Adoption of Second Life in Higher Education: Comparing the Effect of Utilitarian and Hedonic Behaviours

Adoption of Second Life in Higher Education: Comparing the Effect of Utilitarian and Hedonic Behaviours

Nauman Saeed, Sukunesan Sinnappan
Copyright: © 2013 |Volume: 4 |Issue: 2 |Pages: 18
ISSN: 1947-8518|EISSN: 1947-8526|EISBN13: 9781466632974|DOI: 10.4018/jvple.2013040101
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MLA

Saeed, Nauman, and Sukunesan Sinnappan. "Adoption of Second Life in Higher Education: Comparing the Effect of Utilitarian and Hedonic Behaviours." IJVPLE vol.4, no.2 2013: pp.1-18. http://doi.org/10.4018/jvple.2013040101

APA

Saeed, N. & Sinnappan, S. (2013). Adoption of Second Life in Higher Education: Comparing the Effect of Utilitarian and Hedonic Behaviours. International Journal of Virtual and Personal Learning Environments (IJVPLE), 4(2), 1-18. http://doi.org/10.4018/jvple.2013040101

Chicago

Saeed, Nauman, and Sukunesan Sinnappan. "Adoption of Second Life in Higher Education: Comparing the Effect of Utilitarian and Hedonic Behaviours," International Journal of Virtual and Personal Learning Environments (IJVPLE) 4, no.2: 1-18. http://doi.org/10.4018/jvple.2013040101

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Abstract

Second Life is a three dimensional multi-user virtual environment within the Web 2.0 suite of applications which has gained wide spread popularity amongst educators in the recent years. However, limited empirical research has been reported on the adoption of Second Life, especially within higher education. The majority of technology adoption studies concentrate on analysing effects of utilitarian variables on adoption of a new technology however one should also focus on the hedonic effects when it comes to the adoption of Web 2.0 technologies which are highly interactive, involving, multi-user and entertaining. In this paper, the authors analyse the effect of utilitarian and hedonic behaviours on adoption of Second Life in a higher education context. To achieve this goal the authors propose an extension to Davis’ Technology Acceptance Model (TAM) by including emotional and imaginative responses as hedonic behaviours and usefulness, ease-of-use and computer self-efficacy as utilitarian behaviours. Empirical evaluation of the proposed model suggests that hedonic behaviours, emotional responses in particular, emerged as the strongest predictors of Second Life adoption. The study findings further suggest that traditional technology acceptance approaches may fall short in being able to explain the usage of today’s highly interactive, multi-user and entertainment-oriented technologies.

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