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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Nagy, P. & Koles, B. (2016). ‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life. Journal of Virtual Worlds Research. 9 (2), 1-20
Exportar Referência (IEEE)
P. Nagy and B. Koles,  "‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life", in Journal of Virtual Worlds Research, vol. 9, no. 2, pp. 1-20, 2016
Exportar BibTeX
@article{nagy2016_1714748997498,
	author = "Nagy, P. and Koles, B.",
	title = "‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life",
	journal = "Journal of Virtual Worlds Research",
	year = "2016",
	volume = "9",
	number = "2",
	doi = "10.4101/jvwr.v9i2.7205",
	pages = "1-20",
	url = "https://journals.tdl.org/jvwr/index.php/jvwr/article/view/7205"
}
Exportar RIS
TY  - JOUR
TI  - ‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life
T2  - Journal of Virtual Worlds Research
VL  - 9
IS  - 2
AU  - Nagy, P.
AU  - Koles, B.
PY  - 2016
SP  - 1-20
SN  - 1941-8477
DO  - 10.4101/jvwr.v9i2.7205
UR  - https://journals.tdl.org/jvwr/index.php/jvwr/article/view/7205
AB  - User-generated content (UGC) has been receiving increasing attention given its spread throughout digital media platforms and applications. Previous research focusing on Web 2.0 based platforms highlighted linkages with personal characteristics, user attitudes, and social as well as individual motivators. Interestingly, UGC has not been addressed on other platforms such as 3D virtual worlds, and the purpose of the current study is to fill this gap in the literature. More specifically, we explore virtual content creation within the particular 3D virtual world of Second Life, via comparing key demographic, usage and motivational attributes of creator versus non-creator residents. Results revealed differential patterns as a function of age, gender and usage. Digital content creators were also more likely to purchase goods reflecting stability, expand greater financial resources on the Second Life Marketplace, and while acknowledging greater difficulty in ease of use, reported higher esteem and self-actualization. Implications for scholars and practitioners are discussed.
ER  -