2016
DOI: 10.4101/jvwr.v9i2.7205
|View full text |Cite
|
Sign up to set email alerts
|

‘I Create Therefore I Virtually Exist’: Digital Content Creation, Virtual Consumption, and Motivation in Second Life

Abstract: User-generated content (UGC) has been receiving increasing attention given its spread throughout digital media platforms and applications. Previous research focusing on Web 2.0 based platforms highlighted linkages with personal characteristics, user attitudes, and social as well as individual motivators. Interestingly, UGC has not been addressed on other platforms such as 3D virtual worlds, and the purpose of the current study is to fill this gap in the literature. More specifically, we explore virtual content… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2018
2018
2024
2024

Publication Types

Select...
4
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(2 citation statements)
references
References 75 publications
0
2
0
Order By: Relevance
“…Besides, as virtual worlds never sleep, dedication to these video games is fundamental to achieve certain status and recognition and get through new levels (NAGY; KOLES, 2016;STONE et al, 2016). Similarly, group strategy and creating or joining a community can sometimes be necessary to accomplish some missions (WHANG;CHANG, 2004).…”
Section: Defining Massively Multiplayer Online Role-playing Gamesmentioning
confidence: 99%
“…Besides, as virtual worlds never sleep, dedication to these video games is fundamental to achieve certain status and recognition and get through new levels (NAGY; KOLES, 2016;STONE et al, 2016). Similarly, group strategy and creating or joining a community can sometimes be necessary to accomplish some missions (WHANG;CHANG, 2004).…”
Section: Defining Massively Multiplayer Online Role-playing Gamesmentioning
confidence: 99%
“…As Kathleen Irwin claimed, "Virtual places, activities, and parallel worlds, representations and performances coexist and are composite, conflictual, and diverse." 48 Linden Lab provides land, sea and sky, which is then filled by the "user created content" of many contributors, 49 so the space has identity rather than visual theming. 50 None of it is fully planned, perfected or designed, in contrast to commercial products made in games studios by design teams.…”
Section: My Practice: Space Change and Communicationmentioning
confidence: 99%