand learning in virtual worlds while interacting through avatars where communication lacks body language and is limited to seeing, hearing ... ---------- [PDF] PRESENCE IN COMPUTER GAMES: DESIGN REQUIREMENTS B Bostan… ... According to Ondrejka (2006), since computer game players spend significant portions of their lives immersed within virtual worlds, computer games ... Education levels are, 32.2% high school or below, 31.8% some college or vocational school, 24.3% bachelors degree and 11.7 ... ---------- Investigating Video Game Characters as Role Models in Science, Technology, Engineering and Mathematics S Turkay, D Hoffman, N Gunbas… ... Paper presented at the annual meeting of the Association for Education in Journalism and Mass Communication, Marriott Downtown, Chicago, IL. ... researching the effects of customization, as a way of user control, on engagement and motivation in games and virtual worlds. ... ---------- [PDF] A Conceptual View Of The Building Blocks To Develop A Web-Based Training And Educational Tool T Sulbaran ... reality has been used successfully for many applications such as flight simulations, medical training, scientific simulations, education and more. Recently, virtual reality has made a significant impact on the Internet. People are able to not only create virtual worlds or environments ... ----- ----------
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#SL #VWs #education ----- Surfing for Knowledge: Virtual Libraries and Books on the Web. By: Wicks, Pamela. Community & Junior College Libraries, Apr-Jun2011, Vol. 17 Issue 2, p75-86, 12p; Abstract: Virtual environments such as SecondLife (SL) may provide a way to connect with today's digital native and increase the readership of the community college student, both in virtual and real world libraries. Many colleges and universities already have a presence in SL. Books and services typically found in a 'brick and mortar' library can be provided in these virtual libraries, including the ability to 'read' a book. Limitation to these spaces include funding and training of the virtual librarian. Future research is needed to determine the best way to serve community college students in these digital spaces and the training required of the virtual librarian. [ABSTRACT FROM AUTHOR]; DOI: 10.1080/02763915.2011.593459; (AN 64391580)
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#alert #VWs #education ----- Google Scholar Alerts scholaralerts-noreply@google.com to me show details 10:21 PM (10 hours ago) Scholar Alert: [ "virtual worlds" education ] ----- [PDF] Learning Objects and Virtual Reality in Distance Education and its Aspects of Interactivity, Immersion and Simulation VM Nobre, CJ Haguenauer… - Revista EducaOnline, 2011 ... Virtual Reality Modeling Language - VRML and its use in education Virtual Reality Modeling Language (VRML-Virtual Reality Modeling Language) is a language used to describe objects in three dimensions and combine them into scenarios of virtual worlds. ... ----- Influence of the Auditory Localization Direction on the Haptic Estimation of Virtual Length M Stamm, M Altinsoy… - Haptic and Audio Interaction Design, 2011 ... strived to detect the basic principles of shape and object identification in virtual worlds while conducting haptic identification experiments with numerous vir- tual ... identification has great potential in the field of education, eg, if digitized mod- els or anatomical shapes are explored ... ----- [PDF] Proceedings of the 12th European Conference on Knowledge Management F Lehner… - 2011 ... Page No. A Framework for the Assessment of KM Readiness of an Organization While Transferring into a Learning Organization Leila Beig et al 8 74 Experiential Knowledge Creation Processes in the Higher Education Teaching-Learning Process Didiosky Benítez et al 8 88 ... ----- Designing Serious Games to Enhance Political Efficacy and Critical Thinking Disposition for College Students: The Case of Taiwan HL Yi - Games and Virtual Worlds for Serious Applications (VS … ... This paper appears in: Games and Virtual Worlds for Serious Applications (VS-GAMES), 2011 Third International Conference on Issue Date: 4 ... purposes of this study were to develop a serious game which integrated interactive narratives, entertainment-education and argument ... ----- An Immersive Mixed Reality Game for Learning Physics Concepts through Body-Based Metaphors R Lindgren… ... Hughes, CE, Stapleton, CB, Hughes, DE, & Smith, E. (2005). Mixed reality in education, entertainment and training: An interdisciplinary approach. IEEE Computer Graphics & Applications, 26(6), 24-30. ... In YOH Tamura (Ed.), Mixed reality: Merging real and virtual worlds. (pp. ... ----- Web 2.0 Technologies in Higher Education SM Barton, J Hedberg… ... Web 2.0 Technologies in Higher Education. ... Velupillai, V. (2011). Web 2.0 Technologies in Higher Education. In S. Barton et al. (Eds.), Proceedings of Global Learn Asia Pacific 2011 (pp. 1906-1908). AACE. Retrieved from http://www.editlib.org/p/37420. ... ----- Using Virtual Environments to Tell the Story: The Battle of Thermopylae D Christopoulos, P Mavridis, A Andreadis… - Games and Virtual Worlds for … ... This paper appears in: Games and Virtual Worlds for Serious Applications (VS-GAMES), 2011 Third International Conference on Issue Date ... motivating for learners and therefore are employed as an innovative, more accessible framework to deliver education and entertainment ... ----- Academic Adjustment: A pilot to assess the potential of a virtual mentoring scheme J Smailes… - Information Systems and Technologies (CISTI), 2011 … ... However, given the increasing number of higher education institutions using social media, might online models be beneficial in a support ... by a case study considered three virtual models: social networking sites (SNS), virtual learning environments (VLE) and virtual worlds. ... ----- [PDF] 24 WW@ Commonwealth of Australia S Sestito ... Building virtual environments is then discussed. Toolkits provide an easier manner in which to construct virtual worlds. Several examples of toolkits are provided, including a discussion of the WorldToolKit (WT K) which has won awards for excellence. ... ----- [HTML] CALICO-The Computer Assisted Language Instruction Consortium Y YEH… ... Before this study began, they had already completed 6 years of formal English instruction at secondary education level. ... In Proceedings of the 3 rd international conference on multimedia language education (pp. 89-99). Taipei: Crane Co. Chun, DM, & Plass, JL (1993). ... ----- [PDF] POTENTIALS OF INTERACTIVE DIGITAL STORYTELLIN G FOR PRESCHOOL CHILDREN IN DAILY READING ACTIVITY CUTN AZIZAH… ... 2 LITERATURE REVIEW 2.1 2.2 2.3 Introduction Storytelling Approach 2.2.1 Story principles 2.2.2 Benefit of storytelling 2.2.3 Implication of storytelling approach to this study Interactive Digital Storytelling 2.3.1 Advantages of using digital storytelling in education vi Page ii iii iv v ... ----- This Google Scholar Alert is brought to you by Google.
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#law #VWs #community ----- THE ROLE OF THE RULE OF LAW IN VIRTUAL COMMUNITIES. By: Suzor, Nicolas. Berkeley Technology Law Journal, Fall 2010, Vol. 25 Issue 4, p1817-1886, 70p; Abstract: The article proposes a framework based on the rule of law theory to conceptualize virtual community governance and suggest appropriate regulatory responses in Berkeley, California. It considers the role of due process and procedural fairness in the administration of virtual communities. It considers the role of consent in the governance of virtual communities. It concludes that the rule of law discourse highlights important tensions in virtual communities.; (AN 63481022)
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#VWs #research ----- TITLE: Satisfaction with virtual worlds: An integrated model of experiential value. (Report) PUB: Information & Management DETAIL: Tibert Verhagen, Frans Feldberg, Bart Van den Hooff, Selmar Meents and Jani Merikivi. 48.6 (August 2011): p201(7).
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#VWs #community #education ----- Review of Virtual Environment Studies on Social and Group Phenomena. Authors: Sivunen, Anu -- Hakonen, Marko Source: Small Group Research; Aug2011, Vol. 42 Issue 4, p405-457, 53p Document Type: Article Subject Terms: *AVATARS (Virtual reality) *RESEARCH -- Methodology *TELEMATICS *TELECOMMUNICATION systems SECOND Life (Game) Author-Supplied Keywords: computer-mediated communication virtual environment virtual group virtual world NAICS/Industry Codes: 517410 Satellite Telecommunications --- Abstract: This article provides a review of previously published studies on virtual environments (VEs), focusing especially on empirical articles on social and group phenomena in VEs and their methodological and theoretical trends. VEs can be defined as communication systems in which interactants share the same three-dimensional digital space and can navigate, manipulate objects, and interact with one another via avatars. When examining the methodological and theoretical choices of these studies, four trends could be identified that characterize group studies on VEs: (a) testing the applicability of real-life, social behavior norms in VEs, (b) a lack of work group studies using VEs, (c) the micro-level treatment of social and groups, and (d) a lack of covering theory. Propositions for future research are presented. [ABSTRACT FROM AUTHOR] Copyright of Small Group Research is the property of Sage Publications Inc. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) Author Affiliations: Aalto University, School of Science, Espoo, Finland Full Text Word Count: 10569 ISSN: 10464964 DOI: 10.1177/1046496410388946 Accession Number: 62590998 Database: Academic Search Premier
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#VWs #SL #socialmedia #interview ----- THE VISIONARY. Authors: KAHN, JENNIFER Source: New Yorker; 7/11/2011, Vol. 87 Issue 20, p46-53, 7p, 1 Color Photograph Document Type: Article Subject Terms: *COMPUTER scientists *INTERNET *ONLINE social networks *TECHNOLOGY SOCIAL aspects People: LANIER, Jaron Abstract: The article presents a profile of Jaron Lanier, an author and computer scientist who was involved in the development of virtual reality and is a consultant for the software company Microsoft Research. Lanier's ideas on the social impact of the Internet and online social networking websites are shared. His book "You Are Not a Gadget: A Manifesto" is discussed. Other topics include a history of virtual reality technology, Lanier's childhood, his parents, and career at Microsoft. Full Text Word Count: 5074 ISSN: 0028792X Accession Number: 62548310 Database: Academic Search Premier Section: PROFILES ----- Lanier is often described as "visionary," a word that manages to convey both a capacity for mercurial insight and a lack of practical job skills. In the nineteen-eighties, he helped pioneer the field of virtual reality, and he is often credited with having coined the term. He has also dabbled in film. In 2001, he advised the writers of "Minority Report," Steven Spielberg's film about a dystopian future. Since 2006, he has worked as a consultant at Microsoft Research. More recently, he has become the go-to pundit for people lamenting the social changes wrought by modern technology. Last year, he published "You Are Not a Gadget: A Manifesto," a provocative critique of digital technologies, including Wikipedia (which he called a triumph of "intellectual mob rule") and social-networking sites like Facebook and Twitter, which he has described as dehumanizing and designed to encourage shallow interactions. Teen-agers, he writes, may vigilantly maintain their online reputations, but they do so "driven more by fear than by love." In our conversation about Facebook's face-recognition software, he added, "It'll just create a more paranoid society with a fakey-fakey social life--much like what happened in Communist countries, where people had a fake social life that the Stasi could see, and then this underground life."
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#VWs #SL ----- Lucke, Ulrike, and Raphael Zender. "3D interactions between virtual worlds and real life in an e-learning community." Advances in Human-Computer Interaction (2011). Academic OneFile. Web. 21 July 2011. -- 3D interactions between virtual worlds and real life in an e-learning community.(Research Article). Advances in Human-Computer Interaction (Annual 2011)(7004 words) Show details Abstract: Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world. ----- http://find.galegroup.com/gtx/infomark.do?type=retrieve&prodId=AONE&userGroupName=nclivegwu&version=1.0&source=gale&digest=7905f6faca271748ab880b391a712d10&docId=A261631757&docType=IAC&tabID=T002
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#VWs ----- Virtual Life Satisfaction.(Report). KYKLOS 64.3 (August 2011): p313(16). Show details Abstract: To authenticate to the full-text of this article, please visit this link: http://dx.doi.org/10.1111/j.1467-6435.2011.00508.x Byline: Edward Castronova (1), Gert G. Wagner (2) Abstract: SUMMARY We study life satisfaction data from the 2005 World Values Survey and a 2009 survey of users of the virtual world Second Life. Second Life users do not have the same demographic profile as the general population, but the differences are not as large as we expected. The mechanisms and causes of life satisfaction seem to be similar in the two samples. Among Second Life users, satisfaction with their virtual life is higher than satisfaction with their real life. Regression analysis indicates that people in certain life situations, such as unemployment, gain more life satisfaction from 'switching' to the virtual world than from changing their real-life circumstances. In other words, an unemployed person can become happier by visiting Second Life rather than finding a job. Correspondingly, problems in real life are positive predictors of intense use of virtual life. Author Affiliation: (1)Indiana University, USA (2)Berlin University of Technology (TUB), Germany Source Citation Castronova, Edward, and Gert G. Wagner. "Virtual Life Satisfaction." KYKLOS 64.3 (2011): 313+. Academic OneFile. Web. 21 July 2011. Document URL http://find.galegroup.com/gtx/infomark.do?&contentSet=IAC-Documents&type=retrieve&tabID=T002&prodId=AONE&docId=A261638812&source=gale&srcprod=AONE&userGroupName=nclivegwu&version=1.0 Gale Document Number:A261638812
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#VWs #marketing #presence ----- Means-end analysis of consumers’ perceptions of virtual world affordances for e-commerce Tran, Minh Quang; Minocha, Shailey; Roberts, David and Laing, Angus (2011). Means-end analysis of consumers’ perceptions of virtual world affordances for e-commerce. In: INTERACT 2011 13th IFIP TC13 Conference on Human-Computer Interaction, 05 - 09 Sep 2011, Lisbon, Portugal (forthcoming). (Request Copy from OU Author) URL: http://interact2011.org/index.php?q=technical-prog... Google Scholar Look up in Google Scholar Abstract Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users interact through avatars. The affordances of virtual worlds can be useful for business-to-consumer e-commerce. Moreover, affordances of virtual worlds can complement affordances of websites to provide consumers with an enhanced e-commerce experience. We investigated which affordances of virtual worlds can enhance consumers‟ experiences on e-commerce websites. We conducted laddering interviews with 30 virtual world consumers to understand their perceptions of virtual world affordances. A means-end analysis was then applied to the interview data. The results suggest co-presence, product discovery, 3D product experience, greater interactivity with products and sociability are some of the key virtual world affordances for consumers. We discuss theoretical implications of the research using dimensions from the Technology Acceptance Model. We also discuss practical implications, such as how virtual world affordances can be incorporated into the design of e-commerce websites. Item Type: Conference Item Copyright Holders: 2011 Not known Funders: Faculty of Mathematics, Computing and Technology Keywords: consumer experience; e-commerce; interaction design; laddering interviews; means-end analysis; qualitative research; user experience; virtual worlds Academic Unit/Department: Mathematics, Computing and Technology Mathematics, Computing and Technology > Computing Open University Business School Interdisciplinary Research Centre: Centre for Research in Computing (CRC) Related URLs: http://interact2011.org/(Other) http://mcs.open.ac.uk/sm577(Author Website) http://oro.open.ac.uk/21267(ORO Item) http://oro.open.ac.uk/28484(ORO Item) http://oro.open.ac.uk/21368(ORO Item) http://oro.open.ac.uk/25134(ORO Item) Item ID: 29076 Depositing User: Shailey Minocha Date Deposited: 11 Jul 2011 09:17 Last Modified: 11 Jul 2011 09:17 URI: http://oro.open.ac.uk/id/eprint/29076
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