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Abstract
Collaboration is vital in today's information age, and tools are increasingly used to bring together teams that are geographically dispersed. Second Life, a 3D virtual world, can incorporate most of the visual, hearing and spatial elements of the real world, and can create a feeling of presence or the sense of actually "being there" for users. Common 2D groupware collaboration tools, such as web conferencing and conference calls used for virtual team collaboration in professional contexts, are key enablers for virtual teams. However, businesses and organizations have not adopted virtual worlds for virtual teams and workgroup collaboration. Shen & Eder (2009) conducted a study using their modified Technology Acceptance Model (TAM) applied to the adoption of Second Life for business purposes. For participants, they used college students who were new to Second Life. The purpose of this research is to examine how the seven factors identified in the Shen and Eder's (2009) extended Technology Acceptance Model (TAM) relate to the behavioral intention to use workgroup collaboration tools in the Second Life using a non-student sample of experienced Second Life users that was more demographically representative of the Second Life population. Although this research supported many of Shen and Eder's findings, it found a negative relationship between the construct of perceived enjoyment and behavioral intent. This finding is important because contrary to positive relationship with gaming and entertainment environments, perceived enjoyment is not an antecedent for behavioral intention of 3D virtual worlds when used for productivity activities. The results of this study may provide insight for tool developers and integrators on where to focus efforts that lead to improved adoption of these workgroup collaboration tools.
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