DC Field | Value | Language |
---|---|---|
dc.contributor.advisor | Park, Myeong-Cheol | - |
dc.contributor.advisor | 박명철 | - |
dc.contributor.author | Kim, Ji-Min | - |
dc.contributor.author | 김지민 | - |
dc.date.accessioned | 2015-04-28 | - |
dc.date.available | 2015-04-28 | - |
dc.date.issued | 2014 | - |
dc.identifier.uri | http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=568849&flag=dissertation | - |
dc.identifier.uri | http://hdl.handle.net/10203/197929 | - |
dc.description | 학위논문(석사) - 한국과학기술원 : 기술경영학과, 2014.2, [ ix, 57 p. ] | - |
dc.description.abstract | Social platform services have altered the lifestyles of individuals and the entire in-formation and communication technology (ICT) ecosystem. One creative application that rides on such a platform is social network games (SNGs). SNG is a service that merges playfulness of game contents and mutual relationships among people. This study investi-gates the effects of motivational, sociability, and playability factors of SNGs on attitude toward SNGs and behavioral intention to use SNGs. An extended SNGs user acceptance model founded on the Theory of Reasoned Action (TRA) and Technology Acceptance Model (TAM) is proposed. The results show that perceived usefulness, perceived playful-ness, and challenges/competitions have positive effects on intention to use SNGs via atti-tude toward SNGs. Social image and subjective norms have direct impacts on intention to use SNGs. Those who have only use SNGs for a shorter period of time (i.e., six months or lesser) pay more attention to the usefulness of SNGs while those who have use SNGs for a longer period of time (i.e., more than six months) focus more on the playfulness of SNGs. The findings have academic implications for future research related to SNGs and practical implications for game development companies. | eng |
dc.language | eng | - |
dc.publisher | 한국과학기술원 | - |
dc.subject | Social Network Game | - |
dc.subject | 기술 수용 모델 | - |
dc.subject | 게임 용이성 | - |
dc.subject | 사회성 | - |
dc.subject | 동기 요인 | - |
dc.subject | 소셜 네트워크 게임 | - |
dc.subject | Motivation | - |
dc.subject | Sociability | - |
dc.subject | Playability | - |
dc.subject | Technology Acceptance Model | - |
dc.title | User intention to use social network games: a focus on motivational, sociability, and playability factors | - |
dc.title.alternative | 동기요인, 사회성과 게임 용이성이 소셜 네트워크 게임의 사용의도에 미치는 영향에 관한 연구 | - |
dc.type | Thesis(Master) | - |
dc.identifier.CNRN | 568849/325007 | - |
dc.description.department | 한국과학기술원 : 기술경영학과, | - |
dc.identifier.uid | 020123164 | - |
dc.contributor.localauthor | Park, Myeong-Cheol | - |
dc.contributor.localauthor | 박명철 | - |
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