References
- Han, H.-W., Shim, S., "Analysis on User Behavior of Social Game", Journal of Korea Contents Association, Vol. 10, No. 12, pp. 137-145, 2010. https://doi.org/10.5392/JKCA.2010.10.12.137
- Kang, T. H., Kim, H., Cho, B., "A Study on the Antecedents of Acquaintance Recommending Action for a Mobile Social Network Game", Korea Internet e-Commerce Studies, Vol. 13, No. 2, pp. 257-281, 2013.
- Ha, S. H., Im, K. H., "Comparison of Online Game User Communities by using Social Network Analysis", Journal of Korea Contents Association, Vol. 9, No. 8, pp. 178-189, 2009. https://doi.org/10.5392/JKCA.2009.9.8.178
- Davis, F. D., A technology acceptance model for empirically testing new end-user information systems: Theory and results, Massachusetts Institute of Technology. 1986.
- Davis, F. D., "Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology", MIS Quarterly, Vol. 13, No 3, pp. 319-340, 1989. https://doi.org/10.2307/249008
- Kim, S.-Y., Lee, S.-H., Hwang, H.-S., "User Acceptance of Social Network Games on Smart Devices: An Extension to the Technology Acceptance Model", Journal of the Korea Industrial Information System Society, Vol. 16, No. 5, pp. 173-184, 2011. https://doi.org/10.9723/jksiis.2011.16.5.173
- Kim, H.-C., Huh, S., Choi, J.-H., "Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model", Journal of Korea Game Society, Vol. 12, No. 3, pp. 11-24, 2012. https://doi.org/10.7583/JKGS.2012.12.3.11
- Shin, D. -H., Shin, Y. -J., "Why do people play social network games?", Computers in Human Behavior, Vol. 27, No. 2, pp. 852-861, 2011. https://doi.org/10.1016/j.chb.2010.11.010
- Park, E., Baek, S., Ohm, J., Chang, H. J., "Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model", Telematics and Informatics, Vol. 31, No. 1, pp. 3-15, 2014. https://doi.org/10.1016/j.tele.2013.07.001
- Chang, C.-C., "Examining users' intention to continue using social network games: A flow experience perspective", Telematics and Informatics, Vol. 30, No. 4, pp. 311-321, 2013. https://doi.org/10.1016/j.tele.2012.10.006
- Kim, T.-G., Ryu, S.-H., Kyung, B.-P., Lee, W.-B., "Social Network Games (SNG) to concentrate on the analysis of causes", Journal of Digital Policy & Management, Vol. 10, No. 1, pp. 445-453, 2012.
- Park, E., Ohm, J., "Factors influencing users' employment of mobile map services", Telematics and Informatics, Vol. 31, No. 2, pp. 253-265, 2014. https://doi.org/10.1016/j.tele.2013.07.002
- Leary, M. R., Kowalski, R. M., "Impression management: A literature review and two-component model", Psychological Bulletin, Vol. 107, No. 1, 1990, pp. 34-47, 1990. https://doi.org/10.1037/0033-2909.107.1.34
- Jin, C.-H., Yeo, H.-C., "Exploring the Acceptance Decision Factors of Social Media: The Relationship Between Self-Efficacy, Self-Assertion, Self-Presence, Social-Cultural-Influences and TAM", Korean Industrial Economic Studies, Vol. 24, No. 3, 2011, pp. 1295-1321, 2011.
- Park, S.-B., Chung, N.-H., "A Factors Affecting Self Presentation desire and Participation Intention in Online Game", The e-Business Studies, Vol. 11, No. 5, pp. 291-308, 2010.
- Koh, J., Shin, S.-J., Kim, H.-W., "The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community", Asia Pacific Journal of Information Systems, Vol. 18, No. 1, pp. 117-144, 2008.
- Choi, D., Kim, J., "Why people continue to play online games: in search of critical design factors to increase customer loyalty to online contents", Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society, Vol. 7, No 1, pp. 11-24, 2004.
- Lee, M. -C., "Understanding the behavioural intention to play online games: An extension of the theory of planned behavior", Online Information Review, Vol. 33, No. 5, pp. 849-872, 2009. https://doi.org/10.1108/14684520911001873
- Kang, J. W., Kim, E.J., "An Exploratory Study on Audio-Visual UCC(User Created Content) Uses of College Students : A TPB-TAM Integrated Model", Korean Society for Journalism & Communication Studies, Vol. 53, No. 1, pp. 187-208, 2009.
- Schierz, P. G., Schilke, O., Wirtz, B. W., "Understanding consumer acceptance of mobile payment services: An empirical analysis", Electronic Commerce Research and Applications, Vol. 9, No. 3, pp. 209-216, 2010. https://doi.org/10.1016/j.elerap.2009.07.005
- Mallat, N., Rossi, M., Tuunainen, V. K., Oorni, A., "The impact of use context on mobile services acceptance: The case of mobile ticketing", Information & Management, Vol. 46, No. 3, pp. 190-195, 2009. https://doi.org/10.1016/j.im.2008.11.008
- Lu, Y., Zhou, T., Wang, B., "Exploring Chinese users' acceptance of instant messaging using the theory of planned behavior, the technology acceptance model, and the flow theory", Computers in Human Behavior, Vol. 25, No. 1, pp. 29-39, 2009. https://doi.org/10.1016/j.chb.2008.06.002
- Huang, Y.-C., Backman, S. J., Backman, K. F., Moore, D., "Exploring user acceptance of 3D virtual worlds in travel and tourism marketing", Tourism Management, Vol. 36, pp. 490-501, 2013. https://doi.org/10.1016/j.tourman.2012.09.009
- Chang, B.-H., Lee, Y.-H., "Investigating Factors Affecting Text, Image, and Video UCC Adoption", Korean Association For Communication And Information Studies, Vol. 48, pp. 280-305, 2009.
- Kim, H., Suh, K.-S., Lee, U.-K., "Effects of collaborative online shopping on shopping experience through social and relational perspectives", Information & Management, Vol. 50, No. 4, pp. 169-180, 2013. https://doi.org/10.1016/j.im.2013.02.003
- Ha, I., Yoon, Y., Choi, M., "Determinants of adoption of mobile games under mobile broadband wireless access environment", Information & Management, Vol. 44, No. 3, pp. 276-286, 2007. https://doi.org/10.1016/j.im.2007.01.001
- Zhao, L., Lu, Y., Wang, B., Huang, W., "What makes them happy and curious online? An empirical study on high school students' Internet use from a self-determination theory perspective", Computers & Education, Vol. 56, No. 2, pp. 346-356, 2011. https://doi.org/10.1016/j.compedu.2010.08.006
Cited by
- A Emotional Labor and Exhaustion as a Predictor of Job Performance and Turnover Intention in Chinse Service Industry: The Moderating Role of Perceived Organizational Support vol.20, pp.4, 2015, https://doi.org/10.9723/jksiis.2015.20.4.089
- 모바일 게임 내 가상통화에 대한 이용자들의 효용 분석: S 모바일 게임을 중심으로 vol.27, pp.3, 2014, https://doi.org/10.5859/kais.2018.27.3.141