‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life
Autor(a) principal: | |
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Data de Publicação: | 2016 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10071/12940 |
Resumo: | 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 creation within the particular 3D virtual world of Second Life, via comparing key demographic, usage and motivational attributes of creator versus non-creator residents. Results revealed differential patterns as a function of age, gender and usage. Digital content creators were also more likely to purchase goods reflecting stability, expand greater financial resources on the Second Life Marketplace, and while acknowledging greater difficulty in ease of use, reported higher esteem and self-actualization. Implications for scholars and practitioners are discussed. |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second LifeUser-generated contentDigital object creationSecond LifeVirtual consumptionMotivationsUser-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 creation within the particular 3D virtual world of Second Life, via comparing key demographic, usage and motivational attributes of creator versus non-creator residents. Results revealed differential patterns as a function of age, gender and usage. Digital content creators were also more likely to purchase goods reflecting stability, expand greater financial resources on the Second Life Marketplace, and while acknowledging greater difficulty in ease of use, reported higher esteem and self-actualization. Implications for scholars and practitioners are discussed.Journal of Virtual Worlds Research2017-04-17T08:54:09Z2016-01-01T00:00:00Z20162019-04-16T15:59:34Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/12940eng1941-847710.4101/jvwr.v9i2.7205Nagy, P.Koles, B.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-07-07T03:16:08Zoai:repositorio.iscte-iul.pt:10071/12940Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-07-07T03:16:08Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life |
title |
‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life |
spellingShingle |
‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life Nagy, P. User-generated content Digital object creation Second Life Virtual consumption Motivations |
title_short |
‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life |
title_full |
‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life |
title_fullStr |
‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life |
title_full_unstemmed |
‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life |
title_sort |
‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life |
author |
Nagy, P. |
author_facet |
Nagy, P. Koles, B. |
author_role |
author |
author2 |
Koles, B. |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Nagy, P. Koles, B. |
dc.subject.por.fl_str_mv |
User-generated content Digital object creation Second Life Virtual consumption Motivations |
topic |
User-generated content Digital object creation Second Life Virtual consumption Motivations |
description |
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 creation within the particular 3D virtual world of Second Life, via comparing key demographic, usage and motivational attributes of creator versus non-creator residents. Results revealed differential patterns as a function of age, gender and usage. Digital content creators were also more likely to purchase goods reflecting stability, expand greater financial resources on the Second Life Marketplace, and while acknowledging greater difficulty in ease of use, reported higher esteem and self-actualization. Implications for scholars and practitioners are discussed. |
publishDate |
2016 |
dc.date.none.fl_str_mv |
2016-01-01T00:00:00Z 2016 2017-04-17T08:54:09Z 2019-04-16T15:59:34Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10071/12940 |
url |
http://hdl.handle.net/10071/12940 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
1941-8477 10.4101/jvwr.v9i2.7205 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Journal of Virtual Worlds Research |
publisher.none.fl_str_mv |
Journal of Virtual Worlds Research |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
mluisa.alvim@gmail.com |
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1817546429119332352 |