2011
DOI: 10.1016/j.ijinfomgt.2010.07.007
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Individual motivations and demographic differences in social virtual world uses: An exploratory investigation in Second Life

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Cited by 140 publications
(88 citation statements)
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“…Sexual ageplay has been of particular concern within massively-multiuser online games (MMOG) such as SL due to the fluid and anonymous nature of these virtual social environments; being flexible playing platforms in which users (hereafter referred to by their preferred moniker of residents) can socially interact with other residents in real-time through highly manipulatable avatars in ways not unlike in the real world, but unfettered by social and physical boundaries (Zhou et al 2011). Residents can have one or more avatars (known colloquially as an avi or ava) that are created to represent anything or anyone they wish.…”
Section: Virtual Sexual Ageplay In Second Lifementioning
confidence: 99%
“…Sexual ageplay has been of particular concern within massively-multiuser online games (MMOG) such as SL due to the fluid and anonymous nature of these virtual social environments; being flexible playing platforms in which users (hereafter referred to by their preferred moniker of residents) can socially interact with other residents in real-time through highly manipulatable avatars in ways not unlike in the real world, but unfettered by social and physical boundaries (Zhou et al 2011). Residents can have one or more avatars (known colloquially as an avi or ava) that are created to represent anything or anyone they wish.…”
Section: Virtual Sexual Ageplay In Second Lifementioning
confidence: 99%
“…The positive effects on user motivation of entertaining and interactive environments which feature eye-catching objects has been amply demonstrated (Allison, Miller, Sturgeon, Nicoll, & Perera, 2010;Horton, 2000;Sancho, Torrente, & Fernández-Manjón, 2009). Because 3-D virtual worlds possess such objects, those environments are thought to stimulate motivation levels (Falloon, 2010;Iqbal, Kankaanranta, & Neittaanmaki, 2010;Sierra, Gutiérrez, Garzón-Castro, 2012;Zhou, Jin, Vogel, Fang, & Chen, 2011). In the literature, it has also been demonstrated that other features of 3-D environments, such as interactions between users and between individual users and the environment, participation in the provided activities, and the feeling of being truly in the environment (Kapp & Driscoll, 2010) all increase the users' learning capacities (Mishra, 2009).…”
Section: Motivation In 3-d Virtual Worldsmentioning
confidence: 99%
“…Being granted opportunities to show their talents in these environments (Xu, Park, & Baek, 2011) and enjoying interesting experiences while processing the applications additionally enhance motivation (Cheng & Wang, 2011). Zhou et al (2011) explained that stimulating motivation in 3-D virtual worlds requires the inclusion of various applications in the design, which take individual user differences into consideration, permit entertaining and relaxing experiences, and allow opportunities for users to socialize in the environment.…”
Section: Motivation In 3-d Virtual Worldsmentioning
confidence: 99%
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