DOI QR코드

DOI QR Code

The Influence of Game Players' Motivation and Flow on Loyalty

게임 이용자의 동기부여와 몰입이 충성도에 미치는 영향

  • Lee, Sangjong (Department of Business Administration, Kyung Hee University) ;
  • Byeon, Hyeonsu (Division of Public Administration, Korea National University of Transportation)
  • 이상종 (경희대학교 일반대학원 경영학과) ;
  • 변현수 (국립 한국교통대학교 행정학부)
  • Received : 2019.03.28
  • Accepted : 2019.05.20
  • Published : 2019.05.28

Abstract

This study was attained to examine the relationship between the videogame players' motivation and loyalty, and to investigate the mediator effect of flow. We conducted a survey based on former researches and verified outcomes through empirical analysis. The results proposed that intrinsic and extrinsic motivation have positive influence on game loyalty, and flow has the mediating effect of this relationship. Additionally, extrinsic motivation has less impact on game loyalty and flow than intrinsic motivation does. The inherent value of game players from this paper will promote the development of VR(virtual reality) games or serious games.

본 연구에서는 비디오게임 이용자가 인식하는 내적 및 외적 동기부여와 몰입이 게임 충성도에 미치는 영향을 알아보고자 수행되었다. 또한 이러한 관계에서 몰입이 실제로 매개역할을 수행하는지도 확인해 보도록 하였다. 기존 연구를 토대로 설문지를 작성하여 분석에 필요한 설문결과를 취합하여 이를 기반으로 연구결과를 확인해 보았다. 실증분석 결과 게임 이용자의 내적 동기부여 및 외적 동기부여는 게임 충성도에 유의한 영향을 미치고 있는 것으로 나타났다. 여기에 몰입이라는 매개변수가 매개효과를 발휘하고 있음도 확인하였다. 다만 외적 동기부여는 내적 동기부여보다 영향력이 높지 않음을 아울러 확인할 수 있었다. 향후 가상현실 게임이나 기능성 게임 등의 발전에 본 연구에서 제시한 사용자의 내재적 가치변화에 관한 부분을 적용해 볼 수 있을 것이다.

Keywords

DJTJBT_2019_v17n5_207_f0001.png 이미지

Fig. 1. Research model

Table 1. The status of game industry compared with other industries ($ Billion) (* : estimated) [1,2]

DJTJBT_2019_v17n5_207_t0001.png 이미지

Table 2. Measures and related works

DJTJBT_2019_v17n5_207_t0002.png 이미지

Table 3. Demographics

DJTJBT_2019_v17n5_207_t0003.png 이미지

Table 4. Validity and reliability

DJTJBT_2019_v17n5_207_t0004.png 이미지

Table 5. Analysis results(with intrinsic motivation)

DJTJBT_2019_v17n5_207_t0005.png 이미지

Table 6. Analysis results(with extrinsic motivation)

DJTJBT_2019_v17n5_207_t0006.png 이미지

References

  1. www.statista.com
  2. www.newzoo.com
  3. Korea Creative Content Agency. (2018). Statement of Content Industry for the First Half Year.
  4. NPD Group Inc. (2009.05.20.). More Americans play videogames than go out to the movies.
  5. I. Granic, A. Lobel & R. C. M. E. Engels. (2014). The benefits of playing video games, American Psychologist, 69(1), 66-78. https://doi.org/10.1037/a0034857
  6. C. Wiley. (1997). What motivates employees according to over 40 years of motivation surveys, International Journal of Manpower, 18(3), 263-280. https://doi.org/10.1108/01437729710169373
  7. T. Baranowski, R. Buday, D. Thompson & J. Baranowski. (2008). Playing for real: Video games and stories for health-related behavior change, American Journal of Preventive Medicine, 34(1), 74-82. https://doi.org/10.1016/j.amepre.2007.09.027
  8. A. K. Przybylski, N. Weinstein, R. M. Ryan & C. S. Rigby. (2009). Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games. CyberPsychology & Behavior, 12(5), 485-492. https://doi.org/10.1089/cpb.2009.0083
  9. T. S. H. Teo, K. G. L. Vivien & Y. C. Raye. (1999). Intrinsic and extrinsic motivation in Internet usage. The International Journal of Management Science, 27(1), 25-37.
  10. H. K. Chin & M. J. Kim. (2017). Converged study of influencing consumer factors on hologram media experience. Journal of the Korea Convergence Society, 8(1), 149-154. https://doi.org/10.15207/JKCS.2017.8.1.149
  11. T. S. H. Teo. (2001). Demographic and motivation variables associated with Internet usage activities. Internet Research: Electronic Networking Application and Policy, 11(2), 125-137. https://doi.org/10.1108/10662240110695089
  12. G. B. Moneta & M. Csikszentmihalyi. (1996). The effect of perceived challenges and skills on the quality of subjective experience. Journal of Personality, 64(2), 275-310. https://doi.org/10.1111/j.1467-6494.1996.tb00512.x
  13. M. Csikszentmihalyi. (1975). Beyond Boredom and Anxiety. San Francisco : Jossey-Bass.
  14. C. L. Hsu & H. P. Lu. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information and Management, 41(7), 853-868. https://doi.org/10.1016/j.im.2003.08.014
  15. D. C. Hull, G. A. Williams & M. D. Griffiths. (2013). Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study. Journal of Behavioral Addictions, 2(3), 145-152. https://doi.org/10.1556/JBA.2.2013.005
  16. H. Chen, R. T. Wigand & M. Nilan. (2000). Exploring web users optimal flow experiences. Information Technology & People, 13(4), 263-281. https://doi.org/10.1108/09593840010359473
  17. A. Bhattacherjee. (2001). Understanding information systems continuance: An expectation-confirmation model. MIS Quarterly, 25(3), 351-370. https://doi.org/10.2307/3250921
  18. S. G. Kim & K. J. Seok. (2015). Convergence of IT and online security trading: The effects of MTS service quality on customer satisfaction & customer loyalty, Journal of Digital Convergence, 13(9), 137-148. https://doi.org/10.14400/JDC.2015.13.9.137
  19. R. L. Oliver. (1999). Whence customer loyalty?. Journal of Marketing, 63(Special Issue), 33-44. https://doi.org/10.1177/00222429990634s105
  20. D. Cyr, M. Head & A. Ivanov. (2006). Design aesthetics to m-loyalty in mobile commerce. Information and Management, 43(8), 950-963. https://doi.org/10.1016/j.im.2006.08.009
  21. F. Zhao & X. Fang. (2009). Factors affecting online game players' loyalty. IDGD 2009 Proceedings of the 3rd International Conference on Internationalization, Design and Global Development(pp. 197-206).
  22. M. W. Omar, K. Jusoff & H. Hussin. (2010). Employee motivation and its impact on employee loyalty. World Applied Sciences Journal, 8(7), 871-873.
  23. J. Banyte & A. Gadeikiene. (2015). The effect of consumer motivation to play games on video game-playing engagement. Procedia Economics and Finance, 26, 505-514. https://doi.org/10.1016/S2212-5671(15)00880-1
  24. R. Q. Danish, Saif-Ur-Rehman & Y. Munir. (2012). The impact of motivation on employee's commitment: Evidence from public and private sector of pakistan. World Review of Business Research, 2(1), 109-118.
  25. H. Wang & C. T. Sun. (2012). Game reward systems: Gaming experiences and social meanings. Proceedings of DiGRA 2011 Conference: Think Design Play.
  26. M. Koufaris. (2002). Applying the technology acceptance model and flow theory to online consumer behavior. Information Systems Research, 13(2), 205-223. https://doi.org/10.1287/isre.13.2.205.83
  27. T. Monsuwe, G. Benedict, C. Dellaert & K. Ruyter. (2004). What drives consumers to shop online? A literature review. International Journal of Service Industry Management, 15(1), 102-121. https://doi.org/10.1108/09564230410523358
  28. Y. S. Su, W. L. Chiang, C. T. J. Lee & H. C. Chang. (2016). The effect of flow experience on player loyalty in mobile game application. Computers in Human Behavior, 63, 240-248. https://doi.org/10.1016/j.chb.2016.05.049
  29. H. Heijden. (2003). Factors influencing the usage of websites: The case of a generic portal in the Netherlands. Information & Management, 40(6), 541-549. https://doi.org/10.1016/S0378-7206(02)00079-4
  30. S. A. Jackson & H. W. Marsh. (1996). Development and validation of a scale to measure optimal experience: The flow state scale. Journal of Sport & Exercise Psychology, 18(1), 17-35. https://doi.org/10.1123/jsep.18.1.17
  31. T. P. Novak, D. L. Hoffman & Y. F. Yung. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing Science, 19(1), 22-42. https://doi.org/10.1287/mksc.19.1.22.15184
  32. L. Y. Huang & Y. J. Hsieh. (2011). Predicting online game loyalty based on need gratification and experiential motives. Internet Research, 21(5), 581-598. https://doi.org/10.1108/10662241111176380
  33. R. M. Baron & D. A. Kenny. (1986). The moderator-mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of Personality and Social Psychology, 51(6), 1173-1182. https://doi.org/10.1037/0022-3514.51.6.1173
  34. L. Van Dyne, J. W. Graham & R. M. Dienesch. (1994). Organizational citizenship behavior: Construct redefinition, operationalization, and validation. Academy of Management Journal, 37, 765-802. https://doi.org/10.5465/256600
  35. D. Min, H. Lee & I. H. Song. (2014). Effect of internet game overflow on suicidal ideation among adolescents: Analysis of the mediating effect of depressive mood. Journal of Digital Convergence, 12(9), 445-454. https://doi.org/10.14400/JDC.2014.12.9.445
  36. Y. M. Baek. (2018). The effects of big 5 personality on entrepreneurship of the college student: Focusing on the moderating effects of flow and self-efficacy. Journal of Convergence for Information Technology, 8(3), 137-144. https://doi.org/10.22156/CS4SMB.2018.8.3.137
  37. D. Y. Cho, J. H. Wi & J. Jeong. (2014). The analysis on the characteristics of g learning early adaptors: Focused on motivation and effectiveness. Journal of Korea Game Society, 14(5), 69-78. https://doi.org/10.7583/JKGS.2014.14.5.69
  38. P. Lally, C. H. M. Van Jaarsveld, H. Potts & J. Wardle. (2010). How are habits formed: Modeling habit formation in the real world. European Journal of Social Psychology, 40(6), 998-1009. https://doi.org/10.1002/ejsp.674
  39. S. H. Ryu & W. B. Lee. (2012). Social function of game as a leisure activity. Journal of Digital Convergence(former Journal of Digital Policy & Management), 10(7), 245-251. https://doi.org/10.14400/JDPM.2012.10.7.245
  40. J. S. Lee. (2018). Motion-based dance game's effect on the balance ability of the elderly Women. Journal of Convergence for Information Technology, 8(4), 73-80. https://doi.org/10.14801/JAITC.2018.8.1.73
  41. J. L. Plass, P. A. O'keefe, B. D. Homer, J. Case, E. O. Hayward, M. Stein & K. Perlin. (2013). The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. Journal of Educational Psychology, 105(4), 1050-1066. https://doi.org/10.1037/a0032688
  42. J. H. Kang & C. Y. Kim. (2018). A convergence study on the influence of full immersion virtual reality on the autonomic nervous system of healthy adults. Journal of the Korea Convergence Society, 9(3), 131-135. https://doi.org/10.15207/JKCS.2018.9.3.131