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The Study of Factors Influencing the Intention of Continuous Usage Using Augmented Reality Games : Comparative Analysis of Korean and Chinese Users

첫 페이지 보기
  • 발행기관
    한국경영정보학회 바로가기
  • 간행물
    Asia Pacific Journal of Information Systems KCI 등재 SCOPUS 바로가기
  • 통권
    제32권 제2호 (2022.06)바로가기
  • 페이지
    pp.249-274
  • 저자
    Namjae Cho, YanRui Wang, Jeong Hun Lim, Giseob Yu
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A414909

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원문정보

초록

영어
This study is to focuses on users’ attitudes toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users significantly affected spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications for analyzing user perspective using immersion, a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

목차

ABSTRACT
Ⅰ. Introduction
Ⅱ. Theoretical Background
2.1. The Concept and Characteristic of Augmented Reality
2.2. Research Fields Applied Augmented Reality
2.3. Technology Acceptance Model (TAM)
2.4. Flow Theory
Ⅲ. Research Methods
3.1. Research Subjects and Variables
3.2. Previous Research and Hypotheses
Ⅳ. Results of Analyzing Korean Data
4.1. Characteristics of the Sample of Korean Data
4.2. Results of Analyzing Chinese Data
Ⅴ. Conclusion
5.1. Research Conclusion
5.2. Research Implication and Limitation

키워드

Augmented Reality Game Pokémon Go Continuous Usage Intention Technology Acceptance Model Flow Theory Comparing Korea and China

저자

  • Namjae Cho [ Professor, Business School, Hanyang University, Korea ]
  • YanRui Wang [ Graduate Student, Business School, Hanyang University, Korea ]
  • Jeong Hun Lim [ Ph.D. Candidate, Business School, Hanyang University, Korea ]
  • Giseob Yu [ Adjunct Professor, Business School, Hanyang University, Korea ] Corresponding Author

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
    Asia Pacific Journal of Information Systems
  • 간기
    계간
  • pISSN
    2288-5404
  • eISSN
    2288-6818
  • 수록기간
    1990~2026
  • 등재여부
    KCI 등재,SCOPUS
  • 십진분류
    KDC 325 DDC 658

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