1,022
Views
22
CrossRef citations to date
0
Altmetric
Articles

The Impact of Flow Experience and Personality Type on the Intention to Use Virtual World

ORCID Icon &

References

  • Ajzen, I., Brown, T. C., & Carvajal, F. (2004). Explaining the discrepancy between intentions and actions: The case of hypothetical bias in contingent valuation. Society for Personality and Social Psychology, 30(9), 1108–1121.
  • Ajzen, I., & Fishbein, M. (1980). Understanding attitudes and predicting social behavior. Englewood Cliffs, New Jersey: Prentice Hall.
  • Alenezi, A. M., & Shahi, K. K. (2015). Interactive e-learning through second life with blackboard technology. Social and Behavioral Sciences, 176, 891–897.
  • Almasri, A. K. (2015). A hybrid proposed framework based on Quality Factors (QF) and Technology Acceptance Model (TAM) for mobile learning process: Higher education students in Jordanian Universities. International Journal of Information, Business and Management, 7(3), 200–212.
  • Animesh, A., Pinsonneault, A., Yang, S. B., & Oh, W. (2011). An odyssey into virtual worlds: Exploring the impacts of technological and spatial environments. MIS Quarterly, 35(3), 789–810. doi:10.2307/23042809
  • Antheunis, M. L., Tates, K., & Nieboer, T. E. (2013). Patients’ and health professionals’ use of social media in health care: Motives, barriers and expectations. Patient Education and Counseling, 92(3), 426–431. doi:10.1016/j.pec.2013.06.020
  • Bajaj, A., & Nidumolu, S. R. (1998). A feedback model to understand information system usage. Information & Management, 33, 213–224. doi:10.1016/S0378-7206(98)00026-3
  • Barker, V. (2016). Flow in virtual worlds: The interplay of community and site features as predictors of involvement. Journal of Virtual Worlds Research, 9(3). doi:10.4101/jvwr.v9i3.7220
  • Bassi, M., Steca, P., Monzani, D., Greco, A., & Fave, A. D. (2014). Personality and optimal experience in adolescence: Implications for well-being and development. Journal of Happiness Studies, 15(4), 829–843. doi:10.1007/s10902-013-9451-x
  • Benetoli, A., Chen, T. F., & Aslani, P. (2015). The use of social media in pharmacy practice and education. Research in Social and Administrative Pharmacy, 11(1), 1–46. doi:10.1016/j.sapharm.2014.04.002
  • Bilgihan, A., Okumus, F., Nusair, K., & Bujisic, M. (2013). Online experiences: Flow theory, measuring online customer experience in e-commerce and managerial implications for the lodging industry. Information Technology & Tourism, 14(1), 49–71. doi:10.1007/s40558-013-0003-3
  • Cade, M. (2007). The emperor’s new web; Some of the biggest names in high tech are convinced that Second Life and other VWs are the future of the Net. Are they fooling themselves? PC Magazine, 26(9), 70–77.
  • Cheng, G. (2014). Exploring students’ learning styles in relation to their acceptance and attitudes towards using Second Life in education: A case study in Hong Kong. Computers & Education, 70, 105–115. doi:10.1016/j.compedu.2013.08.011
  • Cheung, R., & Vogel, D. (2013). Predicting user acceptance of collaborative technologies: An extension of the technology acceptance model for e-learning. Computers & Education, 63, 160–175. doi:10.1016/j.compedu.2012.12.003
  • Chow, M., Herold, D. K., Choo, T., & Chan, K. (2012). Extending the technology acceptance model to explore the intention to use second life for enhancing healthcare education. Computers & Education, 59(4), 1136–1144. doi:10.1016/j.compedu.2012.05.011
  • Csíkszentmihályi, M. (1990). Flow: The psychology of optimal experience. New York, USA: Harper and Row.
  • Davis, F. D. (1986). A technology acceptance model for empirically testing new end-user information systems: Theory and results, in Sloan School of Management. Cambridge, MA: MIT.
  • Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340. doi:10.2307/249008
  • Dodgson, M., Gann, D. M., & Phillips, N. (2013). Organizational learning and the technology of foolishness: The case of virtual worlds at IBM. Organization Science, 24(5), 1358–1376. doi:10.1287/orsc.1120.0807
  • Eisenbeiss, M., Blechschmidt, B., Backhaus, K., & Freund, P. A. (2012). “The (Real) world is not enough:” Motivational drivers and user behavior in virtual worlds. Journal of Interactive Marketing, 26(1), 4–20. doi:10.1016/j.intmar.2011.06.002
  • Elkaseh, A., Wong, K., & Fung, C. (2016). Perceived ease of use and perceived usefulness of social media for e-learning in libyan higher education: A structural equation modeling analysis. International Journal of Information and Education Technology, 6(3), 192–199. doi:10.7763/IJIET.2016.V6.683
  • Engel, J., Blackwell, R., & Miniard, P. (1995). Consumer behavior. Fort Worth, TX: Dryden Press.
  • Faiola, A., & Smyslova, O. (2009). Flow experience and telepresence in second life: Correlating pleasure, immersion, and interaction in virtual communities. In G. Salvendy & J. Jacko (Eds.), Proceedings of the 13th International Conference on Human-Computer Interaction. San Diego, CA. Mahwah, NJ: Lawrence Erlbaum.
  • Fang, X., Zhu, M., & Chan, S. (2014). Extraversion personality and computer game play. Human Factors and Ergonomics in Manufacturing & Service Industries, 24(5), 498–514. doi:10.1002/hfm.20591
  • Gallego, M. D., Bueno, S., & Noyes, J. (2016). Second Life adoption in education: A motivational model based on the Uses and Gratifications theory. Computers & Education, 100, 81–93. doi:10.1016/j.compedu.2016.05.001
  • Gao, L., & Bai, X. (2014). A unified perspective on the factors influencing consumer acceptance of internet of things technology. Asia Pacific Journal of Marketing and Logistics, 26(2), 211–231. doi:10.1108/APJML-06-2013-0061
  • Gefen, D., Karahana, E., & Straub, D. (2003). Trust and TAM in online shopping: An integrated model. MIS Quarterly, 27(1), 51–90. doi:10.2307/30036519
  • Gefen, D., & Straub, D. (2000). The relative importance of perceived ease-of-use in IS adoption: A study of eCommerce adoption. Journal of the Association for Information Systems, 1(8), 1–20. doi:10.17705/1jais.00008
  • Goby, V. P. (2006). Personality and online/offline choices: MBTI profiles and favored communication modes in a Singapore study. CyberPsychology & Behavior, 9(1), 5–13. doi:10.1089/cpb.2006.9.5
  • Graham, L. T., & Gosling, S. D. (2013). Personality profiles associated with different motivations for playing World of Warcraft. Cyberpsychology, Behavior, and Social Networking, 16(3), 189–193. doi:10.1089/cyber.2012.0090
  • Gregory, S., Scutter, S., Jacka, L., McDonald, M., Farley, H., & Newman, C. (2015). Barriers and enablers to the use of virtual worlds in higher education: An exploration of educator perceptions, attitudes and experiences. Journal of Educational Technology & Society, 18(1), 3–12.
  • Gridsurvey. (2013). Second life grid survey – economic metrics website. Retrieved April 27, 2013, from http://gridsurvey.com/economy.php
  • Guo, Y. M., & Poole, M. S. (2009). Antecedents of flow in online shopping: A test of alternative models. Info Systems Journal, 19, 369–390. doi:10.1111/j.1365-2575.2007.00292.x
  • Hamari, J. (2015). Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. International Journal of Information Management, 35(3), 299–308. doi:10.1016/j.ijinfomgt.2015.01.007
  • Hoffman, H. G., Palacios, A. G., Kapa, V., Beecher, J., & Sharar, S. R. (2003). Immersive virtual reality for reducing experimental ischemic pain. International Journal of Human-Computer Interaction, 15(3), 469–486. doi:10.1207/S15327590IJHC1503_10
  • Ibáñez, M. B., Serio, A. D., Villarán, D., & Kloos, C. D. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1–13. doi:10.1016/j.compedu.2013.09.004
  • Jankowski, J., Bródka, P., & Hamari, J. (2016). A picture is worth a thousand words: An empirical study on the influence of content visibility on diffusion processes within a virtual world. Behaviour and Information Technology, 35(11), 1–20. doi:10.1080/0144929X.2016.1212932
  • Karaman, M. K., & Özen, S. O. (2016). A survey of students’ experiences on collaborative virtual learning activities based on five-stage model. Educational Technology & Society, 19(3), 247–259.
  • Lan, Y. J. (2014). Does second life improve mandarin learning by overseas Chinese students? Language Learning & Technology, 18(2), 36–56.
  • LaPiere, R. T. (1934). Attitudes vs. actions. Social Forces, 13, 230–237. doi:10.2307/2570339
  • Lee, M. C., & Tsai, T. R. (2010). What drives people to continue to play online games? An extension of technology model and theory of planned behavior. International Journal of Human-Computer Interaction, 26(6), 601–620. doi:10.1080/10447311003781318
  • Liang, M. (2012). Reimagining communicative context: ELF interaction in second life to learn EFL. Journal of Language, Identity & Education, 11(1), 16–34. doi:10.1080/15348458.2012.644118
  • Lim, K. H. (2006). Do I trust you online, and if so, will i buy? An empirical study of two trust-building strategies. Journal of Management Information Systems, 33(2), 233–266. doi:10.2753/MIS0742-1222230210
  • Lin, T. J., Wang, S. Y., Grant, S., Chien, C. L., & Lan, Y. L. (2014). Task-based teaching approaches of Chinese as a foreign language in Second Life through teachers’ perspectives. Procedia Technology, 13, 16–22. doi:10.1016/j.protcy.2014.02.004
  • Luhmann, N. (1979). Trust and power. Chichester, London: Wiley.
  • Luse, A., Mennecke, B., & Triplett, J. (2013). The changing nature of user attitudes toward virtual world technology: A longitudinal study. Computers in Human Behavior, 29(3), 1122–1132. doi:10.1016/j.chb.2012.10.004
  • Manca, S., & Ranieri, M. (2016). “Yes for sharing, no for teaching!”: Social Media in academic practices. The Internet and Higher Education, 29, 63–74. doi:10.1016/j.iheduc.2015.12.004
  • McLeod, P. L., Liu, Y., & Axline, J. E. (2014). When your Second Life comes knocking: Effects of personality on changes to real life from virtual world experiences. Computers in Human Behavior, 39, 59–70.
  • Mennecke, B. E., Triplett, J. L., Hassall, L. M., Conde, Z. J., & Heer, R. (2011). An examination of a theory of embodied social presence in virtual worlds. Decision Sciences, 42(2), 413–450. doi:10.1111/deci.2011.42.issue-2
  • Mitchell, R. L. (2013). 7 Coolconsumer technologies coming soon to a cubicle near you. Computer World. Retrieved May 1, 2013, from http://www.computerworld.com/s/article/9237998/7_cool_consumer_technologies_coming_soon_to_a_cubicle_near_you
  • Moon, Y. J., Kim, W. G., & Armstrong, D. J. (2014). Exploring neuroticism and extraversion in flow and user generated content consumption. Information & Management, 51(3), 347–358. doi:10.1016/j.im.2014.02.004
  • Mosley, I. D., & Patrick, S. (2010). Personality and character selection in World of Warcraft. McNair Scholars Research Journal, 6(1), 57–63.
  • Myers, I. B. (1962). The Myers-Briggs type indicator. Palo Alto, CA: Consulting Psychologists Press.
  • Nadkarni, S., & Gupta, R. (2007). A task-based model of perceived website complexity. MIS Quarterly, 31, 501–524. doi:10.2307/25148805
  • Nam, C. S., Whang, M., Liu, S., & Moore, M. (2015). Wayfinding of users with visual impairments in haptically enhanced virtual environments. International Journal of Human-Computer Interaction, 31(4), 295–306. doi:10.1080/10447318.2015.1004151
  • Pellas, N., & Kazanidis, I. (2015). On the value of Second Life for students’ engagement in blended and online courses: A comparative study from the Higher Education in Greece. Education and Information Technologies, 20(3), 445–466. doi:10.1007/s10639-013-9294-4
  • Podsakoff, P. M., MacKenzie, S. B., Lee, J. Y., & Podsakoff, N. P. (2003). Common methods biases in behavioral research: A critical review of the literature and recommended remedies. Journal of Applied Psychology, 88(5), 879–903. doi:10.1037/0021-9010.88.5.879
  • Podsakoff, P. M., & Organ, D. W. (1986). Self-reports in organizational research: Problems and prospects. Journal of Management, 12, 69–82. doi:10.1177/014920638601200408
  • Reimann, M., Ruckriegel, C., Mortimer, S., Bageritz, S., Henshaw, M., Siemieniuch, C.E., Sinclair, M.A., Palmer, P.J., Fitzgerald, J., Ingram, C. and Servat, D. (2017). Priorities and recommendations for research and innovation in cyber-physical systems. Steinbeis-Edition. Stuttgart, Germany: Taylor & Francis.
  • Ringo, T. (2007). IBM explores new frontiers in collaborative innovation. Research Technology Management, 50(5), 6–7.
  • Sanayei, A., Bazargan, N. A., & Ansari, A. (2016). The impact of introversion/extroversion on online shopping intention. (Case study: Computer and cell phone accessories). In e-Commerce in Developing Countries: with focus on e-Tourism (ECDC), 2016 10th International Conference on (pp. 1–7). IEEE.
  • Savin-Baden, M., Poulton, T., Beaumont, C., & Conradi, E. (2016). What is real? Using problem-based learning in virtual worlds. Educational Technologies in Medical and Health Sciences Education, 5, 79–97.
  • Schechtman, M. (2012). The story of my (second) life: virtual worlds and narrative identity. Philosophy & Technology, 25(3), 329–343. doi:10.1007/s13347-012-0062-y
  • Schiffman, L. G., & Kanuk, L. L. (2000). Consumer behavior (7th ed.). New Jersey, USA: Prentice Hall.
  • Second Life Official Website. (2017). Retrieved June 14, 2017, from http://www.secondlife.com
  • Shin, D. H. (2009). The evaluation of user experience of the virtual world in relation to extrinsic and intrinsic motivation. International Journal of Human-Computer Interaction, 25(6), 530–553. doi:10.1080/10447310902963951
  • Smith, S. (2008). Second life mixed reality broadcasts: a timeline of practical experiments at the NASA CoLab Island. Journal of VWs Research, 1(1), 1–9.
  • Statista. (2017). WoW subscription numbers 2005-2015. The Statistical Portal. Accessed July 6, 2017, from https://www.statista.com/statistics/276601/number-of-world-of-warcraft-subscribers-by-quarter/
  • Sullivan, D. K., Goetz, J. R., Gibson, C. A., Mayo, M. S., Washburn, R. A., Lee, Y., … Donnelly, J. E. (2016). A virtual reality intervention (Second Life) to improve weight maintenance: Rationale and design for an 18-month randomized trial. Contemporary Clinical Trials, 46(1), 77–84. doi:10.1016/j.cct.2015.11.019
  • Svendsen, G. B., Johnsen, J.-A. K., Almas-Sorensen, L., & Vitterso, J. (2013). Personality and technology acceptance: The influence of personality factors on the core constructs of the technology acceptance model. Behaviour & Information Technology, 32(4), 323–334. doi:10.1080/0144929X.2011.553740
  • Tao, D. (2009). Intention to use and actual use of electronic information resources: Further exploring Technology Acceptance Model (TAM). AMIA Annual Symposium Proceedings, 2009, 629–633.
  • Tiffany, J., & Hoglund, B. A. (2014). Teaching/learning in Second Life: Perspectives of future nurse-educators. Clinical Simulation in Nursing, 10(1), 19–24. doi:10.1016/j.ecns.2013.06.006
  • Tsai, L. H. (2003). Relationships between personality attributes and internet marketing. San Diego, CA: Alliant International University.
  • tVPN. (2008). A virtual worlds primer [PDF file]. Retrieved from http://www.virtualpolicy.net/_Downloads/Documents/tVPN-VW_Primer-V1Q308.pdf
  • Ul Islam, J., Rahman, Z., & Hollebeek, L. (2017). Personality factors as predictors of online consumer engagement: An empirical investigation. Marketing Intelligence & Planning, 35(4), 510–528. doi:10.1108/MIP-10-2016-0193
  • Venkatesh, V., & Davis, F. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management Science, 46(2), 186–204. doi:10.1287/mnsc.46.2.186.11926
  • Wang, F., & Burton, J. K. (2013). Second Life in education: A review of publications from its launch to 2011. British Journal of Educational Technology, 44(3), 357–371. doi:10.1111/bjet.2013.44.issue-3
  • Wasko, M., Teigland, R., Leidner, D., & Jarvenpaa, S. (2011). Stepping into the internet: New ventures in virtual worlds. MIS Quarterly, 35(3), 645–652. doi:10.2307/23042801
  • Wiecha, J., Heyden, R., Sternthal, E., & Merialdi, M. (2010). Learning in a virtual world: Experience with using second life for medical education. Journal of Medical Internet Research, 12(1). doi:10.2196/jmir.1587
  • Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3), 225–240. doi:10.1162/105474698565686
  • Wixom, B. H., & Todd, P. A. (2005). A theoretical integration of user satisfaction and technology acceptance. Information Systems Research, 16(1), 85–102. doi:10.1287/isre.1050.0042
  • Wolf, K. D. (2012). The instructional design and motivational mechanisms of World of Warcraft. Computer Games and New Media Cultures, 557–569.
  • World of Warcraft Official Website. (2017). Retrieved July 6, 2017, from https://worldofwarcraft.com/en-gb/
  • Yoon, T. E., & George, J. F. (2013). Why aren’t organizations adopting virtual worlds? Computers in Human Behavior, 29, 772–790. doi:10.1016/j.chb.2012.12.003
  • Yuen, E. K., Herbert, J. D., Forman, E. M., Goetter, E. M., Comer, R., & Bradley, J. C. (2013). Treatment of social anxiety disorder using online virtual environments in second life. Behavior Therapy, 44(1), 51–61. doi:10.1016/j.beth.2012.06.001

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.