동기요인, 사회성과 게임 용이성이 소셜 네트워크 게임의 사용의도에 미치는 영향에 관한 연구User Intention to Use Social Network Games: A Study of Motivational, Sociability, and Playability Factors

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dc.contributor.author김지민ko
dc.contributor.author장영훈ko
dc.contributor.author웡씨우판ko
dc.contributor.author이상만ko
dc.contributor.author박명철ko
dc.date.accessioned2019-03-08T03:51:45Z-
dc.date.available2019-03-08T03:51:45Z-
dc.date.created2014-01-15-
dc.date.issued2013-12-
dc.identifier.citationEntrue Journal of Information Technology, v.12, no.3, pp.151 - 166-
dc.identifier.issn1598-6330-
dc.identifier.urihttp://hdl.handle.net/10203/251026-
dc.description.abstractSocial platform services have altered the lifestyles of individuals and the entire Information and Communication Technol-ogy (ICT) ecosystem. One creative application that rides on such a platform is Social Network Games (SNGs). SNG is a ser-vice that merges playfulness of game contents and mutual relationships among people. This study investigates the effects of motivational, sociability, and playability factors of SNGs on attitude toward SNGs and behavioral intention to use SNGs. An extended SNGs user acceptance model founded on the Theory of Reasoned Action (TRA) and Technology Acceptance Model (TAM) is proposed. The results show that perceived usefulness, perceived playfulness, and challenges/competitions have positive effects on intention to use SNGs via attitude toward SNGs. Social image and subjective norms have direct impacts on intention to use SNGs. Those who have only use SNGs for a shorter period of time (i.e., six months or lesser) pay more atten-tion to the usefulness of SNGs while those who have use SNGs for a longer period of time (i.e., more than six months) focus more on the playfulness of SNGs. The findings have implications for game development companies.-
dc.languageKorean-
dc.publisher엘지씨엔에스-
dc.title동기요인, 사회성과 게임 용이성이 소셜 네트워크 게임의 사용의도에 미치는 영향에 관한 연구-
dc.title.alternativeUser Intention to Use Social Network Games: A Study of Motivational, Sociability, and Playability Factors-
dc.typeArticle-
dc.type.rimsART-
dc.citation.volume12-
dc.citation.issue3-
dc.citation.beginningpage151-
dc.citation.endingpage166-
dc.citation.publicationnameEntrue Journal of Information Technology-
dc.identifier.kciidART001826985-
dc.contributor.localauthor박명철-
dc.contributor.nonIdAuthor김지민-
dc.contributor.nonIdAuthor장영훈-
dc.contributor.nonIdAuthor웡씨우판-
dc.contributor.nonIdAuthor이상만-
dc.subject.keywordAuthorSocial Network Game-
dc.subject.keywordAuthorMotivation-
dc.subject.keywordAuthorSociability-
dc.subject.keywordAuthorPlayability-
dc.subject.keywordAuthorTechnology Acceptance Model-
dc.subject.keywordAuthor소셜 네트워크 게임-
dc.subject.keywordAuthor동기 요인-
dc.subject.keywordAuthor사회성-
dc.subject.keywordAuthor게임 용이성-
dc.subject.keywordAuthor기술 수용 모델-
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