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1-6 of 6
Keywords: Virtual world
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Journal Articles
Journal:
Information Technology & People
Information Technology & People (2023) 36 (7): 3048–3078.
Published: 12 December 2022
... that has sustained itself for over 10 years within the area of virtual worlds, as the study context. Our results highlight the value creation interests and activities of different stakeholder groups and present narrative examples of tension points during the formative and maturing stages of the project...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2017) 30 (2): 265–281.
Published: 05 June 2017
... 27 04 2016 04 11 2016 06 12 2016 © Emerald Publishing Limited 2017 Emerald Publishing Limited Licensed re-use rights only Cross-cultural issues Social media usage Learning Empirical study Virtual world Creativity management Increasing research indicate...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2017) 30 (2): 282–300.
Published: 05 June 2017
... 2015 08 11 2015 05 01 2016 08 01 2016 © Emerald Publishing Limited 2017 Emerald Publishing Limited Licensed re-use rights only Co-creation Metaphors Empirical study Virtual community Virtual world Social constructivism There has been significant interest over...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2017) 30 (1): 163–188.
Published: 06 March 2017
... of social virtual worlds, flow has been found to significantly affect intentions to purchase, but telepresence did not do so (Animesh et al., 2011). In the current model, simulated experience serves as an intermediate variable between telepresence factors and user engagement. Thus...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2017) 30 (1): 139–162.
Published: 06 March 2017
... 2015 27 01 2016 30 03 2016 © Emerald Publishing Limited 2017 Emerald Publishing Limited Licensed re-use rights only Behavioural theories Computer games Empirical study Virtual world Online games businesses have generated substantial profits in recent years...
Journal Articles
Journal:
Information Technology & People
Information Technology & People (2016) 29 (4): 688–716.
Published: 07 November 2016
... invitations users receive. Design/methodology/approach This is a field study of 179 participants interacting in a novel virtual world. The world’s server logs are used to capture sociometrics about the users and their interaction. Findings Findings suggest that personality and values influence...
