Journal
INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT
Volume 34, Issue 2, Pages 210-220Publisher
ELSEVIER SCI LTD
DOI: 10.1016/j.ijinfomgt.2013.12.010
Keywords
Digital natives; Continuance; Uses and gratifications; Teenagers; Multi-method
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Millions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, often referred to as digital natives, represent an under-investigated group in the virtual world research and the Information Systems literature. To this end, we draw on developmental psychology and the uses and gratifications approach to examine teenagers' continuous SVW use with a multi-method approach. We first investigate role of psychological gratifications and social influences in predicting teenagers' intention to continue using Habbo Hotel. Thereafter, to gain a deeper understanding of their in-world activities, we triangulate our findings with a structured content analysis of the respondents' open-ended comments. Our quantitative and qualitative findings show that the intentions to continue SVW use are predominantly hedonically motivated. Moreover, we demonstrate that inside the platform users engage in social activities that are often associated with the hedonic experience. Finally, we discuss how these activities both extend and are distinct from digital natives' offline and online social interactions. (C) 2013 The Authors. Published by Elsevier Ltd. All rights reserved.
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