게임 이용자의 마인드셋이 유료아이템 구매의도에 미치는 영향: 경쟁심의 조절효과와 사회적 현존감의 매개효과를 중심으로
The Influence of Game User’s Mindset on Charged Item Purchasing Intention : Focusing on Moderating Effect of Competitiveness and Mediating Effect of Social Presence
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게임 시장의 활성화와 함께 게임 회사들은 더 많은 이용자를 유치하고 수익을 창출하기 위한 아이템 판매 및 광 고 콘텐츠 개발에 주력하고 있다. 유료아이템 판매는 게임 회사들에게는 수익 증진의 방안이며, 게임 이용자의 입장 에서는 아이템을 통해 게임을 보다 효율적으로 즐길 수 있으므로 유료아이템은 서비스 공급자인 게임 회사와 서비 스 이용자인 게임 이용자 모두에게 관심의 대상이 되고 있다. 이처럼 유료아이템에 대한 게임 회사와 이용자들의 관심이 증가하고 있음에도 불구하고 이용자 관점에서 유료아이템 구매행동을 살펴본 연구는 상대적으로 부족한 실 정이다. 이에 본 연구는 게임 이용자의 개인적 특성과 심리적 요인을 통해 유료아이템 구매행동을 살펴보았다. 구체 적으로 게임 이용자의 마인드셋에 따라 유료아이템에 대한 구매의도에 차이가 있는 지를 확인하고, 이러한 차이가 경쟁심에 의해 조절되는지를 검증하였다. 또한 이러한 효과가 발생하는 메커니즘을 규명하기 위해 게임 이용자들이 경험하는 사회적 현존감의 매개역할을 실증 분석하였다. 실험 결과, 성장 마인드셋을 가진 이용자가 고정 마인드셋을 가진 이용자보다 유료아이템 구매의도가 더 높았으 며 마인드셋의 효과는 경쟁심에 따라 조절되는 것으로 나타났다. 구체적으로 경쟁심이 강할 경우 고정 마인드셋보 다 성장 마인드셋을 가진 이용자의 유료아이템 구매의도가 더 높은 반면, 경쟁심이 약할 경우 마인드셋에 따른 유 료아이템 구매의도 간 차이가 나타나지 않았다. 또한 마인드셋과 경쟁심의 상호작용이 아이템 구매의도에 미치는 영향은 사회적 현존감에 의해 매개됨을 확인하였다. 본 연구는 대규모 다중사용자 온라인 롤플레잉 게임(MMORPG)의 유료아이템 구매행동을 살펴보기 위해 게임 이용자들의 개인적 특성을 구체적으로 살펴보았다는 점에서 기존 연구의 범위를 확장하였다. 또한 본 연구는 향후 게임 회사들이 이용자들의 아이템 구매 동기를 이해하고 효과적인 아이템 판촉 전략을 수립하는데 유용한 지침을 제공한다는 점에서 의의가 있다.
Abstract
With the revitalization of the game market, game companies are focusing on item sales and developing advertising content to attract more users and generate revenue. The sale of charged items is a way to increase profits for game companies, and it gives game users an opportunity to enjoy games more efficiently. Therefore, charged items are subject of interest to game companies and users. However, despite the increasing interest of companies and users on purchasing charged items, there is a little research on the charged item purchase behavior from a user's perspective relatively. Therefore, this study focused on the effect of game user’s mindset on charged item purchase intention and the moderating role of competition. In addition, in order to identify the mechanism by which these effects occur, we investigated the mediating role of social presence on the charged item purchase intention. The results that the game users with growth mindset showed higher in charged item purchasing intention than users with fixed mindset. Also, the effect of competitiveness on charged item purchasing intention is moderated by mindset. Specifically, in case of users with strong competitiveness, the game users with grow mindset showed higher in charged item purchasing intention than users with fixed mindset. On the other hand, in case of user with weak competitiveness, there was no significant difference in charged item purchasing intention between users with grow mindset and fixed mindset. Also, we verified that the effect of fitness between user’s mindset and competitiveness on charged item purchasing intention is mediated by social presence. This research is meaningful that not only extends the scope of prior researches by empirically analyzing the MMORPG game users’psychology. but also provides a useful approach in understanding game users’charged item purchase motive and establishing promotion strategies to the company in the future.
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