Our report assesses the user acceptance of Virtual Worlds, specifically Second Life. By means of a survey with almost 250 respondents this report provides first empirical results of the user acceptance of Second Life. The data has been gathered during spring 2007. Our results show that 90% of respondents have less than a year experience, 70% access Second Life from home and 54% with a desktop. There are 67% of respondents who are not afraid of giving personal information. Almost 60% are very likely to buy virtual goods from Second Life, and 42% are willing to use their credit card to purchase on Second Life. About 70% perceive Second Life improves collaboration and communication, and more than 60% perceive that it improves cooperation between people. 56% of respondents perceive Second life as easy to use. Finally, our results indicate that people are using Second Life not to change their identity, but rather to explore and visit new places and meet people.
If users accept Virtual Worlds as a new way and channel to communicate, collaborate, and cooperation and if institutions arrive to provide value to users, Virtual Worlds might become then next generation platform for Internet users. However, in order to become mainstream, Virtual Worlds like Second Life have many challenges to overcome and where user acceptance is probably the most important one.
http://www.fetscherin.com/2007-06-05-SecondLifeReport1.swf?POPUP_ENABLED=true
http://www.fetscherin.com/UserAcceptanceVirtualWorlds.htm
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Wednesday, 20 June 2007
An Explorative Study about Second Life
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Second Life
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