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A Study on the Effect of e-Sports and Self-Image Congruence on Behavior Intention

첫 페이지 보기
  • 발행기관
    국제인공지능학회(구 한국인터넷방송통신학회) 바로가기
  • 간행물
    International Journal of Internet, Broadcasting and Communication 바로가기
  • 통권
    Vol.17 No.1 (2025.02)바로가기
  • 페이지
    pp.78-86
  • 저자
    Seyun Kim
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A465018

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원문정보

초록

영어
The purpose of this study is to investigate the structural relationship between e-sports and the user's selfimage, e-sports attitude, continuous use intention, and Continuous use Intention. Therefore, the subject of this study was a total of 300 university students who used the games of e-sports events in Korea. Among the collected data, 288 copies, excluding 12 copies of data that are difficult to use, were used by adopting the final analysis data. Data processing was performed using SPSS 27 and AMOS 21. Confirmatory factor analysis was performed to verify the centralized validity and discriminant validity of the measurement items, and the hypothesis was verified through structural equation model analysis. We obtained the following results through hypothesis testing. First, among the image congruence factors, the real self-image and the ideal self-image were found to have a positive effect on the e-sports attitude. Second, it was found that the e-sports attitude had a positive effect on the continuous use intention. Third, it was found that the e-sports attitude had a positive effect on Continuous use Intention. Fourth, Continuous use intent was found to have a significant effect on the Continuous use Intention. Through this result, it was found that the self-image of e-sports users plays an important role in forming the e-sports attitude, and ultimately affects the Continuous Use Intention and the Referral Intention.

목차

Abstract
1. Introduction
2. Research Hypothesis
2.1 Relationship between, Self-Image Congruence and e-Sports Attitude
2.2 Relationship between e-Sports Attitude, Continuous use intention, and Recommendation intention
3. Research Method
3.1. Research Subjects
3.2. Research Tools
3.3. Validity and reliability analysis
4. Results
4.1 Fit of the Model & Hypothesis Test Results
5. Conclusion
Acknowledgement
References

저자

  • Seyun Kim [ Assistant Professor, Department of e-Sports, Dankook University Graduate School, Korea ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    국제인공지능학회(구 한국인터넷방송통신학회) [The International Association for Artificial Intelligence]
  • 설립연도
    2000
  • 분야
    공학>전자/정보통신공학
  • 소개
    인터넷방송, 인터넷 TV , 방송 통신 네트워크 및 관련 분야에 대한 국내는 물론 국제적인 학술, 기술의 진흥발전에 공헌하고 지식 정보화 사회에 기여하고자 한다.

간행물

  • 간행물명
    International Journal of Internet, Broadcasting and Communication
  • 간기
    계간
  • pISSN
    2288-4920
  • eISSN
    2288-4939
  • 수록기간
    2009~2025
  • 십진분류
    KDC 326 DDC 380

이 권호 내 다른 논문 / International Journal of Internet, Broadcasting and Communication Vol.17 No.1

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