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모바일게임 플레이 의도의 영향요인 연구

원문정보

A Model of User Adoption of Mobile Games

한광현, 김태웅

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초록

영어

Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

목차

I. 서론
 II. 이론적 배경 및 연구모형의 설정
  2.1 기술수용모형
  2.2 연구가설의 설정
 III. 변수의 측정도구와 자료수집 방법
 IV. 연구가설의 검증
  4.1 탐색적 요인분석과 신뢰성 분석
  4.2 확인적 요인분석과 타당도ㆍ신뢰성 분석
  4.3 구조모형의 전반적 적합도 평가
  4.4 연구가설의 검증
  4.5 결과의 해석
 V. 결론
 참고문헌

저자정보

  • 한광현 Kwang Hyun Han. 성균관대학교 경영연구소 연구원, 강사
  • 김태웅 Tae Ung Kim. 성균관대학교 경영학부 교수

참고문헌

자료제공 : 네이버학술정보

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