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The Moderating Effect of Reference Group on Online Game Loyalty: Focused on Hedonic Information System

첫 페이지 보기
  • 발행기관
    보안공학연구지원센터(IJMUE) 바로가기
  • 간행물
    International Journal of Multimedia and Ubiquitous Engineering SCOPUS 바로가기
  • 통권
    Vol.10 No.1 (2015.01)바로가기
  • 페이지
    pp.59-70
  • 저자
    SeungBae Park, JeaWon Hong, Kyungyoung Ohk, TeaBok Yoon
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A239272

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원문정보

초록

영어
This study approaches online games from the perspective of the hedonic information system and presents a theoretical model to explain online game acceptance by expanding the study of van der Heijden and the Technology Acceptance Model (TAM). The important variables of this model included perceived usefulness, perceived easiness, and perceived pleasure. Also, we investigate a moderating effect of personal reference group on online game acceptance. The subjects were divided into the high reference group (196 persons) and the low reference group (138 persons) based on the median value of reference group using the SEM(Structural Equation Model) method. An empirical analysis of the subjects found that perceived easiness, perceived pleasure, and perceived usefulness of the game influenced the intent of acceptance and game loyalty in the total group, in that order. On the other hand, comparative research of the two groups based reference group found that the high reference group showed high intent of game acceptance if a game agreed with the subjects’ useful and easy values, even if it was somewhat inconvenient, whilst perceived pleasure of a game was the greatest influencing factor in the low reference group. In addition, in the relationship of intent of acceptance and loyalty, the low reference group showed high loyalty.

목차

Abstract
 1. Introduction
 2. Theoretical Background and Hypothesis
  2.1. TAM and Pleasure
  2.2. The Moderating Effect of Reference Group
 3. Research Methodology
  3.1. Data Collection
  3.2. Instrument Development
 4. Structural Model Analysis and Result
  4.1. Measurement Model
  4.2. Overall Model Results
  4.3. The Moderating Effect of Reference Group
 5. Conclusions
 Acknowledgement
 References

키워드

Online Game Acceptance Model Hedonic Information System Technology Acceptance Model Reference Group

저자

  • SeungBae Park [ Department of Industrial System Management, Seoil University, Seoul, Korea ]
  • JeaWon Hong [ Department of Business Administration, Dongseo University, Busan, Korea ] corresponding author
  • Kyungyoung Ohk [ Department of Consumer Economics, Sookmyung Woman's University, Seoul, Korea ]
  • TeaBok Yoon [ Department of Computer Software, Seoil University, Seoul, Korea ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    보안공학연구지원센터(IJMUE) [Science & Engineering Research Support Center, Republic of Korea(IJMUE)]
  • 설립연도
    2006
  • 분야
    공학>컴퓨터학
  • 소개
    1. 보안공학에 대한 각종 조사 및 연구 2. 보안공학에 대한 응용기술 연구 및 발표 3. 보안공학에 관한 각종 학술 발표회 및 전시회 개최 4. 보안공학 기술의 상호 협조 및 정보교환 5. 보안공학에 관한 표준화 사업 및 규격의 제정 6. 보안공학에 관한 산학연 협동의 증진 7. 국제적 학술 교류 및 기술 협력 8. 보안공학에 관한 논문지 발간 9. 기타 본 회 목적 달성에 필요한 사업

간행물

  • 간행물명
    International Journal of Multimedia and Ubiquitous Engineering
  • 간기
    월간
  • pISSN
    1975-0080
  • 수록기간
    2008~2016
  • 등재여부
    SCOPUS
  • 십진분류
    KDC 505 DDC 605

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