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dc.citation.endPage 225 -
dc.citation.number 2 -
dc.citation.startPage 218 -
dc.citation.title COMPUTERS IN HUMAN BEHAVIOR -
dc.citation.volume 26 -
dc.contributor.author Jung, Yoonhyuk -
dc.contributor.author Kang, H. -
dc.date.accessioned 2023-12-22T07:11:54Z -
dc.date.available 2023-12-22T07:11:54Z -
dc.date.created 2014-11-07 -
dc.date.issued 2010-03 -
dc.description.abstract The purpose of this study is twofold: first, to investigate user goals in social virtual worlds; second, to introduce a methodological alternative (i.e., a means-end chain approach) for analyzing user goals in cyberspaces. The data were acquired from a web survey, and were analyzed by means-end chain analysis (MECA), which produces users' goal structure in reference to a hierarchical system of interrelated goals (Olson & Reynolds, 1983). The results show that people come to social virtual worlds to satisfy their social and hedonic needs, and to escape from real world constraints, as do virtual community members and virtual gamers; they also pursue unique activities, such as creating virtual objects and selling them. On the other hand, by clarifying relations among users' goals, MECA provides a richer explanation for user goals than prior research which only offers separate user goals for cyberspace users without explanation of relationship among goals. -
dc.identifier.bibliographicCitation COMPUTERS IN HUMAN BEHAVIOR, v.26, no.2, pp.218 - 225 -
dc.identifier.doi 10.1016/j.chb.2009.10.002 -
dc.identifier.issn 0747-5632 -
dc.identifier.scopusid 2-s2.0-71649108478 -
dc.identifier.uri https://scholarworks.unist.ac.kr/handle/201301/8431 -
dc.identifier.wosid 000274616800013 -
dc.language 영어 -
dc.publisher PERGAMON-ELSEVIER SCIENCE LTD -
dc.title User goals in social virtual worlds: A means-end chain approach -
dc.type Article -
dc.description.journalRegisteredClass ssci -
dc.description.journalRegisteredClass ahci -
dc.description.journalRegisteredClass scopus -

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