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Digital natives in social virtual worlds: A multi-method study of gratifications and social influences in Habbo Hotel

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  • Mäntymäki, Matti
  • Riemer, Kai

Abstract

Millions of teenagers today engage in social virtual worlds (SVWs). However, teenagers, often referred to as digital natives, represent an under-investigated group in the virtual world research and the Information Systems literature. To this end, we draw on developmental psychology and the uses and gratifications approach to examine teenagers’ continuous SVW use with a multi-method approach. We first investigate role of psychological gratifications and social influences in predicting teenagers’ intention to continue using Habbo Hotel. Thereafter, to gain a deeper understanding of their in-world activities, we triangulate our findings with a structured content analysis of the respondents’ open-ended comments. Our quantitative and qualitative findings show that the intentions to continue SVW use are predominantly hedonically motivated. Moreover, we demonstrate that inside the platform users engage in social activities that are often associated with the hedonic experience. Finally, we discuss how these activities both extend and are distinct from digital natives’ offline and online social interactions.

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  • Mäntymäki, Matti & Riemer, Kai, 2014. "Digital natives in social virtual worlds: A multi-method study of gratifications and social influences in Habbo Hotel," International Journal of Information Management, Elsevier, vol. 34(2), pages 210-220.
  • Handle: RePEc:eee:ininma:v:34:y:2014:i:2:p:210-220
    DOI: 10.1016/j.ijinfomgt.2013.12.010
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    2. Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
    3. Mäntymäki, Matti & Merikivi, Jani & Verhagen, Tibert & Feldberg, Frans & Rajala, Risto, 2014. "Does a contextualized theory of planned behavior explain why teenagers stay in virtual worlds?," International Journal of Information Management, Elsevier, vol. 34(5), pages 567-576.
    4. Cao, Xiongfei & Yu, Lingling, 2019. "Exploring the influence of excessive social media use at work: A three-dimension usage perspective," International Journal of Information Management, Elsevier, vol. 46(C), pages 83-92.
    5. Kim, Myung Ja & Hall, C. Michael, 2019. "A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors," International Journal of Information Management, Elsevier, vol. 46(C), pages 236-249.
    6. Dhir, Amandeep & Kaur, Puneet & Rajala, Risto, 2018. "Why do young people tag photos on social networking sites? Explaining user intentions," International Journal of Information Management, Elsevier, vol. 38(1), pages 117-127.
    7. Jung, Yoonhyuk & Pawlowski, Suzanne D. & Kim, Hee-Woong, 2017. "Exploring associations between young adults’ facebook use and psychological well-being: A goal hierarchy approach," International Journal of Information Management, Elsevier, vol. 37(1), pages 1391-1404.
    8. Mäntymäki, Matti & Salo, Jari, 2015. "Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption," International Journal of Information Management, Elsevier, vol. 35(1), pages 124-134.
    9. Hamari, Juho & Koivisto, Jonna, 2015. "Why do people use gamification services?," International Journal of Information Management, Elsevier, vol. 35(4), pages 419-431.
    10. Aqib Habib & Muhammad Irfan & Mohsin Shahzad, 2022. "Modeling the enablers of online consumer engagement and platform preference in online food delivery platforms during COVID-19," Future Business Journal, Springer, vol. 8(1), pages 1-18, December.
    11. Hamari, Juho & Keronen, Lauri, 2017. "Why do people play games? A meta-analysis," International Journal of Information Management, Elsevier, vol. 37(3), pages 125-141.
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    13. Hamari, Juho & Hanner, Nicolai & Koivisto, Jonna, 2017. "Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games," International Journal of Information Management, Elsevier, vol. 37(1), pages 1449-1459.

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