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) |
1 | Shin, D. -H., Shin, Y. -J., "Why do people play social network games?", Computers in Human Behavior, Vol. 27, No. 2, pp. 852-861, 2011. DOI ScienceOn |
2 | Park, E., Baek, S., Ohm, J., Chang, H. J., "Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model", Telematics and Informatics, Vol. 31, No. 1, pp. 3-15, 2014. DOI ScienceOn |
3 | Chang, C.-C., "Examining users' intention to continue using social network games: A flow experience perspective", Telematics and Informatics, Vol. 30, No. 4, pp. 311-321, 2013. DOI |
4 | Kim, T.-G., Ryu, S.-H., Kyung, B.-P., Lee, W.-B., "Social Network Games (SNG) to concentrate on the analysis of causes", Journal of Digital Policy & Management, Vol. 10, No. 1, pp. 445-453, 2012. 과학기술학회마을 |
5 | Park, E., Ohm, J., "Factors influencing users' employment of mobile map services", Telematics and Informatics, Vol. 31, No. 2, pp. 253-265, 2014. DOI |
6 | Leary, M. R., Kowalski, R. M., "Impression management: A literature review and two-component model", Psychological Bulletin, Vol. 107, No. 1, 1990, pp. 34-47, 1990. DOI |
7 | Jin, C.-H., Yeo, H.-C., "Exploring the Acceptance Decision Factors of Social Media: The Relationship Between Self-Efficacy, Self-Assertion, Self-Presence, Social-Cultural-Influences and TAM", Korean Industrial Economic Studies, Vol. 24, No. 3, 2011, pp. 1295-1321, 2011. |
8 | Park, S.-B., Chung, N.-H., "A Factors Affecting Self Presentation desire and Participation Intention in Online Game", The e-Business Studies, Vol. 11, No. 5, pp. 291-308, 2010. |
9 | Kang, J. W., Kim, E.J., "An Exploratory Study on Audio-Visual UCC(User Created Content) Uses of College Students : A TPB-TAM Integrated Model", Korean Society for Journalism & Communication Studies, Vol. 53, No. 1, pp. 187-208, 2009. |
10 | Koh, J., Shin, S.-J., Kim, H.-W., "The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community", Asia Pacific Journal of Information Systems, Vol. 18, No. 1, pp. 117-144, 2008. 과학기술학회마을 |
11 | Choi, D., Kim, J., "Why people continue to play online games: in search of critical design factors to increase customer loyalty to online contents", Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society, Vol. 7, No 1, pp. 11-24, 2004. |
12 | Lee, M. -C., "Understanding the behavioural intention to play online games: An extension of the theory of planned behavior", Online Information Review, Vol. 33, No. 5, pp. 849-872, 2009. DOI ScienceOn |
13 | Schierz, P. G., Schilke, O., Wirtz, B. W., "Understanding consumer acceptance of mobile payment services: An empirical analysis", Electronic Commerce Research and Applications, Vol. 9, No. 3, pp. 209-216, 2010. DOI ScienceOn |
14 | Mallat, N., Rossi, M., Tuunainen, V. K., Oorni, A., "The impact of use context on mobile services acceptance: The case of mobile ticketing", Information & Management, Vol. 46, No. 3, pp. 190-195, 2009. DOI ScienceOn |
15 | Lu, Y., Zhou, T., Wang, B., "Exploring Chinese users' acceptance of instant messaging using the theory of planned behavior, the technology acceptance model, and the flow theory", Computers in Human Behavior, Vol. 25, No. 1, pp. 29-39, 2009. DOI ScienceOn |
16 | Huang, Y.-C., Backman, S. J., Backman, K. F., Moore, D., "Exploring user acceptance of 3D virtual worlds in travel and tourism marketing", Tourism Management, Vol. 36, pp. 490-501, 2013. DOI |
17 | Chang, B.-H., Lee, Y.-H., "Investigating Factors Affecting Text, Image, and Video UCC Adoption", Korean Association For Communication And Information Studies, Vol. 48, pp. 280-305, 2009. 과학기술학회마을 |
18 | Kim, H., Suh, K.-S., Lee, U.-K., "Effects of collaborative online shopping on shopping experience through social and relational perspectives", Information & Management, Vol. 50, No. 4, pp. 169-180, 2013. DOI |
19 | Ha, I., Yoon, Y., Choi, M., "Determinants of adoption of mobile games under mobile broadband wireless access environment", Information & Management, Vol. 44, No. 3, pp. 276-286, 2007. DOI ScienceOn |
20 | Zhao, L., Lu, Y., Wang, B., Huang, W., "What makes them happy and curious online? An empirical study on high school students' Internet use from a self-determination theory perspective", Computers & Education, Vol. 56, No. 2, pp. 346-356, 2011. DOI |
21 | Kim, S.-Y., Lee, S.-H., Hwang, H.-S., "User Acceptance of Social Network Games on Smart Devices: An Extension to the Technology Acceptance Model", Journal of the Korea Industrial Information System Society, Vol. 16, No. 5, pp. 173-184, 2011. 과학기술학회마을 DOI ScienceOn |
22 | Han, H.-W., Shim, S., "Analysis on User Behavior of Social Game", Journal of Korea Contents Association, Vol. 10, No. 12, pp. 137-145, 2010. 과학기술학회마을 DOI |
23 | Kang, T. H., Kim, H., Cho, B., "A Study on the Antecedents of Acquaintance Recommending Action for a Mobile Social Network Game", Korea Internet e-Commerce Studies, Vol. 13, No. 2, pp. 257-281, 2013. |
24 | Ha, S. H., Im, K. H., "Comparison of Online Game User Communities by using Social Network Analysis", Journal of Korea Contents Association, Vol. 9, No. 8, pp. 178-189, 2009. 과학기술학회마을 DOI ScienceOn |
25 | Davis, F. D., A technology acceptance model for empirically testing new end-user information systems: Theory and results, Massachusetts Institute of Technology. 1986. |
26 | Davis, F. D., "Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology", MIS Quarterly, Vol. 13, No 3, pp. 319-340, 1989. DOI ScienceOn |
27 | Kim, H.-C., Huh, S., Choi, J.-H., "Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model", Journal of Korea Game Society, Vol. 12, No. 3, pp. 11-24, 2012. 과학기술학회마을 DOI ScienceOn |