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A Role of Self-Presentation Desire in Online Gaming Community Commitment and Trust of Massive Multiplayer Online Role-Playing Games

첫 페이지 보기
  • 발행기관
    한국경영정보학회 바로가기
  • 간행물
    한국경영정보학회 정기 학술대회 바로가기
  • 통권
    2010년 추계학술대회 (2010.11)바로가기
  • 페이지
    pp.683-688
  • 저자
    Seungbae Park, Namho Chung
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A129906

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원문정보

초록

영어
As the online game market develops rapidly along with the rapid progress in the internet, the MMORPGs (Massive Multiplayer Online Role-Playing Games), which allows simultaneous participation of several gamers, market is attracting great attention recently. The behavior of MMORPGs users needs to be considered as the general behavior in online communities since MMORPGs can be categorized as a type of online community. However, the previous studies of online communities did not pay enough attention to MMORPGs where users can express themselves by interacting actively through games and using game avatars. Understanding of the characteristics of MMORPGs as online game communities where users coexist with others in terms of communication and interaction will allow games to be vitalized and users to be immersed in games in a more positive way. Hence, this study examined the impacts of personal innovativeness as a personal characteristic on self-presentation desire, trust of online games, and commitment in online communities through self-presentation theory, identity theory, and social identification theory, considering game design quality and interactivity as physical antecedents of self-presentation desire. The results showed that the interactivity in the spaces of MMORPGs had the biggest impacts on self-presentation, and personal innovativeness game design quality also had some impacts. The results also indicated that self-presentation desire caused trust of online games, and eventually led to even stronger commitments to them.

목차

Abstract
 Introduction
 Theoretical Backgrounds
 Research Model and Hypotheses
 RESEARCH METHODOLOGY
  Data Collection
  Instrument Development
 ANALYSIS AND RESULTS
  Measurement Model
  Overall Model Results
 DISCUSSSION AND CONCLUSIONS

키워드

Self presentation desire; Design Quality; Interactivity; Personal Innovativeness; Trust; Community commitment; MMORPGs

저자

  • Seungbae Park [ School of Business Administration, Sungkyunkwan University ]
  • Namho Chung [ College of Hotel & Tourism Management, Kyung Hee University, ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국경영정보학회 [The Korea Society of Management information Systems]
  • 설립연도
    1989
  • 분야
    사회과학>경영학
  • 소개
    이 학회는 경영정보학의 연구 및 교류를 촉진하고 학문의 발전과 응용에 공헌함을 목적으로 합니다.

간행물

  • 간행물명
    한국경영정보학회 정기 학술대회 [KMIS Conference]
  • 간기
    반년간
  • 수록기간
    1990~2025
  • 십진분류
    KDC 325 DDC 658

이 권호 내 다른 논문 / 한국경영정보학회 정기 학술대회 2010년 추계학술대회

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