개인의 온라인 게임 수용에서 혁신성의 조절효과에 대한 비교연구- 쾌락적 정보시스템의 관점에서 -
The Moderating Effect of Personal Innovativeness onOnline Game Acceptance- Using Hedonic Information System -
0
조회
0
다운로드
38
인용
0
참고문헌
키워드
초록
본 연구는 온라인 게임을 쾌락적 정보시스템이라는 관점에서 접근하여 Van der Heijden (2004)의 연구와 정보기술수용모형(Technology Acceptance Model: TAM)을 확장하여 온라인 게임의 수용을 설명하는 이론적 모델을 제시하고 있다. 온라인 게임의 수용을 설명하기 위하여 정보기술수용모형을 바탕으로 기능적인 측면을 고려하면서 동시에 쾌락적 정보시스템으로서 지각된 유희성을 반영한 모델을 제시하였다. 또한, 쾌락적 정보시스 템으로서 온라인 게임의 수용여부는 신기술 수용에 대한 개인차에 따라 달라질 것이라고 보고, 개인 의 혁신성(Personal Innovativeness)을 바탕으로 고혁신 수용자 그룹과 저혁신 수용자 그룹간의 게임 수용 의도에 요소간의 영향력 차이가 실질적으로 존재하는지 평가하고자 하였다. PLS (Partial Least Square) 방법론을 이용하여 혁신성의 중앙값을 기준으로 고혁신그룹 (191명) 과 저혁신그룹(149명)으로 나누어 실증분석을 실시한 결과, 전체 그룹에서는 게임이 제공하는 편리 성, 유희성, 유용성의 순서로 게임에 대한 수용의도에 영향을 미치는 것으로 나타났다. 반면에 혁신성 을 기준으로 그룹화하여 비교한 연구에서는 혁신성이 높은 그룹은 다소 편리하지 않더라도 게임이 자신이 요구하는 유용한 가치에 부합하면 게임을 수용하려는 의도가 높았고, 혁신성이 낮은 그룹은 유용성 보다는 게임이 얼마나 편리한지가 수용의도에 가장 큰 영향요인임을 알 수 있었다. 또한, 두 그룹에서 모두 게임이 제공하는 본연의 가치인 유희성은 그룹 간 통계적인 차이 없이 모두 중요한 영향요인으로 나타났다.
Abstract
This study approaches online games from the perspective of the hedonic information system and presents a theoretical model to explain online game acceptance by expanding the study of Van der Heijden (2004) and the Technology Acceptance Model (TAM). The important variables of this model included perceived usefulness, perceived easiness, perceived enjoyment. Also, we investigate a moderating effect of personal innovativeness on online game acceptance. The subjects were divided into a highly innovative group (191 persons) and alow innovative group (149 persons) on the basis of the median value of innovativeness using the PLS (Partial Least Square) method. An empirical analysis of the subjects found that among the total group, perceived easiness, perceived enjoyment, perceived usefulness of the game influenced the intent of acceptance, in this order. On the other hand, comparative research of the two groups based on innovativeness found that the highly innovative group showed high intent of game acceptance if a game agreed with the subjects’ useful values even if it was somewhat inconvenient, whilst easiness of a game was the greatest influencing factor in the low innovative group. In addition, the enjoyment of a game, which is the intrinsic value of a game, was an important factor in both groups without statistical difference.
참고문헌 (45)
- 구동모, "혁신기술수용모델(TAM)을 응용한 인터넷 쇼핑행동 고찰", 경영정보학연구, 13(1), pp.141~170 (2003)
- 김상훈, "소비자 특성이 추구편익 및 내구재 속성의 중요도 인식에 미치는 영향:소비자 혁신성, 대인적 민감도, 소비자 지식을 중심으로", 마케팅연구, 20(4), pp.209~230 (2005), 한국마케팅학회
- 김종욱, "정보시스템 사용자의 기대, 시스템의 지각된 성능, 기대불일치가 사용자 만족에 미치는 영향에 관한 실증적 연구", 경영정보학연구, 14(1), pp.101~123 (2004)
- 박승배, "온라인 게임 수용모델에 관한 연구", e-비즈니스연구, 8(2), pp.353~373 (2007)
- 양희동, "TAM에서의 태도 개념의 측정 개선과 WWW사용의 설명력", 경영학연구, 31(4), pp.929~950 (2002)
- 이안재, "e-스포츠의 부상과 향후과제", SERI 경제포커스, (49) (2005), 삼성경제연구소
- 조인수, "디지털경영의 현재와 미래:디지털 컨텐츠,온라인 RPG의 고객 충성도에 영향을 미치는 게임 구조상의 변수에 대한 분석-요인분석과 의사결정나무 기법을 중심으로-", 한국경영정보학회 춘계학술대회 (2003)
- Agarwal, R., M., "Early and Late Adopters of IT Innovations:Extensions to Innovation Diffusion Theory", Diffusion Interest Group in Information Technology (DIGIT) Conference (1998)
- Agarwal, R., "Time Flies when You're Having Fun:Cognitive Absorption and Beliefs about Information Technology Usage", MIS Quarterly, 24(4), pp.665~694 (2000)
- Agarwal, R., "A Conceptual and Operation Definition of Personnal of Innovativeness in the Domain of Information Technology", Information Systems Research, 9(2), pp.204~301 (1998)
- Babin, B.J., "Work and", or Fun:Measuring Hedonic and Utilitarian Shopping Value, 1994, pp.20(1), 644~656
- Baumgartner, Hans, "Explatory Consumer Buying Behavior:Conceptualization and Measurement", International Journal of Research in Marketing, 13, pp.121~137 (1996)
- Chin, W.W., "The partial least squares approach for structural equation modelling in Modern Methods for Business Research" (1998), Lawrence Erlbaum Associates
- Chin, W. W., "A Partial Least Squares Latent Variable Modeling Approach for Measuring Interacting Effect: Results from a Monte Carlo Simulation Study and Voice Mail Emotion", Adoption Study, 1996, 21~41
- Chin, W. W., "On the Use,Usefulness,and Ease of Use of Structural Equation Modeling in MIS Research:A note of caution", MIS Quarterly, 19(2), pp.237~246 (1995)
- Chung, Janine, "Antecedents of Perceived Playfulness:an Exploratory Study on User Acceptance of General Information-searching Websites", Information and Management, 41, pp.869~881 (2004)
- Chau, P. Y. K., "Impact of Information Presentation Modes on Online Shopping: An Empirical Evaluation of a Broadband Interactive Shopping Service", Journal of Organizational Computing and Electronic Commerce, 10(1), pp.1~22 (2000)
- Davis, F. D., "Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology", MIS Quarterly, 13(3), pp.319~340 (1989)
- Davis, F. D., "User Acceptance of Computer Technology: A Comparison of Two Theoretical Models", Management Science, 30(2), pp.361~391 (1992)
- Dhar, Ravi, "Consumer Choice Between Hedonic and Utilitarian Goods", Journal of Marketing Research, 37(1), pp.60~71 (2000)
- Dongthu, Naveen, "The Internet Shopper", Journal of Advertising Research, 39(3), pp.52~68 (1999)
- Gefen, D., "The Relative Importance of Perceived Ease of Use in IS Adoption: A Study of ECommerce Adoption", Journal of the Association for Information Systems, 1, pp.1~28 (2000)
- Goldsmith, Ronald. E, "Identifying Innovators in Consumer Product Markets", European Journal of Marketing, 26(4), pp.42~55 (1992)
- Hirschman, Elizabeth C, "Hedonic Consumption:Emerging Concepts,Methods and Propositions", Journal of Marketing, 46(2), pp.92~101 (1982)
- Hsu, Chin-Lung, "Why do people play on-line games? An extended TAM with social influences and flow experience", Information and Management, 41(7), pp.853~879 (2004)
- Joseph, Benoy, "Concurrent Validity of a Measure of Innovative Cognitive Style", Journal of the Academy of Marketing Science, 12(1), pp.159~175 (1984)
- Koufaris, M., "Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior", Information Systems Research, 13(2), pp.205~223 (2002)
- Leavitt, C, "“Development of a scale for innovativeness in advances in consumer research", Association for Consumer Research, 2, pp.545~554 (1975)
- Lin, Carolyn, "Predicting Webcasting Adoption via Personal Innovationess and Perceived Utilities", Journal of Advertising Research, 46(2), pp.228~238 (2006)
- Midgley, D. F., "Innovativeness: The Concept and Its Measurement", Journal of Consumer Research, 4, pp.229~242 (1978)
- Pagani, Margherita, "Determinants of Adoption of Third Generation Mobile Multimedia Services", Journal of Interactive Marketing, 18(3), pp.46~59 (2004)
- Pavlou, P. A., "Consumer Acceptance of Electronic Commerce: Integrating Trust and Risk with the Technology Aceeptance Model", International Journal of Electronic Commerce, 7(3), pp.101~134 (2003)
- Plouffe, C. R., "Research Report: Richness versus Parsimony in Modeling Technology Adoption Decisions- Understanding Merchant Adoption of a Smart Card-Based Payment System", Information Systems Research, 12(2), pp.208~222 (2001)
- Rogers, "Diffusion of Innovations" (2003), Free Press
- Smith, Donnavieve N., "Flow and Internet shopping behavior A conceptual model and research propositions", Journal of Business Research, 57(10), pp.1199~1208 (2004)
- Straub, D., "Testing the Technology Acceptance Model across Cultures: A Three-Country Study", Information and Management, 33(1), pp.1~11 (1997)
- Szajna, B., "Empirical Evaluation of the Revised Technology Acceptance Model", Management Science, 42(1), pp.8 (1996), 5~92
- Tylor, S., "Understanding Information Technology Usage: A Test of Competing Models", Information Systems Research, 6(2), pp.144~176 (1995)
- Van der Heijden, H., "User Acceptance of Hedonic Information Systems", MIS Quarterly, 28(4), pp.695~704 (2004)
- Venkatesh, V., "Creation of Favorable User Perceptions:Exploring the Role of Intrinsic Motivation", MIS Quarterly, 23(3), pp.319~340 (1999)
- Venkatesh, V, , A Longitudinal Investigation of Personal Computers in Homes: Adoption Determinants and Emerging Challenges, 2001, pp.25(1), 71~102
- Venkatesh, V., "A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies", Management Science, 46(2), pp.186~204 (2000)
- Venkatesh, V, "Why Don't Men ever Stop to Ask for Directions: Gender, Social Influence", MIS Quarterly, 24, pp.115~139 (2000)
- Venkatesh, V., "Computer Technology Training in the Workplace: A Longitudinal Investigation of the Effect of Mood", Organizational Behavior and Human Decision Processes, 79(1), pp.1~28 (1999)
