원문정보
A Study on the Precedence Factors in Mobile Gaming Immersion and Intent for Repeated Usage
초록
영어
The 2013 Korean Gaming White Paper suggested that the mobile gaming market has a potential for the future value realization. The market of mobile games exploded by 89.1% compared to 2011 and the market share almost doubled. With higher infiltration and performance enhancement of the mobile devices, accompanied by the growth in the mobile advertisement market, fueled the development of the relevant infrastructure and the business model, which is the basis of our anticipation on the gaming industry to grow further. Unlike the weight it carries in our society, the literatures in the field of mobile games are scarce, which is why we conducted this study. In this study, we will focus on the characterizing factors of the mobile game and their relationship with immersion in order to identify with proofs the intent of their users for continued, repeated usage of the mobile games using statistical methods. The purpose of this study is to identify the characterizing factors of the mobile games that affect the intent for repeated usage and immersion, with a view to contribute to the development of the mobile games and the mobile gaming industry. The result of the evidentiary analysis revealed that the internal and external factors of the mobile games did have positive impacts on immersion into them, and the immersion into the game positively affected the intent for repeated usage. In addition, we examined the differences between genders in terms of the influence from the characterizing factors onto immersion, which revealed statistically significant differences between the genders and was reflected in our consideration on the implication of this study.
목차
1. 서론
2. 이론적 고찰
2.1 모바일 게임에 대한 선행요인
2.2 모바일 게임 몰입과 지속적 이용의도와의 관계
2.3 성별간 차이연구
3. 연구설계
3.1 연구모형
3.2 조사절차 및 분석방법
4. 실증분석
4.1 차원의 확인적 요인분석
4.2 신뢰성 분석
4.3 연구가설 검정
5. 결론
5.1 연구의 요약
5.2 연구의 시사점
5.3 연구의 한계점
참고문헌
