Online games represent a burgeoning market sector with growth potential. The distinctive entertainment‐oriented features of such games provide various experiential motives for users. However, most previous studies have focused on the single dime...
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https://www.riss.kr/link?id=A105823813
2008
-
320
학술저널
13-32(20쪽)
0
상세조회0
다운로드다국어 초록 (Multilingual Abstract)
Online games represent a burgeoning market sector with growth potential. The distinctive entertainment‐oriented features of such games provide various experiential motives for users. However, most previous studies have focused on the single dime...
Online games represent a burgeoning market sector with growth potential. The distinctive entertainment‐oriented features of such games provide various experiential motives for users. However, most previous studies have focused on the single dimensional affective motive of online game use. The multi‐dimensional affective motivational aspects of entertainment technologies have been relatively neglected. In addition, previous studies report inconsistent relationships between motives and online game usage. To fill these gaps in the literature, the present study proposes five experiential motives such as concentration, perceived enjoyment, escape, epistemic curiosity, and social affiliation as predictors of intention to play online games. Internal locus of control is also introduced as a moderator in the links between experiential motives and intention. The model is tested with the data from 576 current online game players and the data were gathered from online survey methodology. Structural equation model analysis confirms that three experiential motives with the exception of concentration and epistemic curiosity have a positive effect on intention. In addition, Chi square difference test confirms that internal locus of control has a moderating effect between the links from experiential values such as concentration, perceived enjoyment, and escape to intention. Implications are discussed in conclusion.
목차 (Table of Contents)
서비스산업 종사자의 시장지향성, 서비스품질, 고객만족에 관한 연구
중소기업과 대기업에 있어서 e-비즈니스 채택요인과 기업성과에 관한 비교연구