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Factors Influencing Knowledge Sharing In Immersive Virtual Worlds: An Empirical Study With A Second Life Group

In: Managing Knowledge For Global And Collaborative Innovations

Author

Listed:
  • GRZEGORZ MAJEWSKI

    (School of Computing, University of the West of Scotland, Paisley, PA1 2BE, UK)

  • ABEL USORO

    (School of Computing, University of the West of Scotland, Paisley, PA1 2BE, UK)

Abstract

Immersive virtual worlds such as Second Life have recently gained much attention from education and business because of its adaptability to address real world challenges such as: on-line presentations, meetings, collaboration, 3D data visualization and on-line knowledge sharing. It is also possible to use immersive virtual worlds for the purpose of facilitating knowledge sharing in Virtual communities of practice (VCoP). Varieties of such communities exist in Second Life and help their members to achieve their goals. There is however not enough research into knowledge sharing in immersive virtual worlds. Therefore the purpose of this research is to fill this gap in knowledge. The conceptual model proposed by Usoro and Majewski (2008) will be applied to knowledge sharing in immersive virtual world environment. It will be investigated what factors are the most influential while residents of immersive virtual worlds share their knowledge. As a first attempt to validate the research model, quantitative and qualitative research was carried out with participants of Second Life group.

Suggested Citation

  • Grzegorz Majewski & Abel Usoro, 2009. "Factors Influencing Knowledge Sharing In Immersive Virtual Worlds: An Empirical Study With A Second Life Group," World Scientific Book Chapters, in: Samuel Chu & Waltraut Ritter & Suliman Hawamdeh (ed.), Managing Knowledge For Global And Collaborative Innovations, chapter 5, pages 53-66, World Scientific Publishing Co. Pte. Ltd..
  • Handle: RePEc:wsi:wschap:9789814299862_0005
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