‘I Create Therefore I Virtually Exist’:
Digital Content Creation, Virtual Consumption,
and Motivation in Second Life
Nagy Peter, Koles Bernadette
Within the platforms in Web2.0, many different digital contents are created, like last class, we go to the shopping place to buy clothes in Second Life. This article talks about these digital content creations and some virtual consumption in Second Life.
Nagy Peter, Koles Bernadette
Within the platforms in Web2.0, many different digital contents are created, like last class, we go to the shopping place to buy clothes in Second Life. This article talks about these digital content creations and some virtual consumption in Second Life.
It explores virtual content creation within the particular 3D virtual world of Second life, via comparing key demographic, usage and motivational attributes of creators versus non-creator residents.
Method:
Firstly, the article discussed relevant motivations that may be important to Web 2.0 based platforms.
Secondly, it specifically focused on the virtual world of Second Life. They reviewed necessary fundamental attributes characterizing the settings, with special attention to user motivation and the role of UGC within a virtual economy.
Last, after reviewing the results, it concluded relevant implications, pointed out some limitations and gave suggestions and possible directions for future research.
Findings:
Results showed 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.
Interesting article - was the "reported higher esteem and self-actualization" in second or real life?
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