This paper explores how interface environments have an influence on novice users’ performance in social virtual worlds (SVWs), which are emerging user-centric three-dimensional cyberspaces. Despite their early popularity, SVWs have experienced that numerous new users leave the cyberspaces soon before they become long-term users. One possible reason is that unfamiliar interfaces of SVWs can be a barrier to novice users’ adaptation of the technology. To understand a role of interfaces in the users’ assimilation of SVWs, we examine an impact of three interface factors (presence, affordance, and feedback) on performance which is regarded as a yardstick for users’ adaptation of SVWs. Forty participants were recruited and went through one-hour experimental sessions with seven tasks in Second Life; they were also asked to answer a questionnaire. Findings indicate that while affordance and feedback are significant factors influencing novice users’ performance, presence has no impact on their performance.
Adar, E.. (2000). Free riding on Gnutella. http://www.hpl.hp.com/research/idl/papers/gnutella/gnutella.pdf.
Argote, L.. (2000). Knowledge transfer: A basis for competitive advantage in firms. Organizational Behavior and Human Decision Processes, 82(1), 150-169.
Barfield, W.. (1993). The sense of presence within virtual environment : A conceptual framework (699-704). Proceedings of the International Conference on Human-Computer Interaction.
Biocca, F.. (1997). Cyborg’s dilemma : Progressive embodiment in virtual environments. Journal of Computer-Mediated Communication, 3(2), -.
Blanchard, A. L.. (2004). The experienced sense of a virtual eommunity : Characteristics and processes. The Data Base for Advances in Information Systems, 35(1), 65-78.
Bowman, D.. (2005). 3D user interfaces : Theory and practice. Boston:Addison-Wesley.
정민근. (201001). Usability evaluation of numeric entry tasks on keypad type and age. INTERNATIONAL JOURNAL OF INDUSTRIAL ERGONOMICS, 40(0000000001), 97-105.
Clark, H.. (1991). Grounding in communication, In Perspectives on socially shared cognition:American Psychological Association.
Compeau, D. R.. (1995). Computer self-efficacy : Development of a measure and initial test. MIS Quarterly, 19(2), 189-211.
Csíkszentmihályi, M.. (1998). Optimal experience : Psychological studies of flow in consciousness:Cambridge University Press.
(2011). Danton's Second Life User Guide. http://sluserguide.com/index.php?title=Main_Page.
Dennis, A. R.. (1998). Testing media richness theory in the new media : The effects of cues, feedback and task equivocality. Information Systems Research, 9(3), 256-274.
Duncan, S.. (1973). Toward a grammar for dyadic conversation. Semiotica, 9, 29-47.
Faulkner, L.. (2007). Structured software usability evaluation: An experiment in evaluation design.
Fetscherin, M.. (2008). User acceptance of virtual worlds. Journal of Electronic Commerce Research, 9(3), 231-242.
Germonprez, M.. (2007). A theory of tailorable technology design. Journal of the Association for Information Systems, 8(6), 351-367.
Godvertiser. (2010). The reality of prayer in virtual reality. http://www.godvertiser.com/review/the-reality-of-prayer-in-virtual-reality.
Godwin, M.. Nine principals for making virtual communities work.
Hair, F. J.. (2005). Multivariate data analysis:Pearson Education Inc.
Herndon, K.. (1994). The challenges of 3D interaction. SIGCHI Bulletin, 26(4), 36-43.
Hoffman, T. P.. (1996). Marketing in hypermedia computer-mediated environments : Conceptual foundations. Journal of Marketing, 60, 50-68.
ISO.. Ergonomic requirements for office work with visual display terminals (VDTs) -- Part 11: Guidance on usability ISO 1941-11.
Jung, Y.. (2011). User adoption of social virtual worlds from the perspective of the sense of presence and autonomy. Journal of Computer-Mediated Communication, 16(4), 492-510.
Juul, J.. (2005). Half-real : Video games between real rules and factional worlds:MIT Press.
최지호. (200701). Investigation of online community voluntary behavior using cognitive map. COMPUTERS IN HUMAN BEHAVIOR, 23(1), 111-126.
Keng, C-J. (2011). Effects of virtual-experience combinations on consumer-related"sense of virtual community. Internet Research, 21(4), 408-434.
Kim, A. J.. (2000). Community building on the Web : Secret strategies for successful online communities:Addison Wesley.
한인구. (200905). User behaviors toward mobile data services: The role of perceived fee and prior experience. EXPERT SYSTEMS WITH APPLICATIONS, 36(4), 8528-8536.
Kim, T.. (1997). Telepresence via television: Two dimensions of telepresence may have different connections to memory and persuasion. Journal of Computer-Mediated Communication, 3(2), -.
Koh, J.. (2003). Sense of virtual community : A conceptual framework and empirical validation. International Journal of Electronic Commerce, 8(2), 75-93.
Kraus, R.. (1996). Concurrent feedback, confirmation, and the encoding of referents in verbal communication. Journal of Personality and Social Psychology, 4, 343-346.
Lessiter, J.. (2001). A cross-media presence questionnaire : The ITC sense of presence inventory. Presence : Teleoperators and Virtual Environments, 10(3), 282-297.
MacMillan, D.. (2006). Why savvy CEOs hang out in Second Life:Business Week.
Mockus, A.. (2002). Two case studies of open source software development : Apache and Mozilla. ACM Transactions on Software Engineering and Methodology, 11, 309-346.
Norman, D.. (1990). The design of everyday things:Currency Doubleday.
Norman, D.. (1999). Affordances, conventions and design. ACM Interactions Magazine, , 38-42.
Oliver, R. L.. (1980). A cognitive model for the antecedents and consequences of satisfaction. Journal of Marketing Research, 17, 460-469.
Padovesi, S.. (2008). Is it possible to get a Second Life building guide?. http://ezinearticles.com/?Is-it-Possible-to-Get-a-Second-Life-Building-Guide?&id=1602864.
Parmentier, G.. (2009). Identity building and consuming experience in Second Life. Recherche et Applications en Marketing, 24(3), 44-55.
Platoni, K.. (2008). Will Second Life survive?. Will Second Life survive? California Magazine, 53, -.
Preece, J.. (2002). Interaction design:John Wiley & Sons.
Rubin, J.. (2000). Handbook of usability testing : How to plan, design, and conduct effective tests(2nd ed. ):Wiley Publishing Inc.
(2011). Second Life User's Guide. http://community.secondlife.com/t5/English-Knowledge-Base/Second-Life-User-s-Guide/ta-p/1244857.
Sheridan, T. B.. (1992). Defining our terms. Presence, 1, 272-274.
Slater, M.. (1997). A framework for immersive virtual environments(FIVE) : Speculations on the role of presence in virtual environments. Presence, 6(6), 603-616.
Suh, K-S. (2005). Effects of virtual reality on consumer learning : An empirical investigation in Web-based electronic commerce. MIS Quarterly, 29(4), 673-697.
Sun, C-T. (2006). Sharing tips with strangers : Exploiting gift culture in computer gaming. CyberPsychology & Behavior, 9(5), 560-570.
Toldy, M.. (2010). The impact of working memory limitations and distributed cognition on solving search problems on complex informational Websites.
Toral, S. L.. (2009). An empirical study of the driving forces behind online communities. Internet Research, 19(4), 378-392.
van der Heijden, H.. (2004). User acceptance of hedonic information systems. MIS Quarterly, 28(4), 695-704.
Venkatesh, V.. (2000). Determinants of perceived ease of use : Integrating control, intrinsic motivation, and emotion into the technology acceptance model. Information Systems Research, 11(4), 342-365.
Venkatesh, V.. (2002). Telecommuting technology implementations : A within-and between-subjects longitudinal field study. Personnel Psychology, 55(3), 661-687.
Venkatesh, V.. (2006). Web and wireless site usability : Understanding differences and modeling use. MIS Quarterly, 30(1), 181-206.
Warren, W.. (1995). Environmental design as the design of affordances, In The ecology of human-machine system:Lawrence Erlbaum.
Welch, R. B.. (1999). How can we determine if the sense of presence affects task performance. Presence, 8(5), 574-577.
Whitmer, B. G.. (1998). Measuring presence in virtual environments : A presence questionnaire. Presence : Teleoperators and Virtual Environments, 7, 225-240.
Yoo, Y.. (2010). Computing in everyday life : A call for research on experiential computing. MIS Quarterly, 34(2), 213-231.
오현주. (2008). Understanding usability and user experience of web-based 3D graphics technology. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION, 24(3), 288-306.
Yu, C. P.. (2007). Exploring knowledge contribution from an OCB perspective. Information& Management, 44(3), 321-331.
Yu, J.. (2004). Extending the TAM for a t-commerce. Information & Management, 42(7), 965-976.
Zhou, T.. (2011). Understanding online community user participation : A social influence perspective. Internet Research, 21(1), 67-81.