Browse > Article
http://dx.doi.org/10.7583/JKGS.2020.20.3.55

A Dual-path Model for the Game's Motive for Subjective Happiness and Solitude  

Lee, Won-jun (Business Department, Cheongju University)
Abstract
Despite the increasing influence of the game, the general perception of the game is still negative. In addition, there is a lack of understanding of game users. Therefore, this study aimed to grasp the user's motivation factors related to the good use of the game and to understand the positive and negative effects of the game on the user's attitude. The results of this study can be used to improve understanding of game users in the future, strengthen the competitiveness of the game industry, and improve youth guidance.
Keywords
Game efficacy; Motivation; Subjective happiness; Loneless; Mediating effect;
Citations & Related Records
연도 인용수 순위
  • Reference
1 Ramirez-Correa, P., Rondan-Cataluna, F. J. and Arenas-Gaitan, J., "Analysing the acceptance of online games in mobile devices: An application of UTAUT2", Journal of Retailing and Consumer Service, Vol. 50, pp. 85-93, 2019.   DOI
2 Shin, D-H., "The dynamic user activities in massive multiplayer online role-playing games", International Journal of Human-Computer Interaction, Vol. 26, No. 4, pp. 317-344, 2010.   DOI
3 Amory, A., Naicker, K., Vincent, J. and Adams, C. "Computer games as a learning resource", In proceedings of ED-MEDIA 98 & ED-TELECOM 98, Charlottesville, NC: Association for the Advancement of Computing in Education, 1998.
4 Jansz, J. and Martens, L., "Gambling at a LAN event: The social context of playing video games", New Media & Society, Vol. 7, No. 3, pp. 333-355, 2005.   DOI
5 Yee, N., "Experimental motives for playing online games", Journal of Cyberpsychology and Behavior, Vol. 9, pp. 772-775, 2007.   DOI
6 McFarlane, A. and Sakellariou, S., "The role of ICT in science education", Cambridge Journal of Education, Vol. 32, No. 2, pp. 219-232, 2002.   DOI
7 Csikszentmihalyi, M., "Flow: The psychology of optimal experience", New York: Harper & Row, 1990.
8 Stetina, B. U., Kothgassner, O. D., Lehenbauer, M. and Kryspin-Exner, I, "Beyond the fascination of online-games: Probing addictive behavior and depression in the world of online-gaming", Computers in Human Behavior, Vol. 27, No. 1, pp. 473-479, 2011.   DOI
9 Gao, Y., "Factors influencing user in online games". The Electronic Library, Vol. 23, No. 5, pp. 533-538, 2005.   DOI
10 Peters, C. S. and Malesky, L. A. Jr., "Problematic usage among highly-engaged players of massively multiplayer online role playing games", Cyberpsychology & Behavior, Vol. 11, No. 4, pp. 481-484, 2008.   DOI
11 Bartle, R. A.. "Designing virtual worlds". Boston, MA: New Riders, 2003.
12 Bandura, A., "Self-efficacy: The exercise of control", New York: Freeman, 1997.
13 Malone, T., "Toward a theory of intrinsically motivating instruction", Cognitive Science, Vol. 5, No. 4, pp. 333-369, 1981.   DOI
14 Trepte, S. and Reinecke, L., "The pleasure of success: Game-related efficacy experiences as a mediator between player performance and game enjoyment", Cyberpsychology, Behavior, and Social Networking, Vol. 14, No. 9, pp. 555-557, 2011.   DOI
15 Collins, J. L., "Self-efficacy and ability in achievement behavior", Doctoral Dissertation, Harvard University, 1985.
16 Klimmt, C., Hartmann, T. and Frey, A., "Effectance and control as determinants of video game enjoyment", CyberPsychology and Behavior, Vol. 10, No. 6, pp. 845-847, 2007.   DOI
17 Ryan, R. M., Rigby, C. S. and Przybylski, A., "The motivational pull of video games: A self-determination theory approach", Motivation and Emotion, Vol. 30, No. 4, pp. 344-360, 2006.   DOI
18 Bandura, A. and Schunk, D. H., "Cultivating competence, self-efficacy, and intrinsic interest through proximal self-motivation", Journal of Personality and Social Psychology, Vol. 41, No. 3, pp. 586-598, 1981.   DOI
19 Wang, C. K. L., Khoo, A., Liu, W. C. and Divaharan, S., "Passion and intrinsic motivation in digital gaming", Cyberpsychology & Behavior, Vol. 11, No. 1, pp. 39-45, 2008.   DOI
20 Heyne, D., King, N., Tonge, B., Rollings, S., Pritchard, M., Young, D. and Myerson, N., "The self-efficacy questionnaire for school situation: Development and psychometric evaluation", Behavior Change, Vol. 15, No. 1, pp. 31-40, 1998.   DOI
21 Rosenberg, M., "Society and the adolescent self-image", New Jersey: Princeton, 1965.
22 Hoffman, D. and Novak, T. P., "Marketing in hypermedia computer-mediated environments: Conceptual foundation", Journal of Marketing, Vol. 60, No. 3, pp. 50-68, 1996.   DOI
23 Hussain, Z. and Griffiths, M. D., "Excessive use of massively multi-player online role-playing games: A pilot study", International Journal of Mental Health and Addiction, Vol. 7, pp. 563-571, 2009.   DOI
24 Perlman, D. and Peplau, L. A., "Loneless research: A survey of empirical findings", in Pepldu, L. A., & Goldstone, S. (Eds.), Preventing the harmful consequences of severe and persistent loneliness, DDH Publication. pp. 84-1312, 1984.
25 Murphy, M. C., "The simple desire fulfillment theory", Nous, Vol. 33, No. 2, pp. 247-272, 1999.   DOI
26 Larsen, R. J. and Diener, E., "A multitrait-multimethod examination of affect structure: Hedonic level and emotional intensity", Personality and Individual Differences, Vol. 6, No. 5, pp. 631-636, 1985.   DOI
27 Ye, Y., Lau, K. H. and Teo, L. K. Y., "Drivers and barriers of omni-channel retailing in China", International Journal of Retailing & Distribution Management, Vol. 46, No. 7, pp. 657-689, 2018.   DOI
28 Carmines, E. G. and Zeller, R. A., "Reliability and validity assessment", Sage university paper series on quantitative applications in the social sciences, Sage Publication, Beverly Hills, 1979.
29 Fornell, C. and Larcker, D. F., "Structural equation models with unobservable variables and measurement error: Algebra and statistics", Journal of Marketing Research, Vol. 18, No. 3, pp. 382-388, 1981.   DOI
30 Woo, W., Park, K. and Jung, B. Y., "An empirical study on the impact of quality oriented corporate culture on sustainability management performances", Journal of Distribution Science, Vol. 12, No. 6, pp. 31-39, 2014.   DOI
31 Lin, Y. L. and Lin, H. W., "A study on the goal value for massively multiplayer online role-playing games players", Computer in Human Behavior, Vol. 27, No. 6, pp. 2153-2160, 2011.   DOI
32 Pintrich, P. R. and de Groot, E. V., "Motivational and self-regulated learning components of classroom academic performance", Journal of Educational Psychology, Vol. 82, No. 1, pp. 33-40, 1990.   DOI