RISS 학술연구정보서비스

검색

인기 검색어

    다국어 입력

    http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

    변환된 중국어를 복사하여 사용하시면 됩니다.

    예시)
    • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
    • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
    닫기
    KCI등재

    P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구 = Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence

    한글로보기

    https://www.riss.kr/link?id=A108280252

    • 0

      상세조회
    • 0

      다운로드
    서지정보 열기
    • 내보내기
    • 내책장담기
    • 공유하기
    • 오류접수

    부가정보

    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.
    번역하기

    With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain te...

    With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.

    더보기

    참고문헌 (Reference)

    1 안재영 ; 심소연 ; 윤혜정, "토픽 모델링 기법을 활용한 메타버스 증강현실 연구 동향 분석" 한국지식경영학회 23 (23): 123-142, 2022

    2 정해상, "블록체인 게임(Dapp Game) 아이템 거래와 사행성의 관계" 법학연구소 9 (9): 113-141, 2020

    3 백영석 ; 이호 ; 이동현, "모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향" 한국지식경영학회 16 (16): 17-34, 2015

    4 장영일 ; 정유수, "기술수용모형(TAM)을 통한 암호화 화폐 투자요인 분석" 국제e-비즈니스학회 19 (19): 139-158, 2018

    5 정윤경 ; 하예영 ; 이혜인 ; 양희동, "공유경제 체제로서 컨소시엄 블록체인을 활용한 와인투자 주식플랫폼 프레임워크" 한국지식경영학회 21 (21): 45-65, 2020

    6 Hsu, C. L, "Why do people play on-line games? An extended TAM with social influences and flow experience" 41 (41): 853-868, 2004

    7 Yu, N, "Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention" 126 : 106991-, 2022

    8 Yang, H. L, "Why do people continue to play mobile game apps? A perspective of individual motivation, social factor and gaming factor" 20 (20): 1925-1936, 2019

    9 Lee, M. C, "What drives people to continue to play online games? An extension of technology model and theory of planned behavior" 26 (26): 601-620, 2010

    10 Hansen, S. S, "What drives consumers to pass along marketer-generated eWOM in social network games? Social and game factors in play" 8 (8): 53-68, 2013

    1 안재영 ; 심소연 ; 윤혜정, "토픽 모델링 기법을 활용한 메타버스 증강현실 연구 동향 분석" 한국지식경영학회 23 (23): 123-142, 2022

    2 정해상, "블록체인 게임(Dapp Game) 아이템 거래와 사행성의 관계" 법학연구소 9 (9): 113-141, 2020

    3 백영석 ; 이호 ; 이동현, "모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향" 한국지식경영학회 16 (16): 17-34, 2015

    4 장영일 ; 정유수, "기술수용모형(TAM)을 통한 암호화 화폐 투자요인 분석" 국제e-비즈니스학회 19 (19): 139-158, 2018

    5 정윤경 ; 하예영 ; 이혜인 ; 양희동, "공유경제 체제로서 컨소시엄 블록체인을 활용한 와인투자 주식플랫폼 프레임워크" 한국지식경영학회 21 (21): 45-65, 2020

    6 Hsu, C. L, "Why do people play on-line games? An extended TAM with social influences and flow experience" 41 (41): 853-868, 2004

    7 Yu, N, "Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention" 126 : 106991-, 2022

    8 Yang, H. L, "Why do people continue to play mobile game apps? A perspective of individual motivation, social factor and gaming factor" 20 (20): 1925-1936, 2019

    9 Lee, M. C, "What drives people to continue to play online games? An extension of technology model and theory of planned behavior" 26 (26): 601-620, 2010

    10 Hansen, S. S, "What drives consumers to pass along marketer-generated eWOM in social network games? Social and game factors in play" 8 (8): 53-68, 2013

    11 Venkatesh, V, "User acceptance of information technology : Toward a unified view" 27 (27): 425-478, 2003

    12 Van der Heijden, H, "User acceptance of hedonic information systems" 28 (28): 695-704, 2004

    13 Wang, Z, "Understanding the intrinsic motivations of user acceptance of hedonic information systems : Towards a unified research model" 30 (30): 255-274, 2012

    14 Lee, M. C, "Understanding the behavioural intention to play online games : An extension of the theory of planned behaviour" 33 (33): 849-872, 2009

    15 Lin, T. C, "Understanding knowledge management system usage antecedents : An integration of social cognitive theory and task technology fit" 45 (45): 410-417, 2008

    16 Taylor, S, "Understanding information technology usage : A test of competing models" 6 (6): 144-176, 1995

    17 Agarwal, R, "Time flies when you're having fun : Cognitive absorption and beliefs about information technology usage" 24 (24): 665-694, 2000

    18 Ajzen, I, "The theory of planned behavior" 50 (50): 179-211, 1991

    19 Barclay, D, "The partial least squares(PLS) approach to causal modelling:Personal computer adoption and use as an illustration" 2 (2): 285-309, 1995

    20 Wu, J, "The effects of trust and enjoyment on intention to play online games" 8 (8): 128-140, 2007

    21 Chang, I. C, "The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games" 24 (24): 21-45, 2014

    22 "TechTarget"

    23 Ringle, C. M, "Smart PLS 2.0 M3" University of Hamburg 2005

    24 "Restofworld"

    25 Chang, C. C, "Predicting the usage intention of social network games : An intrinsic-extrinsic motivation theory perspective" 1 (1): 29-37, 2011

    26 Kshetri, N, "Policy, ethical, social, and environmental considerations of Web3 and the Metaverse" 24 (24): 4-8, 2022

    27 De Jesus, S. B, "Play-to-earn : A qualitative analysis of the experiences and challenges faced by Axie Infinity Online Gamers Amidst the COVID-19 Pandemic" 12 (12): 391-424, 2022

    28 Valls Martinez, M. C, "Partial least squares structural equation modeling (PLS-SEM) applications in economics and finance" MDPI AG 2021

    29 "NFTically"

    30 Davis, R, "Modeling utilitarian-hedonic dual mediation(UHDM)in the purchase and use of games" 23 (23): 229-256, 2013

    31 Li, H, "Modeling hedonic is continuance through the uses and gratifications theory : An empirical study in online games" 48 : 261-272, 2015

    32 Akkus, H. T, "Metaverse and metaverse cryptocurrencies (Meta Coins): Bubbles or future?" 9 (9): 22-29, 2022

    33 Chin, W, "Issues and opinion on structural equation modeling" 22 (22): 7-16, 1998

    34 "Investopedia"

    35 "Inven"

    36 Choi, J, "Integrating the mobile game item and customer loyalty mileage in NFT" 5 (5): 7-16, 2022

    37 Yoon, G, "Gamers just want to have fun? Toward an understanding of the online game acceptance" 43 (43): 1814-1826, 2013

    38 Alzahrani, A. I, "Extending the theory of planned behavior(TPB)to explain online game playing among Malaysian undergraduate students" 34 (34): 239-251, 2017

    39 Lin, C. P, "Extending technology usage models to interactive hedonic technologies : A theoretical model and empirical test" 20 (20): 163-181, 2010

    40 Chen, A, "Enhancing perceived enjoyment in social games through social and gaming factors" 29 (29): 99-119, 2016

    41 Afthanorhan, A, "Discriminant validity : A comparison of CBSEM and consistent PLS using Fornell & Larcker and HTMT approaches" 1874 (1874): 012085-, 2021

    42 "Dappradar"

    43 "Dappradar"

    44 Hu, L. T, "Cutoffcriteria for fit indexes in covariance structure analysis : Conventional criteria versus new alternatives" 6 (6): 1-55, 1999

    45 Hung, S. Y, "Critical factors of WAP services adoption : An empirical study" 2 (2): 42-60, 2003

    46 "CoinGecko"

    47 "Blockworks"

    48 Min, T, "Blockchain games: A survey" 2019

    49 Csikszentmihalyi, M, "Beyond boredom and anxiety: The experience of play in work and games" Jossey-Bass 1975

    50 Fishbein, M, "Belief, attitude, intention, and behavior: An introduction to theory and research" Addison-Wesley 1975

    51 "BBC"

    52 Zhou, Z, "Attracted to or locked in? Predicting continuance intention in social virtual world services" 29 (29): 273-306, 2012

    53 Koufaris, M, "Applying the technology acceptance model and flow theory to online consumer behavior" 13 (13): 205-223, 2002

    54 Gefen, D, "A practical guide to factorial validity using PLS-graph : Tutorial and annotated example" 16 (16): 91-109, 2005

    더보기

    분석정보

    View

    상세정보조회

    0

    Usage

    원문다운로드

    0

    대출신청

    0

    복사신청

    0

    EDDS신청

    0

    동일 주제 내 활용도 TOP

    더보기

    주제

    연도별 연구동향

    연도별 활용동향

    연관논문

    연구자 네트워크맵

    공동연구자 (7)

    유사연구자 (20) 활용도상위20명

    이 자료와 함께 이용한 RISS 자료

    나만을 위한 추천자료

    해외이동버튼