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자체 캐릭터(자캐)를 활용하는 게임 스트리머와의 자아일치성 인식이 콘텐츠 소비 태도에 미치는 영향: Z세대 스트리밍 구독자들을 중심으로

Effects of Self-Congruence Perception with Game Streamers Utilizing Self-Characters on Content Consumption Attitudes:Focusing on Gen Z Streaming Subscribers

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초록

본 연구는 최근 급증하고 있는 온라인 콘텐츠 유형 중, 자신의 실제 모습 대신 자신의 모습을 캐릭터화한 “자체 캐릭터”(통칭 자캐)를 활용한 콘텐츠에 대한 소비자들의 인식 및 행동반응에 대해 탐구한다. 구체적으로, 온라인 게임 스트리머 중 자체 캐릭터를 사용하는 스트리머와의 자아일치성 인식에 초점을 두고, 이를 주로 소비하는 Z세대 소비자들을 대상으로 설문조사를 실시하였다. 그 결과, Z세대 소비자들은 (1) 자캐를 활용하는 게임 영상 스트리머와 높은 자아일치성을 인식할수록 이들 스트리머와의 유사상호작용 또한 높게 인식하고 (2) 이는 스트리머에 대한 매력과 친밀도를 증가시켜 (3) 궁극적으로 스트리머가 제공하는 콘텐츠에 대한 만족도 및 이용 의도에 정적인 영향을 주게 됨을 검증하였다. 본 연구는 연구자들이 인지하는 한 게임 스트리머가 자신의 모습 대신 자체 캐릭터를 사용하는 상황에서 소비자와 스트리머 간의 관계성 인식이 컨텐츠 소비의향에 미치는 영향을 탐구한 최초의 연구이며, 기존의 의인화 및 캐릭터의 효과에 대해 탐구한 문헌을 보다 확장하고 있다.

Abstract

This study investigates consumers' perceptions and behavioral responses to content that utilizes “self-character” (commonly referred to as 자캐). This type of online content, where individuals represent themselves through characters rather than their real appearance, is rapidly increasing in popularity. Specifically, this study focuses on the perception of self- congruence with streamers who use self-characters among online game streamers, conducting a survey targeting Generation Z consumers who primarily consume this content. The results reveal that Generation Z consumers (1) perceive higher parasocial interaction with game streaming content creators who utilize self-characters as they recognize higher self-congruence with these streamers, (2) this increases the attractiveness and closeness towards the streamers, and (3) ultimately has a positive impact on satisfaction and intention to use the content provided by the streamers. This research is the first, to the researchers' knowledge, to explore the impact of consumer-streamer relational perception when game streamers use self-characters instead of their real appearance on content consumption intentions, thereby extending the literature on anthropomorphism and character effects.

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