[AISWorld] Free Download: Journal of Database Management (JDM) Virtual Worlds Articles -- until end of July
Keng Siau
ksiau at unlnotes.unl.edu
Mon Jul 26 04:25:30 EDT 2010
A Special Feature of:
Journal of Database Management (JDM)
ISI Impact Factor: 2.0
Official Publication of the Information Resources Management Association
Published: Quarterly in Print and Electronically
ISSN: 1063-8016 EISSN: 1533-8010
Published by IGI Publishing, Hershey-New York, USA
www.igi-global.com/jdm
Editor-in-Chief: Keng Siau, University of Nebraska-Lincoln, USA
JDM’S VIRTUAL WORLDS ARTICLES FOR DOWNLOAD (FREE)
To highlight the recent research in the Journal of Database Management
covering the subject of virtual worlds, IGI Global will be hosting four
selected articles on our website for the month of July.
Visit http://www.igi-global.com/jdm in July to read the four articles
detailed below in their entirety (Free).
Step 1. Go to http://www.igi-global.com/jdm
Step 2. Click on Virtual Worlds Special Feature (around the middle
of the web page)
Step 3. Fill in your Name, Affiliation, and Email Address
Step 4. Download the package -- the package contains the following
four papers.
PAPER ONE
Impact of Flow and Brand Equity in 3D Virtual Worlds
Featured in JDM Volume 21, Issue 3, 2010, pp. 69-89
Fiona Nah, University of Nebraska-Lincoln, USA
Brenda Eschenbrenner, University of Nebraska-Lincoln, USA
David DeWester, University of Nebraska-Lincoln, USA
So Park, University of Nebraska-Lincoln, USA
This research is a partial test of Park et al.’s (2008) model to assess
the impact of flow and brand equity in 3D virtual worlds. It draws on flow
theory as its main theoretical foundation to understand and empirically
assess the impact of flow on brand equity and behavioral intention in 3D
virtual worlds. The findings suggest that the balance of skills and
challenges in 3D virtual worlds influences users’ flow experience, which
in turn influences brand equity. Brand equity then increases behavioral
intention. The authors also found that the impact of flow on behavioral
intention in 3D virtual worlds is indirect because the relationship
between them is mediated by brand equity. This research highlights the
importance of balancing the challenges posed by 3D virtual world branding
sites with the users’ skills to maximize their flow experience and brand
equity to increase the behavioral intention associated with the brand.
PAPER TWO
Antecedents of the Closeness of Human-Avatar Relationships in a Virtual
World
Featured in JDM Volume 21, Issue 2, 2010, pp. 41-68
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.
PAPER THREE
Antecedents of Online Game Dependency: The Implications of Multimedia
Realism and Uses and Gratifications Theory
Featured in JDM Volume 21, Issue 2, 2010, pp.69-99
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.
PAPER FOUR
3-D Virtual Worlds in Education: Applications, Benefits, Issues, and
Opportunities
Featured in JDM Volume 19, Issue 4, 2008, pp. 91-110
Brenda Eschenbrenner, University of Nebraska-Lincoln, USA
Fiona Nah, University of Nebraska-Lincoln, USA
Keng Siau, University of Nebraska-Lincoln, USA
Three-dimensional virtual world environments are providing new
opportunities to develop engaging, interactive experiences in education.
These virtual worlds are unique in that they allow individuals to interact
with others through their avatars and with objects in the environment, and
can create experiences that are not necessarily possible in the real
world. To assess the impact that these virtual worlds are currently having
on education, a literature review is conducted to identify current
applications, benefits being realized, as well as issues faced. Based on
this review, virtual world capabilities, experiences, and factors
associated with educational opportunities are presented as well as gaps in
meeting pedagogical objectives. Practical and research implications are
then addressed. Virtual worlds are proving to provide unique educational
experiences, with its potential only at the cusp of being explored.
All inquiries should be sent to:
Editor-in-Chief: Dr. Keng Siau at jdm at unlnotes.unl.edu
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