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      Affective motives to play online games

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      https://www.riss.kr/link?id=A103633682

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      다국어 초록 (Multilingual Abstract)

      Most previous studies on online games have investigated the effects of cognitive motives, and thus neglected investigating affective motives. Using two studies (an experiment and a field study), the present research based on mood management theory aim...

      Most previous studies on online games have investigated the effects of cognitive motives, and thus neglected investigating affective motives. Using two studies (an experiment and a field study), the present research based on mood management theory aims to fi ll this void by investigating affective motives such as stress, pleasure, and arousal on intention to play online games. The present study demonstrates that the stress people experience in their life could be an initiator of online games play (Study 1), and both pleasure and arousal could be two important motives which make people stick with online games playing they have previously experienced (Study 2). We also showed that people with low self-esteem are more inclined to replay online games when they experience more pleasure from playing games. Implications, limitations, and future research directions are discussed in conclusion.

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      참고문헌 (Reference)

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      10 Stephenson, William, "The Play Theory of Mass Communication" University of Chicago Press 1967

      1 Lazzaro , Nicole, "Why we play games: Four keys to more emotion without story"

      2 Tseng , Fang-Mei, "Why do not satisfi ed consumers show reuse behavior? The context of online games" 29 : 1012-1022, 2013

      3 Dominick, J. R., "Videogames, television violence, and aggression in teenagers" 34 : 136-147, 1984

      4 Long, M., "True confessions of a Pac Man Junkie" 2 : 6-10, 1983

      5 Ryan, Richard M., "The motivational pull of video games: a self-determination theory approach" 30 : 344-360, 2006

      6 Barron, R. M., "The moderator–mediator variable distinction in social psychological research: conceptual, strategic, and statistical considerations" 51 : 1173-1182, 1986

      7 Koo, Dong-Mo., "The moderating role of locus of control on the links between experiential motives and intention to play online games" 25 : 466-474, 2009

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

      9 Granic, I., "The benefits of playing video games" 69 : 66-78, 2014

      10 Stephenson, William, "The Play Theory of Mass Communication" University of Chicago Press 1967

      11 Rosenberg, M., "Society and the adolescent self-image" Princeton University Press 1965

      12 Bryant , Jennings, "Selective exposure to video games"

      13 김용재, "Segmenting sport video gamers by motivation: a cluster analysis" 한국마케팅과학회 23 (23): 92-108, 2013

      14 Bracken, C. C., "Presence and video games: The impact of image quality and skill level" Cleveland State University 28-29, 2006

      15 Weibel , David, "Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment" 24 : 2274-2291, 2008

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      17 Holbrook, Morris B., "Play as a consumption experience: the roles of emotions, performance, and personality in the enjoyment of games" 728-739, 1984

      18 Gendolla, Guido H. E., "On the impact of mood on behavior: An integrative theory and a review" 4 : 378-, 2000

      19 NPD Group, "More Americans play videogames than go out to the motives"

      20 Zillmann, D., "Mood management through communication choices" 31 : 327-340, 1988

      21 Zillmann, Dolf, "Mood management in the context of selective exposure theory" 23 : 103-124, 2000

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      27 Huizinga, J., "Homo Ludens: a study of the play element in human culture" Beacon Press 1955

      28 Chatterjee, S., "Healthy living with persuasive technologies: framework, issues, and challenges" 16 : 171-178, 2009

      29 Juul, J., "Half-real: Video games between real rules and fictional worlds" MIT press 2011

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      31 Reinecke , Leonard, "Games and recovery: the use of video and computer games to recuperate from stress and strain" 21 : 126-142, 2009

      32 Ferguson, Christopher J., "Friends, fun, frustration and fantasy: Child motivations for video game play" 37 : 154-164, 2013

      33 Freud, Sigmund., "Formulations regarding the two principles in mental functioning" 4 : 13-21, 1911

      34 Wu , Jen-Her, "Falling in love with online games: The uses and gratifi cations perspective" 26 : 1862-1871, 2010

      35 Prensky, M., "Digital natives, digital immigrants part 1" 9 : 1-6, 2001

      36 Watson , David, "Development and validation of brief measures of positive and negative affect: The PANAS scales" 54 : 1063-, 1988

      37 Tamborini , Ron, "Defining media enjoyment as the satisfaction of intrinsic needs" 60 : 758-777, 2010

      38 Mark Ng, "Consumer motivations to disclose information and participate in commercial activities on Facebook" 한국마케팅과학회 24 (24): 365-383, 2014

      39 Podsakoff, Philip M., "Common method biases in behavioral research: A critical review of the literature and recommended remedies" 88 : 879-, 2003

      40 Reinecke , Leonard, "Characterizing mood management as need satisfaction: the effects of intrinsic needs on selective exposure and mood repair" 62 : 437-453, 2012

      41 Caillois, Roger, "Au Coeur du fantastique [ At the heart of the fantastic ]" Gallimard 1965

      42 Russell, James A., "Affective space is bipolar" 37 : 345-, 1979

      43 Przybylski , Andrew K., "A motivational model of video game engagement" 14 : 154-, 2010

      44 Russell, James A., "A description of the affective quality attributed to environments" 38 : 311-, 1980

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      2027 평가예정 재인증평가 신청대상 (재인증)
      2021-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2018-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2015-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2011-09-28 학회명변경 영문명 : Korean Academy Of Marketing Science -> Korean Scholars of Marketing Science KCI등재
      2011-09-27 학술지명변경 한글명 : Journal of Global Academy of Marketing Science(마케팅과학연구) -> Journal of Global Scholars of Marketing Science(마케팅과학연구) KCI등재
      2011-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2010-05-20 학술지명변경 한글명 : 마케팅과학연구 -> Journal of Global Academy of Marketing Science(마케팅과학연구)
      외국어명 : Journal of Global Academy of Marketing Science -> 全球营销科学学报
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      2009-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2008-02-27 학술지명변경 외국어명 : Journal of Korean Academy of Marketing Science -> Journal of Global Academy of Marketing Science KCI등재
      2006-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
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      2003-07-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보

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      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.7 0.7 0.77
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.74 0.69 1.385 0.03
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