• Title/Summary/Keyword: Mobil game

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An Effect of Gaming Behavior by Mobil Game User on Intention of Continuous Usage (모바일게임 이용자의 게임 태도가 지속사용 의도에 미치는 영향)

  • Shim, Sun-Ae;Im, Cheon-Hyuk;Jung, Hyung-Won
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.141-149
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    • 2017
  • This study is to determine the relationship between gaming behaviors by mobile game users and intention of continuous use of games. A behavior is a reaction against some subject or event, and in general, it brings consistent action and predictable reaction. For this study, the survey has been performed to adult mobile game users over 20 years old in Korea and China, and the collected data have been used in the hierarchical multiple regression analysis using SPSS 20.0, the statistical package program. As a result of study, if gaming behaviors are not concerned, more male not from Korea (from China) showed higher intention of continuous use. Furthermore, as a result of evaluating the effect of gaming behaviors of mobile game users on intention of continuous use, cognitive behaviors and behavioral attitudes also showed significant positive correlation.

An Analysis of Influential Factors from Continuous Use by Mobil Game Users : Lifestyle under Gender and Nationality (모바일게임 이용자의 지속사용 영향요인분석: 성별과 국적에 따른 라이프스타일을 중심으로)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.381-390
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    • 2017
  • Lifestyle is an important variable to understand consumer behavior because it is a lifestyle that is common to all members of society or some members of society. so In this study, the survey has been performed on adult mobile game users over the age of 20 in Korea and China to evaluate the correlation between lifestyle and will of continuous use of game by mobile game users, and the hierarchical multiple regression analysis has been performed on the collected data by using the statistical package program SPSS 20.0. There were total 212 respondents with the gender ratio of 50:50, and 107 respondents were Korean, and 105 respondents were Chinese. As a result of study, first, regardless of lifestyle, more male and more Chinese respondents showed higher will of continuous use. Second, among mobile game user lifestyles, the challenge-oriented, trend-oriented, conservative, and ostentatious lifestyles could become significant causal variables for the will of continuous use of game. Yet, the influence of such lifestyle was not correlated with individual genders or nationalities. The result of this study will be provided as the basic data to establish the strategic solution for companies and government policies for entrance into the mobile game market of China in the future.

Social Network Games' Commitment Between 2012 and 2016 (2012년과 2016년 소셜네트워크 게임의 몰입)

  • Lee, Sae Bom;Moon, Jae Young;Suh, Yung Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.262-264
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    • 2018
  • Many of users play Mobil Social Network Games (M-SNG). M-SNGs are played through social network, and typically features multiplayer and asynchronous gameplay mechanics. It is most often implemented as mobile devices with mobile instant messenger app. Kakaotalk provids mobile game platform. The purpose of this study is to find significant factors that have effects on the commitment of M-SNGs. We also conduct multi-group comparison test to study the difference in factors of models between time t and time t1. Time t is October, 2012 and time t1 is April, 2016. This study is to empirically test the research model using data collected from M-SNGs' users. We survey two different groups of time t and time t1 people with the same model. We use structural equation model analysis with AMOS 18.0 and compare two models of different times. This study is to give academicians and practitioners insight about its effects and implications

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