A Study on Factors Influencing Attachment of Gamers to MMORPG On-line Games

MMORPG 온라인 게이머의 애착감 영향요인 연구

  • 박성택 (성균관대학교 경영연구소) ;
  • 이한철 (성균관대학교 경영학부) ;
  • 김태웅 (성균관대학교 경영학부) ;
  • 최수명 (충북대학교 대학원 경영정보학과)
  • Received : 2012.02.14
  • Accepted : 2012.03.15
  • Published : 2012.03.31


MMORPG online game business has emerged as the most lucrative entertainment industry, with over 10 million gamers in South Korea. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' attachment or affection, game contents-related and social interaction-related construct. We assume that game contents-related construct consists of storytelling, game-play method, contents-diversity and the sense of identification, and that social interaction-related construct includes information-sharing, gamers' empowerment and the word-of-mouth. Based on data collected from online questionnaire survey, the validity of the research model has been tested. The results show that contents-related construct influences the players' attachment, and that social interaction-related construct has no direct impact on the attachment. But social interaction-related construct has been shown to influence contents-related construct, implying the indirect impact on the players' attachment.


Online Game;MMORPG;Social Factor;Contents Factor;Attachment


Supported by : 방송통신위원회