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증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구 : 몰입감을 매개변수로
Factors Influencing the Intention for Continuous Use of Augmented Reality Games : Immersion as a Mediating Variable

첫 페이지 보기
  • 발행기관
    한국정보기술응용학회 바로가기
  • 간행물
    JITAM 바로가기
  • 통권
    Vol.28 No.6 (2021.12)바로가기
  • 페이지
    pp.1-21
  • 저자
    조남재, 왕암서, 정은정, 유기섭
  • 언어
    한국어(KOR)
  • URL
    https://www.earticle.net/Article/A410086

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원문정보

초록

영어
This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user’s view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.

목차

Abstract
1. 서론
2. 이론적 배경
2.1 증강현실의 개념 및 특징
2.2 증강현실 적용 사례 분야
2.3 기술수용모델
2.4 몰입이론(Flow Theory)
3. 연구 방법론
3.1 변수 간 선행연구 및 가설
4. 분석 결과
4.1 표본의 특성
4.2 동일원천편향(Common Method Bias) 측정
4.3 탐색적 요인분석 결과
4.4 변수 간 상관관계 및 평균, 표준편차 분석
4.5 확인적 요인분석 결과
4.6 모형적합도 분석 결과
4.7 가설검증 결과(H1, H2, H3, H4, H5)
4.8 매개효과 가설검증 결과(H6-1, H6-2, H6-3,H6-4)
5. 결론
5.1 연구의 의의
5.2 한계와 향후 연구 제언
References

키워드

Augmented Reality AR Game Immersion Technology Acceptance Model Flow Theory

저자

  • 조남재 [ Namjae Cho | rofessor, Hanyang University, Business School ] First Author
  • 왕암서 [ YanRui Wang | MS Candidate, Hanyang University, Business School ] Second Author
  • 정은정 [ Eunjeong Cheong | PhD. Candidate, Hanyang University, Business School ] Third Author
  • 유기섭 [ Giseob Yu | Adjunct Professor, Business School, Hanyang University ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국정보기술응용학회 [The Korea Society of Information Technology Applications]
  • 설립연도
    1999
  • 분야
    사회과학>경영학
  • 소개
    본 학회는 정보기술 관련 분야의 연구 및 교류를 촉진하여 국가 및 기업정보화 발전에 공헌함을 그 목적으로 한다.

간행물

  • 간행물명
    JITAM [Journal of Information Technology Applications and Management]
  • 간기
    격월간
  • pISSN
    1598-6284
  • eISSN
    2508-1209
  • 수록기간
    1999~2026
  • 십진분류
    KDC 005 DDC 005

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