TY - JOUR
T1 - Promoting collaborative learning in virtual worlds
T2 - the power of “we”
AU - Li, Yang Jun
AU - Cheung, Christy M.K.
AU - Shen, Xiao Liang
AU - Lee, Matthew K.O.
N1 - Funding:
This work was partially supported by the grants from the National Natural Science Foundation of China (Project No. 72274144, 71832010) and the Humanities and Social Sciences Foundation of the Ministry of Education, China (Project No. 22YJA870013).
Publisher Copyright:
© 2022, Emerald Publishing Limited.
PY - 2023/9/8
Y1 - 2023/9/8
N2 - Purpose: As digital spaces for team collaboration, virtual worlds bring considerable verisimilitude to technology-mediated social interaction and change the process of traditional team learning. The purpose of this study is to understand how to promote collaborative learning in virtual worlds by leveraging the power of we-intention to participate in virtual worlds. The authors further use the valence–instrumentality–self-efficacy–trust model (VIST) model as a means of understanding the formation of we-intention to participate in virtual worlds, during which behavioral desire serves a bridging role. Design/methodology/approach: The authors tested the research model using the data gathered from 298 users of a prominent form of virtual world, i.e. massively multiplayer online role-playing games. The authors used the structural equation modeling approach and the partial least squares technique for data analysis. Findings: Results show that the four factors of the VIST model (i.e. valence on team goals, instrumentality of contribution, self-efficacy in team tasks and trust in team members) all positively influence we-intention to participate in virtual worlds through behavioral desire for team actions. We-intention to participate in virtual worlds further exerts a stronger positive effect on collaborative learning in virtual worlds, compared with I-intention to participate in virtual worlds. Originality/value: This work advances the information systems literature by introducing a relevant and important concept, i.e. we-intention, to explain collaborative learning in virtual worlds. This study especially compared the effect of we-intention and I-intention on collaborative learning in virtual worlds. The results of this work also provide practitioners with insights into the role of we-intention in promoting collective actions in virtual worlds.
AB - Purpose: As digital spaces for team collaboration, virtual worlds bring considerable verisimilitude to technology-mediated social interaction and change the process of traditional team learning. The purpose of this study is to understand how to promote collaborative learning in virtual worlds by leveraging the power of we-intention to participate in virtual worlds. The authors further use the valence–instrumentality–self-efficacy–trust model (VIST) model as a means of understanding the formation of we-intention to participate in virtual worlds, during which behavioral desire serves a bridging role. Design/methodology/approach: The authors tested the research model using the data gathered from 298 users of a prominent form of virtual world, i.e. massively multiplayer online role-playing games. The authors used the structural equation modeling approach and the partial least squares technique for data analysis. Findings: Results show that the four factors of the VIST model (i.e. valence on team goals, instrumentality of contribution, self-efficacy in team tasks and trust in team members) all positively influence we-intention to participate in virtual worlds through behavioral desire for team actions. We-intention to participate in virtual worlds further exerts a stronger positive effect on collaborative learning in virtual worlds, compared with I-intention to participate in virtual worlds. Originality/value: This work advances the information systems literature by introducing a relevant and important concept, i.e. we-intention, to explain collaborative learning in virtual worlds. This study especially compared the effect of we-intention and I-intention on collaborative learning in virtual worlds. The results of this work also provide practitioners with insights into the role of we-intention in promoting collective actions in virtual worlds.
KW - Collaborative learning
KW - Team collaboration
KW - Valence-instrumentality-self-efficacy-trust model
KW - Virtual worlds
KW - We-intention
UR - http://www.scopus.com/inward/record.url?scp=85139126357&partnerID=8YFLogxK
U2 - 10.1108/ITP-11-2021-0870
DO - 10.1108/ITP-11-2021-0870
M3 - Journal article
AN - SCOPUS:85139126357
SN - 0959-3845
VL - 36
SP - 2563
EP - 2586
JO - Information Technology and People
JF - Information Technology and People
IS - 6
ER -