Mobile games are different from the PC online games, because of the circumstance of playing, payment, and the immediacy. the frequency of use is higher than the PC online games, but the connecting time is much less. The accessibility to games is much easier. Th purchase behaviour is made on the spot. The game industries are focused on this unique market, studies the success factors and are developing numerous titles. However, there is quite a few researches for academic purpose. The mobile game market is rapidly changed and followed by the late fashions. More than one year, there is an uprising genre which has good sales history. 40% of top 50's of mobile game market on the spot are this specific genre called collectible card game. The genre has an history from the offline collectible card games like baseball player collections to Japanese style cartoon illustrated mobile collectible game. The purpose of this study was to define the mobile collectible card game genre and to examine the influence factors of purchase intention of mobile collectible card games. Factors are adopted from precedent studies and a pilot interview. Subjects of 175 members who has been experienced mobile collectible card games responded the 15 questionnaires designed for satisfaction, perceived usefulness, graphic design of cards and purchase intention. Through the regression analysis, the results of the survey can be summarized as follow. Satisfaction, perceived usefulness and graphic design of cards are found to have a positive influence on purchase intention.
목차
ABSTRACT 1. 서론 1.1 연구의 목적 1.2 연구방법 2. CCG 구매 의도에 관한 이론적 고찰 2.1 CCG의 정의 2.2 만족도 2.3 디자인 2.4 지각된 유용성 2.5 구매의도 3. 연구 설계 3.1 연구모형 3.2 연구 가설 3.3 조사대상자의 선정 및 자료수집 3.4 설문지의 구성 4. 연구 결과 및 해석 4.1 표본의 일반적 특성 분석 4.2 타당성 및 신뢰성 분석 4.3 가설 검증 5. 결론 5.1 연구의 요약 및 연구의 시사점 5.2 연구의 한계점 및 향후 연구과제 참고문헌
키워드
GameCCGPurchase decision
저자
정찬구 [ Jung Changu | Dept. of Game Studies, Graduate School of Information Contents, Kwang-Woon University ]
정형원 [ Hyung Won Jung | Dept. of Game Studies, Graduate School of Information Contents, Kwang-Woon University ]
Correspondence to
1. 게임산업을 활성화 하고,
2. 게임기술과 기술 인력을 양산할 수 있도록 교육기관의 교과과정을 개발하고,
3. 관련기술에 대한 연구발표회, 강연회, 강습회 등을 개최하며,
4. 학회지, 논문지 및 관련 문헌을 발간하고,
5. 게임 기술 개발을 위한 국제화, 표준화 등을 지원하고,
6. 산.학.연.관이 협동할 수 있는 국제적 학술교류 및 협력을 지원하고,
7. 회원 상호간의 공동 이익과 친목을 증진시킨다.
간행물
간행물명
컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) [Journal of Computer Games and Contents]
간기
월간
pISSN
3091-7409
eISSN
3092-3638
수록기간
2002~2026
등재여부
KCI 등재
십진분류
KDC 691DDC 793
이 권호 내 다른 논문 / 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제3호