Virtual Worlds Success in Mainland

China Second Life vs. HiPiHi
  • Xi Zhang
  • Zhenjiao Chen
  • Doug Vogel
  • Zhongyun Zhou


The Chinese burgeoning Internet population will soon have an array of 3D virtual worlds in which to work and play. Second Life, a particularly well-known 3D virtual world, is also present in the Chinese market. However, Second Life faces some dilemmas in Mainland China; especially since its western model has not been widely accepted by Chinese users. It also faces a challenge from the Chinese local virtual world, HiPiHi. The many stories about the demise of foreign companies are a warning that the western Internet business may not succeed in China, although some local competitors may survive, such as Taobao in e-commerce and QQ in the instant message field. Which virtual worlds will succeed in China in the long run This chapter compares the different strategies between Second Life and HiPiHi, and explores how these different strategies impact on user acceptance in the Chinese environment. Finally, we discuss how the emerging 3D virtual worlds are likely to develop in China.


Virtual World Technology Acceptance Model Game Model User Acceptance Perceive Usefulness 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer Science+Business Media, LLC 2009

Authors and Affiliations

  • Xi Zhang
    • 1
  • Zhenjiao Chen
    • 1
  • Doug Vogel
    • 2
  • Zhongyun Zhou
    • 1
  1. 1.USTC-CityU Joint Research Center, USTC Suzhou Institute for Advanced Study, P.R.CHINA
  2. 2.Department of Information Systems, City University of Hong Kong, P.R.China

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