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스마트폰 게임 이용자의 사용의도에 관한 연구 KCI 등재

Studies on purpose of smartphone game users’ usage

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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

The market of the smartphone game has been changed rapidly which can be seen in the online PC game, ‘SNG’ and became popular among the game lovers. In the same way, ‘Kakaotalk’ has also been appeared suddenly. Therefore, in this research work, we figured out the exploratory factors that affect the intention of use of smartphone users and these effects can help future works on games to those who are doing research on it. In our research method, we reviewed the preceding related researches about the intension of use of smartphone users. Based on these researches, we have extracted factors for suggesting research model and then verified the hypothesis with actual analysis to find out which factors are affecting the intention of use of smartphone game users. The factor and reliability analysis have done in order to examine the validity and reliability of the questionnaires used in this work. As the result, popular genre, character, sequence of hit etc. are affected positively on intention of use of smartphone game users but there are no meaningful effects of game developers. Due to such research, it can be helped to the related game developing academic and industries researchers on intention of use of smartphone games users.

목차
ABSTRACT
 1. 서론
 2. 이론적 배경 및 선행연구
  2.1 스마트폰 게임의 정의
  2.2 스마트폰 게임 사용의도에 관한 선행연구
 3. 연구 설계
  3.1 연구모형
  3.2 연구 가설
  3.3 연구 방법
 4. 연구 결과
  4.1 표본의 일반적 특성 분석
  4.2 타당성 및 신뢰성 분석
  4.3 연구 가설 검증
 5. 결론
 참고문헌
저자
  • 이성필(Graduate School of Information Contents, Kwang-Woon University) | Lee Seongpil
  • 손광철(Graduate School of Information Contents, Kwang-Woon University) | Son KwangChul Correspondence to