중국 청소년들의 인터넷 개인 게임방송 시청동기가 시청몰입을 매개로 시청만족도에 미치는 영향
How does Teenagers’ Motivations to Watch Internet Live Streaming of Games Influence Viewing Satisfaction via Immersion?
This study explored what motivates teenagers in China to watch Internet live streaming of games and how their motivations influence viewing satisfaction through the theoretical perspective of immersion. To address the research question and hypotheses of this study, a comprehensive literature review was conducted first to identify potential motivational factors for viewing Internet live streaming of games. The findings from the comprehensive literature review were then supplemented with interviews with 10 Chinese teenagers about their motivations for watching the medium to identify any other factors. Next, findings from the literature review and interviews were used to inform the design of a survey questionnaire that, following pre-testing and review by experts, was distributed offline to recruit a purposive sampling of Chinese teenagers. The results of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) applied to the survey data indicate the motivations for watching Internet live streaming of games include interaction, entertainment/information seeking, perception of similarity to broadcast jockey (BJ), and distinctiveness (Research Question 1). Results of the structural equation model analysis showed that all these motivations positively influenced in immersion, and, thereby, supported Hypothesis 1. However, Hypothesis 2, which assumed that all motivations would have direct and positive effects on viewing satisfaction, was not supported as the factor of interaction was directly and negatively influenced satisfaction after watching the medium. Hypothesis 3, which predicted a mediating effect of immersion between motivations and viewing satisfaction, was supported. A total effect analysis based on the bootstrapping method found that teenagers’ perceptions of similarity to the BJ was positively significant for satisfaction by way of immersion. The results emphasized the importance of perceived similarity to the BJ in order to produce satisfaction and indicated that extraordinary interaction by BJ could unexpectedly decrease Chinese teenagers’ satisfaction after viewing the live streaming of games online.
목차
Abstract 1. 서론 2. 이론적 배경 2.1 인터넷 개인 게임방송 2.2 이용과 충족이론 2.3 시청 몰입 3. 연구 방법 3.1. 자료 수집 3.2. 측정 문항 3.3 통계 분석 4. 결과 4.1 기초 분석 4.2 주요 결과 5. 결론 및 논의 5.1 연구결과의 요약 5.2 논의 참고문헌
키워드
Internet Live Streaming of GamesUses and GratificationTransportation into NarrativeFlowImmersionand Satisfaction
부산대학교 중국전략연구소(구 부산대학교 중국연구소) [Institute of China Strategy]
설립연도
2006
분야
사회과학>사회복지학
소개
본 연구소의 설립을 통해 우선 한중 양국 국민의 상호이해와 교류증진을 위한 인문, 사회과학적인 연구는 물론이고, 이를 통해 기업(인)이 중국에 안정적인 정착과 교류를 할 수 있는 각종 환경을 조성하고자 한다.
게다가 본 연구소는 기존의 연구소의 기능과는 달리 단순한 학술 교류에 머물지 않고 인적 교류를 통해 양국관계의 이해를 증진하고 나아가 한국과 중국의 각종 프로젝트를 적극 유치, 개발함으로써 지속적으로 재원의 창출을 도모하고자 한다.