The moderating effect of reference group on online game loyalty: Focused on hedonic information system
DC Field | Value | Language |
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dc.contributor.author | Park S.B. | - |
dc.contributor.author | Hong J.W. | - |
dc.contributor.author | Ohk K. | - |
dc.contributor.author | Yoon T.B. | - |
dc.date.available | 2021-02-22T11:46:27Z | - |
dc.date.issued | 2015-01 | - |
dc.identifier.issn | 1975-0080 | - |
dc.identifier.uri | https://scholarworks.sookmyung.ac.kr/handle/2020.sw.sookmyung/10709 | - |
dc.description.abstract | This study approaches online games from the perspective of the hedonic information system and presents a theoretical model to explain online game acceptance by expanding the study of van der Heijden and the Technology Acceptance Model (TAM). The important variables of this model included perceived usefulness, perceived easiness, and perceived pleasure. Also, we investigate a moderating effect of personal reference group on online game acceptance. The subjects were divided into the high reference group (196 persons) and the low reference group (138 persons) based on the median value of reference group using the SEM(Structural Equation Model) method. An empirical analysis of the subjects found that perceived easiness, perceived pleasure, and perceived usefulness of the game influenced the intent of acceptance and game loyalty in the total group, in that order. On the other hand, comparative research of the two groups based reference group found that the high reference group showed high intent of game acceptance if a game agreed with the subjects’ useful and easy values, even if it was somewhat inconvenient, whilst perceived pleasure of a game was the greatest influencing factor in the low reference group. In addition, in the relationship of intent of acceptance and loyalty, the low reference group showed high loyalty. © 2015 SERSC. | - |
dc.format.extent | 12 | - |
dc.language | 영어 | - |
dc.language.iso | ENG | - |
dc.publisher | Science and Engineering Research Support Society | - |
dc.title | The moderating effect of reference group on online game loyalty: Focused on hedonic information system | - |
dc.type | Article | - |
dc.publisher.location | 대한민국 | - |
dc.identifier.doi | 10.14257/ijmue.2015.10.1.6 | - |
dc.identifier.scopusid | 2-s2.0-84923003676 | - |
dc.identifier.bibliographicCitation | International Journal of Multimedia and Ubiquitous Engineering, v.10, no.1, pp 59 - 70 | - |
dc.citation.title | International Journal of Multimedia and Ubiquitous Engineering | - |
dc.citation.volume | 10 | - |
dc.citation.number | 1 | - |
dc.citation.startPage | 59 | - |
dc.citation.endPage | 70 | - |
dc.type.docType | Article | - |
dc.description.isOpenAccess | N | - |
dc.description.journalRegisteredClass | scopus | - |
dc.subject.keywordPlus | Information systems | - |
dc.subject.keywordPlus | Internet | - |
dc.subject.keywordPlus | Acceptance models | - |
dc.subject.keywordPlus | Comparative research | - |
dc.subject.keywordPlus | Empirical analysis | - |
dc.subject.keywordPlus | Perceived usefulness | - |
dc.subject.keywordPlus | Reference group | - |
dc.subject.keywordPlus | Structural equation modeling | - |
dc.subject.keywordPlus | Technology acceptance model | - |
dc.subject.keywordPlus | Theoretical modeling | - |
dc.subject.keywordPlus | Social networking (online) | - |
dc.subject.keywordAuthor | Hedonic information system | - |
dc.subject.keywordAuthor | Online game acceptance model | - |
dc.subject.keywordAuthor | Reference group | - |
dc.subject.keywordAuthor | Technology acceptance model | - |
dc.identifier.url | https://www.earticle.net/Article/A239272 | - |
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