스마트폰 게임 이용자의 사용의도에 관한 연구
Studies on purpose of smartphone game users’ usage
0
조회
0
다운로드
2
인용
0
참고문헌
키워드
초록
The market of the smartphone game has been changed rapidly which can be seen in the online PC game, ‘SNG’ and became popular among the game lovers. In the same way, ‘Kakaotalk’ has also been appeared suddenly. Therefore, in this research work, we figured out the exploratory factors that affect the intention of use of smartphone users and these effects can help future works on games to those who are doing research on it. In our research method, we reviewed the preceding related researches about the intension of use of smartphone users. Based on these researches, we have extracted factors for suggesting research model and then verified the hypothesis with actual analysis to find out which factors are affecting the intention of use of smartphone game users. The factor and reliability analysis have done in order to examine the validity and reliability of the questionnaires used in this work. As the result, popular genre, character, sequence of hit etc. are affected positively on intention of use of smartphone game users but there are no meaningful effects of game developers. Due to such research, it can be helped to the related game developing academic and industries researchers on intention of use of smartphone games users
Abstract
The market of the smartphone game has been changed rapidly which can be seen in the online PC game, ‘SNG’ and became popular among the game lovers. In the same way, ‘Kakaotalk’ has also been appeared suddenly. Therefore, in this research work, we figured out the exploratory factors that affect the intention of use of smartphone users and these effects can help future works on games to those who are doing research on it. In our research method, we reviewed the preceding related researches about the intension of use of smartphone users. Based on these researches, we have extracted factors for suggesting research model and then verified the hypothesis with actual analysis to find out which factors are affecting the intention of use of smartphone game users. The factor and reliability analysis have done in order to examine the validity and reliability of the questionnaires used in this work. As the result, popular genre, character, sequence of hit etc. are affected positively on intention of use of smartphone game users but there are no meaningful effects of game developers. Due to such research, it can be helped to the related game developing academic and industries researchers on intention of use of smartphone games users
참고문헌 (11)
- IDC, "Worldwide Mobile Phone Tracker", ~ (2014)
- App Annie, "Intelligence", ~ (2013)
- 김준호, "모바일 게임을 위한 모바일 증강현실 기술 구현", 한국컴퓨터게임학회논문지, 26(3), pp.17~24 (2013), (사)한국컴퓨터게임학회
- 이영주, "모바일 게임의 장르적 특성 및 소셜 네트워크 플랫폼연계성이 시장 성과에 미치는 영향에 관한 고찰", 한국컴퓨터게임학회논문지, 26(3), pp.25~33 (2013), (사)한국컴퓨터게임학회
- 김기석, "모바일 게임의 몰입, 지속적 이용의도에 대한 선행요인", 한국컴퓨터게임학회논문지, 26(4), pp.121~133 (2013), (사)한국컴퓨터게임학회
- Yu Seungho, "Study on analysis of user trends and mobile gaming industry", Korea Multimedia Society, 6(1), pp.15~33 (2002)
- "Fee approval status and mobile game usage behavior", Korea Communications Agency, Vol.70, ~ (2014)
- Van de Ven, Andrew H., "Measuring and Assessing Organizations" (1980), Wiley
- Lee Haksik, "SPSS 12.0 manual" (2005), bobmuns
- The Rise of Korea Games, "Korea Creative Content Agency", ~ (2008)
