“…On the one hand, our results confirm that gratifications stimulate the use of Second Life in e-learning programs, and therefore, the potential of Second Life to carry out educational and training activities has been demonstrated. On the other hand, as a consequence of these findings, they indicate the opportunities for institutions of developing educational programmes via Second Life (Benetoli, Chen & Aslani, 2015;Grenfell, 2013;Lin et al, 2014;Sarac, 2014;Sutcliffe & Alrayes, 2012;Tiffany & Hoglund, 2014). In a similar way, this research has consolidated the idea that users seek gratifications when they decide to use this kind of social media (Joo & Sang, 2013).…”