Second Life is a virtual world, a multi-user, 3D, immersive environment, which has its own internal economy. The aim of this chapter is to develop a framework that can be used to understand the complex and inter-related factors that affect the use of Second Life in terms of consumer satisfaction in a virtual world. Based on prior works, a framework has been developed which identifies seven interrelated components that provide a wider context to perceive the user experience of Second Life. The approach taken by the framework allows for it to be used as a means to consider Second Life both as a product and as a platform. The approach taken to data gathering, analysis, and interpretation in the context of the framework is described; as well as refinements made to the framework as a consequence of emergent themes revealed through the analysis of the gathered data.
|Title of host publication||Social Networking and Community Behavior Modeling|
|Subtitle of host publication||Qualitative and Quantitative Measures|
|Number of pages||21|
|Publication status||Published - 15 Mar 2012|