With its heavy traffic and technological capabilities, social networking sites (SNSs) introduced a new means of building and maintaining social relationships. This study aims to identify underlying factors and causal relationships that affect behavioral intention to use SNSs. For this purpose, this research developed an extended technology acceptance model (TAM), incorporating subjective norm (SN) and perceived social capital (PSC). Exploratory correlation and path analyses were conducted to examine the relationships between five constructs; perceived usefulness (PU), perceived ease of use (PEOU), subjective norm (SN), perceived social capital (PSC), and intention to use (IU). The results showed that PU and PEOU had robust effects on the user's intention to use SNSs. The research findings also demonstrated that SN and PSC were significant predictors of both PU and PEOU, and therefore should be considered as potential variables for extending TAM.
Common stereotypes of virtual game or community users are often portrayed as young and socially inept male addicts. Recent studies, however, defy many of the common prejudices about game or community users. As an extension of recent research, this study looks at gender differences in Virtual Worlds and finds that female users are actually a driving force behind the recent success of online communities. The study results indicate that female users more actively participate in social life, information seeking, and building activities in Virtual Worlds than their male counterparts. Similarly, female users have greater appreciation for the value of Virtual Worlds, although both male and female users recognize Virtual Worlds as a highly useful entertainment tool.
Recent studies defy many of the common prejudices about game and online-community users. As an extension of the previous research, this paper looks at gender differences in Virtual Worlds and shows that female users are a driving force behind the recent success of online communities.De récentes études ont remis en question des idées reçues sur les joueurs de jeux vidéo et les communautés en ligne. En continuité d’études précédentes, cette communication explore les différences de sexe dans les mondes virtuels et démontre que les femmes sont la force motrice du récent succès des communautés en ligne.
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