Abstract

Based on an analogy of space, this study adopted two 2D-based web usability models, namely landscape preference model (LPM) and architectural quality model (AQM), to test their applicability in 3D-based virtual worlds. An exploratory crosssectional study with Second Life users was conducted and data were analyzed using a partial least squares (PLS) technique. The findings of this study demonstrate that these models have strong psychometric properties and explain a large amount of variance of the attitudes and perceptions of virtual world users associated with its usability factors. For LPM, except for significant legibility-affective appraisal path and insignificant variety-cognitive appraisal path, all paths in the original model were confirmed. For AQM, all relationships held except an insignificant external security-firmness relationship. Although further investigation is warranted, the findings indicate these models can successfully be used as theoretical alternatives to design usable virtual worlds. Key implications for theory and practice are discussed.

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