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온라인게임에서 나타나는 경험적 가치가 온라인게임 참여도와 충성도에 미치는 영향

The Effect of Experiential Motives Derived from Online Game on Engagement and Online Game Play

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초록

문 >온라인게임산업은 성장 잠재력이 높은 산업의 하나로 자리잡아 가고 있다. 온라인게임만이 가지는 독특한 오락지향적 특성은 온라인게임 참여자들에게 다양한 형태의 경험적 가치를 제공할 수 있다. 대부분의 기존 신기술수용이론은 실용적 가치에 초점을 두고 연구를 해왔으며 오락지향적 신기술이 가지는 감정적, 오락적 동기에 대한 연구는 상대적으로 빈약하다. 본연구는 기존 폴로우와 쇼핑경험 연구에서 밝혀낸 경험적 동기를 온라인게임에 적합한 형태로 변형한 다섯 가지의 경험적 동기를 중심으로 연구한다. 온라인게임의 경험적 동기에는 주의집중, 즐거움지각, 일상탈출, 지적호기심, 사회적 소속감 등이 있으며 이들 경험적 동기가 온라인게임 참여도에 영향을 미치며 게임참여도는 다시 온라인게임 사용행동에 영향을 미친다는 가설을 설정해 연구하였다. 본연구는 374명 온라인게임 사용자를 대상으로 수집한 자료로 구조방정식모델을 이용한 가설 검증을 실시하였다. 구조방정식모델 검증 결과 즐거움지각을 제외한 네 가지의 경험적 동기가 게임참여도에 영향을 미치며 게임참여도는 다시 온라인게임행동에 영향을 미치는 것으로 나타났다. 연구의 단점, 실무적, 이론적 시사점 등은 결론부분에 논의하고 있다.

Abstract

Online games represent a burgeoning market sector of increasing economic importance. The distinctive entertainment-oriented features of such games provide various experiential values for users. However, most previous studies have focused on the utilitarian perspectives of the technology. The affective motivational aspects of entertainment technologies have been relatively neglected. The present study therefore identifies five experiential motives from studies of flow and shopping experiences such as concentration, perceived enjoyment, escape, epistemic curiosity, and social affiliation, and postulates that these motives influence customer’s engagement with online games, and engagement in turn affects customer usage of online games. The model is tested using data gathered from 374 current online game users. Structural equation modeling confirms that four of five experiential motives with the exception of enjoyment have positive effects on customers’engagement, which subsequently affects online game usage.

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