‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life

Detalhes bibliográficos
Autor(a) principal: Nagy, P.
Data de Publicação: 2016
Outros Autores: Koles, B.
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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spelling ‘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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