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THE EFFECT OF MOD OD USER ENGAGEMENT IN GAME INDUSTRY
Joonheui Bae,Seonggeun Jo,Sung Hun Bae 글로벌지식마케팅경영학회 2023 Global Marketing Conference Vol.2023 No.07
Even though Mod is a cutting-edge business model that benefits a variety of multi-sided market participants, empirical research on Mod, the value co-creation activity of game users and game developers, is hard to come by. This study intends to look into how the combination of the Mod and the IP from the prior game affects user engagement. An experiment was carried out with Korean university students to examine the hypotheses. User engagement was found to increase with the use of the Mod and the IP from the previous games. On the other side, it was discovered that the impact of mod games on user engagement did not differ significantly from non-mod games when the previous game's IP was absent. The study's findings help establish the framework for afterwards empirical research by showing the effect of mod on user engagement.
THE FIT BETWEEN ANTHROPOMORPHISM OF AI CHATBOT AND COMMUNICATION SITUATION ON USE BEHAVIOR
Joonheui Bae,Seonggeun Jo,Sung Hun Bae,Isaac Cheah 글로벌지식마케팅경영학회 2023 Global Marketing Conference Vol.2023 No.07
Chatbot-based services in online travel agency (OTA) are rapidly spreading in order to respond more agilely to consumers' needs based on the digitalization of the travel industry. Although AI chatbots use anthropomorphism to provide social experiences on behalf of humans, research results on its effects are mixed. Therefore, based on construal level theory, this study suggests the degree of anthropomorphism (low vs. high) of chatbots prime mental representations of different construal levels (low vs. high) and the fit between anthropomorphism and communication context (communication types and conversation types) has a positive effect on use behavior. This research method consisted of sentimental analysis for exploring use behavior of AI chatbots and two experimental studies (study 1 and study 2) to examine the hypotheses. The results of this study expand construal level theory and avatar research to provide an understanding of the anthropomorphism of AI chatbots.
Joonheui Bae,Dong Mo Koo 글로벌지식마케팅경영학회 2014 Global Marketing Conference Vol.2014 No.7
The global online game market remarkably has been growing by each year and its profitability has been increasing as well. The online game companies, however, are facing a big trouble. Although a great number of online games have been so popular fast, they would have been disappeared fast because they have not made their players reuse repeatedly. The successful game companies need to attract the players continuously and make sustainable profit by making a longer product life-cycle. Fun has been regarded as an antecedent of intention to play games and game satisfaction in most of prior research of online game or the motive to play games. But fun in these researches was dealt in a view of short term. The fun which can get the players to replay and make relationship with the game companies needs to be investigated in terms of long-term. Therefore we examine the fun as a key antecedent of the drivers of customer equity in game companies. The multiplayer online battle arena(MOBA) games such as league of legend(LOL, Riot games), DOTA Ⅱ (Nexon), CHAOS online(CHAOS, Sesi Soft) and so on, have strived to develop their sustainable and competitive factors. Even though MOBA is one of online game genres and derived from Real time strategy (RTS), it continues its popularity in the world because its companies are striving to make sustainability by upgrading their game characters continuously. That is, it is that they are extending their game product life cycle. The players who feel bored with the old characters can play with another new characters having their own game strategies and balance. Besides, there are more features to make their players satisfied and replay like the interaction in game communities and active E-sports league in common MOBA game attributes. The MOBA is one successful model of online game genres so far due to their continuous effort to make their sustainability in the game market. We research the framework which affects customer equity in MOBA game companies in the study.
THE EFFECT OF GENDER DIFFERENCE ON LUXURY CONSUMPTION
Joonheui Bae,Dong Mo Koo 글로벌지식마케팅경영학회 2017 Global Fashion Management Conference Vol.2017 No.07
This research aims to the effect of a sexual signaling system for a mate attraction on luxury products purchase. Some research has examined priming of mating motives such as looking at pictures of attractive opposite-gender can increase males’ stated willingness to purchase luxury products. This research extends costly signal theory into promotional message or model. we suggest that men tend to purchase luxury products, exposed to ads with attractive women models rather than attractive men according to costly signaling. Likewise, women may tend to purchase luxury products, exposed to ads with attractive women according to intra-sexual competition theory. Three experiments are conducted to examine the hypotheses.
DIFFUSION AND PREVENTION OF MISBEHAVIOR IN COLLABORATIVE CONSUMPTION PLATFORM
Joonheui Bae,Dong-Mo Koo 글로벌지식마케팅경영학회 2018 Global Marketing Conference Vol.2018 No.07
The number of individuals using peer-to-peer and access-based services through collaborative consumption platforms (CCP) has been grown dramatically for a few reasons. CCP makes consumers convenient because it enables individuals trade directly without contacting each other. Thus, CCP, a digital platform, encourages more consumers to use access-based. CCP is temporal access-based service to a good. A good is usually accessed and traded in the absence of a service provider representative through CCP, and thus, misbehavior can occur and then be diffused into other consumers. Most of CCPs are based on digital platform, which provides participants with space where they can trade. Because the interactions in CCP is usually non-face to face communication and the participants tend to have similar interests and chat with task-oriented and low socio-emotional content, they can feel submerged in a crowd and indistinguishable from others. That is, participants feel like the sense of deindividuation which means to lose all sense of individuality. When participants face misbehavior of multiple previous customers, such deindividuation makes them conform social norm that they think that others do misbehavior as well. Based on social identity theory and deindividuation, this research examines the mediating effect of deindividuation on the relationship between previous misbehavior and misbehavior and the moderating effect of the self-disclosure on the relationship between previous misbehavior and deindividuation.