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http://dx.doi.org/10.9723/jksiis.2014.19.5.039

A Comparative Study on Acceptance of Social Network Games between Korean and Chinese Users  

Lee, Sang Hoon (대구대학교 대학원 컴퓨터정보공학과)
Cheng, Zhichao (대구대학교 대학원 컴퓨터정보공학과)
Kwon, Young-Jik (대구대학교 컴퓨터IT공학부)
Hwang, Hyun-Seok (한림대학교 경영학부, 한림경영연구소)
Kim, Su-Yeon (대구대학교 컴퓨터IT공학부)
Publication Information
Journal of Korea Society of Industrial Information Systems / v.19, no.5, 2014 , pp. 39-50 More about this Journal
Abstract
Today people use a smartphone as a tool for enjoying personal hobbies or entertaining contents as well as communication media. Most of the traditional game-specific platforms have transferred to smartphones equipped with social network games that integrate games with human relationships. As average life span of most games has been shortened gradually, game companies should be ready to develop new games to meet user needs. In this study we investigate the acceptance of social games, enjoyable by users and their friends linked in social networks. Since user behavior of social games may show cultural differences by country, we perform a comparative study on acceptance of social games between Korean and Chinese users. The structural relationships among factors affecting social game adoption have been analyzed focusing on differences between Korean and Chinese. We analyze similarities and differences of adoption mechanism in two countries and present some practical implications for related industry.
Keywords
Social Network Games; User Acceptance; Technology Acceptance Model; Comparative Study of Korean and Chinese Users;
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Times Cited By KSCI : 7  (Citation Analysis)
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