온라인 게임 서비스에서 환경특성, 개인 특성, 사회적 상호작용성의 영향과 플로우, 브랜드 동일시, 만족, 재구매 의도 간의 관계
The Effects of Environmental Factors, Individual Factors and Social Interactivity and The Relationships with Flow, Brand Identification and Repurchase Intention in On-line Game Services
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초록
온라인 게임에 대한 경영학 분야(discipline)의 연구들은 주로 플로우(flow)를 중심으로 선행변수와 결과변수에 대한 실증분석이었다. 기존 경영학적 접근들은 사회적 상호작용성, 소비자 기술, 편리한 기능 등을 강조하였지만 온라인게임이 제공되는 서비스 환경이 미치는 영향과 소비자가 느끼는 기술적 자기 효능감에 대해서는 간과해 왔다. 본 연구에서는 서비스 마케팅의 중요한 환경적 요소인 서비스스케이프를 온라인 상황에 맞게 조정한 e-서비스스케이프와 자기 효능감의 영향을 규명하고, 또 플로우, 브랜드 동일시, 만족, 재구매 의도 개념들 사이의 구조적 관계를 실증 분석하였다. 연구결과 e-서비스스케이프는 플로우, 만족에 유의한 영향을 미치고 자기 효능감과 사회적 상호작용은 플로우,브랜드 동일시에 의미 있는 영향을 미치는 것으로 나타났다.
Abstract
In the academic discipline of management, majority of the online game researchers have paid considerableattention towards a crucial construct identified as the 'flow', and they have attempted to validate its antecedentsand/or dependent variables empirically. In particular, those studies have put an emphasis on the conceptsincluding, interactivity, skill and functionality of the game and its end-user. A paucity of research, however, hasbeen conducted in such area delving into the effects of services environment and self-efficacy and itsrelationship with other variables. As such, this study is to empirically reveal the influences of e-servicescape,whose conceptualization originates from the field of service marketing, and self-efficacy on flow, satisfactionand brand identity. In addition, the structural relationship among flow, brand identity, and satisfaction andrepurchase intention is to be assessed. The result of this study indicates that e-servicescape affects flow andsatisfaction. In addition, self-efficacy has an effect on flow and brand identity. Finally, flow, brand identity,satisfaction and repurchase intention have a positive relationship and all of them are statistically significant.
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