Browse > Article
http://dx.doi.org/10.7583/JKGS.2015.15.4.133

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability  

Lee, Ji-Hun (Dept. College of General Education Sungshin Women's University)
Abstract
This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.
Keywords
Game Overindulgence; Game Addiction; loyalty; Profitability;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
연도 인용수 순위
1 Park, Young-Mi, "(The) differences of internet game flow and addiction : focusing on game-related factors and personal factors", Master's Degree Dissertation, Catholic University, 2009.
2 Webster, J., Trevino, L. K., & Ryan, L., "The dimensionality and correlates of flow in human computer interactions", Computers in Human Behavior, 9(4), pp.411-426, 1993.   DOI
3 Clarke, S. G. & Haworth, J. T., "Flow experience in the daily lives of sixth-form collect students", British Journal of Psychology, 85, pp.511-523, 1994.   DOI
4 Hoffman, D. L. & Novak, T. P., "Marketing in hypermedia computer mediated environment : Conceptual foundation", Journal of Marketing, 60(7), pp.50-68, 1996.   DOI
5 Goldberg, I., "electronic message posted to research discussionlist", Internet addiction, 1996.
6 Young, K. S. "Internet can be as addicting as alcohol, drug and gambling", An APA news releas, Retired July 23. 2002.
7 Korea communications commission, National Information Society Agency, "Internet addiction is a diagnostic test (K-scale) and preventive education programs", 2003.
8 Korea Creative Content Agency(KOCCA), "Trends and significance of the game in accordance with the immersive gaming addiction changes", 2004.
9 Yongmin Shin, "The Development of the Internet Game Addiction and Over-engagement Scale", Master's Degree Dissertation, Catholic University, 2014.
10 Yeojin Kim, "A Study on the Influence of Personal Characteristics and Interpersonal Relationship on the Online Game Over Flow", Master's Degree Dissertation, Seoul National of Science and Technology, 2011.
11 Seo Junho, "(The) Moderating Effect of Basic Psychological Needs Between Game Flow and Game Addiction", Master's Degree Dissertation, Catholic University, 2012.
12 Yugyeong Chae, "Integrated Arts Program Development and Effectiveness of psychotherapy for Gaming", Korea Game Development & Promotion Institute, 2006.
13 Kam Soyeong, "The Effects of Online Game Immersion Prevention Program on Intensive Immersion and Self-Control of Adolescents with Intellectual Disabilities", Master's Degree Dissertation, Dankook University, 2009.
14 Jung A-ran, "The Development and Application of Education Program to Prevent Overindulgence of Computer Games for Young Children", Ph. D. Dissertation, Kongju National University, 2007.
15 Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience, New York: Harper & Row, 1990.
16 Lim Changuk, "(A)study on the explorational factors of addiction of online game", Master's Degree Dissertation, Kwangwoon University, 2011.
17 Bu Jeongmin, "Ecological Variables Affecting the Online-Game Flow and Addiction of the Youth", Ph. D. Dissertation, Sookmyung Women's University, 2007.
18 Jung Hyeongwon, Lim Changuk, Sung Baeksun, "A Study on the Explorational Factors of Addicion in Online Game", Korean Society For Computer Game, 25(3), pp.129-137, 2012.
19 Moon Seongho, "History of game addiction discourse in Korea", Master's Degree Dissertation, Yonsei University, 2013.
20 Electronic Newspaper Future Technology Research Center(ETRC), "Reasonable access to the Game Over-flow problems", 2010.
21 Jihwan Jeon, "The effect of the extent of internet use and social supports for adolescent depression and self-esteem", Master's Degree Dissertation, Yonsei University, 2005.
22 Myeonghee Yu, "On-line Game Addiction, Social Problem Solving Ability and Adjustment to School In Relation to the Frequency of On-line Game Usage of Middle and High School Students", Master's Degree Dissertation, Myongji University, 2011.
23 Yoo Jaehong, "A study on the Influence of Customer Satisfaction by Smartphone-based Game Applications", Master's Degree Dissertation, Dongguk University, 2013.
24 Myung Wonsik, Han Juntak, Lee Yangseon, "Studies on the quality of the Internet online games", Journal of Korea Multimedia Society, 9(2), pp.20-28, 2005.
25 Oliver, R L. Satisfaction : A behavioral perspective on the consumer, Mcgrwq-Hill, 1997.
26 Lee Seonjeong, "A Study on the Effects of Flow on Customer Satisfaction and Brand Loyalty in Mobile Games", Master's Degree Dissertation, Chonnam National University, 2006.
27 Kim Dongsuk, "A study on the effect of user satisfaction on the customer loyalty of online based mobile game", Master's Degree Dissertation, Chung-Ang University, 2009.
28 Jang Hongyeong, "(The) study of the effect of consumer-company identification on consumer's relationship quality and loyalt", Master's Degree Dissertation, Yonsei University, 2008.
29 Kim Minsu, "The impact on the game loyalty meditated by the motivation and satisfaction of playing a RPG mobile game : Focused on mobile game 'Seven Knight'", Master's Degree Dissertation, Hongik University, 2015.
30 Jinho Ham, "A study on the effects of Localization of Game Contents on Consumer's Purchase Intention, Intention to Use and Preference: The Moderating Role of Involvement and Consumer Ethnocentrism", Master's Degree Dissertation, Kookmin University, 2010.
31 Mungu Kim, "IT Industrial Strategy Issues", ETRI Week Technology Trends, Vol.1062, 2002.
32 Kim Jincheol, "A Study on effect on corporate image marketing game", Master's Degree Dissertation, Chung-Ang University,, 2001.
33 Jang Huidong, "Status and Problems of the Korea Game Industry", 2001.
34 Cho Hanyong, "(A)Study on Relation between Revenue and Control of Online Game Items : In Case of R2 MMORPG", Master's Degree Dissertation, Kwangwoon University, 2009.
35 Yoo Dong, "A Study on the Business Model of China's On-line Game", Master's Degree Dissertation, Yeungnam University, 2011.
36 Hyuk Jun Choi, "A Study on Chinese Market Entry Strategy in the Korean On-Line Game Firms", The Journal of Establishment Information, 8(4), pp.1-19, 2005.
37 Min Donghyeon, Oh Gyuhwan, "A Study on Micro-transaction based Payment Model in Mobile Social Network Game", Korean Society For Computer Game, 25(4), pp.169-179, 2012.
38 Korea Agency for Digital Opportunity and Promotion, "A study on Teenagers Internet Addiction long follow-up", Korea Agency for Digital Opportunity and Promotion, 2006.
39 Kim Donghwi, "A Study on KakaoTalk RPG Users' Intention to Purchase Charged Items", Master's Degree Dissertation, Korea National Open University, 2014.
40 Kim Byeonggyu, "A study on play charge balancing strategy for free to play model of mobile game : focused on Kakao games", Master's Degree Dissertation, Hanyang University, 2014.
41 Bu Jeongmin, "Ecological Variables Affecting the Online-Game Flow and Addiction of the Youth", Ph. D. Dissertation, Sookmyung Women's University, 2007.
42 Kyo Heon Kim, Hoon Seok Choi, Sun Jung Kwon, Kim Mingyu, "A development and validation study of the Korean game addiction scale for children and adolescents ", The Journal of the Conference, The Korean Psychological Association, 2008.
43 Park Junhong, "Study on the In fluence Factors of Package Game User Satisfaction : Focused on TAM," Master's Degree Dissertation, Dong-Eui University, 2012.
44 Baron, J. Glory and Shame, "Powerful Psychology in Multi player Online Games", Gama sutra, 1999.
45 Kim Gyesu, "A Study Service Quality Strategy on the Internet Portal Site", Journal of Business Research, 31(1), pp.191-209, 2002.
46 Phililp Kotler, Levin Lane Keller, A Framework for Marketing Management (Fourth Edition), Pearson Education International, 2009.
47 KIM, Min-Sik, "(A) case study for Derivation of new e-business model & Marketing strategy planning", Master's Degree Dissertation, Korea Institute of Science and Technology(KIST), 2001.
48 Nunnally, J. C., Psychometric Theory, New York, Mcgraw-Hill, 1967.
49 Joung-YoonHo, Kwon-HyeogIn, "Mapping Emerging Business Models in Massively Multiplayer Online Games", Journal of Information Technology Services, 5(3), pp.137-150, 2006.
50 Chae Sangmuk, "A Study on the Business Model in the Production of On-line Game Based on the Media Model", Master's Degree Dissertation, Kookmin University, 2008.
51 Bagozzi, R. P., Yi, Y., "On the Evaluation of Structural Equation Models," Journal of the Academy of Marketing Science, 16(1), pp.74-94, 1998.   DOI
52 Challagalla, G. N., Shervani, T. A., "Dimension and Type of Supervisory Control: Effects on Salesperson Performance and Satisfaction," Journal of Marketing, 60(1), pp.89-105, 1996.   DOI
53 Singh, J., Rhoads, G. K., "Boundary Role Ambiguity in Marketing Oriented Positions: A Multidimensional, Multifaceted Operationalization," Journal of Marketing Research, 28(3), pp.328-338, 1991.   DOI