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http://dx.doi.org/10.7583/JKGS.2015.15.1.17

The Effect of Game Contents on User's Intention of Use in Mobile Social Network Games  

Lee, Han-Ho (Graduate School, Dept. of Interaction Design, Hallym University)
Kim, Si-Sung (Graduate School, Dept. of Interaction Design, Hallym University)
Lee, Min-Seop (Graduate School, Dept. of Interaction Design, Hallym University)
Abstract
The purpose of this research is to suggest a guideline for direction of content design and resource allocation to make mobile social network game (mobile SNG) production more efficient. We assumed that commercial purpose of mobile SNG is to improve uses' intention of use of the game, and from previous researches we selected flow, social interaction, self efficacy, competition, and reward as the factors which have influence on the intention of use. Finally, improvement of user experiences related to social interaction, self efficacy, competition, and reward is considered as the purpose of the mobile SNG contents. We surveyed university students in Gangwon, South Korea who have used mobile SNG. It took 3 weeks and 244 survey papers were used for analysis. The method for analysis was hierarchial regression analysis using SPSS 18.0. As a result, we found that the user experiences related to self efficacy, reward, competition, social interaction provided by SNG contents are all have positive influence on the user's intention of use and weighed the influence of each factors.
Keywords
Mobile Social Network Game; Intention of Use; Flow; Self Efficacy; Reward;
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