[AISWorld] Journal of Database Management (JDM) Special Section on Virtual Worlds and 3-D Web
Keng Siau
ksiau at unlnotes.unl.edu
Tue Jun 8 08:10:24 EDT 2010
The Journal of Database Management (JDM) published a special section on
Virtual Worlds and 3-D Web in the April-June 2010 issue. The section
comprises two papers on virtual worlds. The acceptance rate for this
special section is 11%.
Journal of Database Management (JDM)
ISI Impact Factor: 2.0
Volume 21, Issue 2, April-June 2010
Editor-in-Chief: Keng Siau, University of Nebraska - Lincoln, USA
Special Section on Virtual Worlds and 3-D Web
Special Section Editors
Blake Ives, University of Houston
Brian Mennecke, Iowa State University
Fiona Fui-Hoon Nah, University of Nebraska-Lincoln
Shu Schiller, Wright State University
Keng Siau, University of Nebraska-Lincoln
First Research Paper
Antecedents of the Closeness of Human-Avatar Relationships in a Virtual
World
Yi Zhao, City University of Hong Kong, China
Weiquan Wang, City University of Hong Kong, China
Yan Zhu, Tsinghua University, China
Virtual worlds (e.g., Second Life), where users interact and form
relationships with other users’ virtual identities represented by avatars
(i.e., human-avatar relationships), are increasingly influential in
today’s businesses and society. Nevertheless, the sustainability and
impact of virtual worlds depend largely on the closeness of human-avatar
relationships. This study investigates the antecedents of the closeness of
such relationships. The authors conceptualize human-avatar relationship
closeness as composed of interaction frequency, activity diversity, and
relational influence. They identify its antecedents (perceived needs
fulfillment, relationship irreplaceableness, and resource investment) by
extending Rusbult’s investment model of interpersonal relationship
commitment to the domain of human-computer interaction. The authors test
the hypotheses through an online survey of Second Life users and find that
(1) resource investment is positively associated with all three
human-avatar relationship closeness dimensions; (2) needs fulfillment is
positively associated with interaction frequency and relational influence;
and (3) relationship irreplaceableness is positively associated with
relational influence.
To obtain a copy of the entire article, click on the link below.
http://www.igi-global.com/Bookstore/Article.aspx?TitleId=42085
Second Research Paper
Antecedents of Online Game Dependency: The Implications of Multimedia
Realism and Uses and Gratifications Theory
Kaunchin Chen, Western Michigan University, USA
Jengchung Chen, National Cheng Kung University, Taiwan
William Ross, University of Wisconsin, La Crosse, USA
Massively Multiplayer Online Game (MMOG) dependency has been widely
studied but research results suggest inconclusive antecedent causes. This
study proposes and empirically tests three predictive models of MMOG
dependency using a survey of online gaming participants. It finds
multimedia realism for social interaction serves as an original antecedent
factor affecting other mediating factors to cause MMOG dependency. These
mediating factors derive from Uses and Gratifications theory and include:
(1) participation in a virtual community, (2) diversion from everyday
life, and (3) a pleasant aesthetic experience. Of these, participation in
a virtual community has a strong positive relationship with MMOG
dependency, and aesthetics has a modest negative relationship. Moderator
analyses suggest neither gender nor “frequency of game playing” are
significant but experience playing online games is a significant
moderating factor of MMOG dependency.
To obtain a copy of the entire article, click on the link below.
http://www.igi-global.com/Bookstore/Article.aspx?TitleId=42086
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