본문 바로가기
KERD
논문KCI 등재

청소년들의 온라인 게임 몰입요인에 관한 실증연구; 개인적 재미와 사회적 재미를 중심으로

Factors Influencing Online Game Play of Adolescence; An Examination of Social and Individual Playfulness

0

조회

0

다운로드

20

인용

0

참고문헌

키워드

주제분류경영학

참고문헌 (28)

  1. 김정구, "온라인 게이머의 라이프스타일에 관한 탐색적 연구: 비게이머와의 비교 및 게이머 세분시장별 비교", 경영학연구, 32(6), pp.1741~1770 (2003), 한국경영학회
  2. 김정구, "마케팅활동, 사회적 상호작용, 플로우가 온라인게임의 애호도와 구전에 미치는 영향에 관한 연구", 마케팅연구, 18(3), pp.93~120 (2003), 한국마케팅학회
  3. 김지경, "온라인게임 서비스 이용 고객의 관계지속기간에 영향을 미치는 요인에 관한 연구", 마케팅연구, 19(1), pp.131~158 (2004), 한국마케팅학회
  4. 미래경영전략연구회, "CEO를 위한 교양" (2002), 시학사
  5. "사이버명예시민운동 홈페이지" (2009)[URL]
  6. 엄명용, "온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로", 경영과학, 22(1), pp.47~66 (2005), 한국경영과학회
  7. 이상철, "심리적 유인과 사이트품질, 공동체의식이 온라인게임에 미치는 영향", 경영정보학연구, 13(4), pp.207~227 (2003), 한국경영정보학회
  8. 2004 한일 게임이용자 조사보고서, "한국게임산업개발원", ~ (2004)
  9. 한국정보문화진흥원, "인터넷 중독 실태조사" (2004)
  10. Ajzen, I, "From Intentions to Actions: A Theory of Planned Behavior, in Action Control: From Cognition to Behavior", pp.11~39 (1985), Heidelberg: Springer
  11. Ajzen, I, "Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research" (1975), Reading, M.A.: Addison-Wesley
  12. Anderson, J. C, "Structural Equation Modeling in Practice: A Review and Recommended Two-Step Approach", Psychological Bulletin, 103(3), pp.411~423 (1988)
  13. Bagozzi, R. P, "Performance and Satisfaction in Industrial Sales Force: An Examination of Their Antecedents and Simultaneity", Journal of Marketing, 44(1), pp.65~77 (1988)
  14. Baron, J, "Glory and Shame: Powerful Psychology in Multiplayer Online Games", Proceedings of the Computer Game Developer’s Conference(GDC) (1999), Gamasutra
  15. Csikszentmihalyi, M, "Flow the Psychology of Optimal Experience" (1990), New York: Harper and Row
  16. Day, R. L, "Extending the Concept of Consumer Satisfaction", Advances in Consumer Research, 4(1), pp.149~54 (1977)
  17. Fernback, J, "The Individual within the Collective: Virtual Ideology and the Realization of Collective Principles, in" (1997), Cyber-Society: Computer- Mediated Communication and Community
  18. Fornell, C, "Evaluating Structural Equation Model with Unobservable Variables and Measurement Error", Journal of Marketing Research, 18(1), pp.39~50 (1981)
  19. Griffiths, M. D, "Online Computer Gaming: A Comparison of Adolescent and Adult Gamers", Journal of Adolescence, 27(1), pp.87~96 (2004)
  20. Hagel, J, "Net Gain - Expanding Markets through Virtual Communities" (1997), Boston: Harvard Business School Press
  21. 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.853~868 (2004)
  22. "Interaction Forms and Communication Action in Multiplayer Games, International Journal of Computer Game Research, 3(1)" (2009)[URL]
  23. Newman, J. W, "Multivariate Analysis of Brand Loyalty for Major Household Application", Journal of Marketing of Consumer Research, 20(2), pp.418~430 (1973)
  24. Oliver, R. L, "Whence Consumer Loyalty?", Journal of Marketing, 63(1), pp.33~44 (1999)
  25. Rheingold, H, "A Slice of Life in My Virtual Community, in Global Networks: Computers and International Communication" (1994), Cambridge, M.A.: MIT Press
  26. Smith, J. B, "The Effects of Organizational Differences and Trust on the Effectiveness of Selling Partner Relationships", Journal of Marketing, 61(1), pp.3~21 (1997)
  27. Winn, B. M, "Design of Communication, Competition, and Collaboration in Online Games", Accepted for Presentation at Computer Game Technology Conference, pp.1~13 (2004), Toronto
  28. Youn, Seounmi, "Lifestyles of Online Gamers: A Psychographic Approach", Journal of Interactive Advertising, 3(2), pp.66~78 (2003)

관련 논문AI추천

이 간행물의 다른 논문 (14건)