한국컴퓨터정보학회:학술대회논문집 (Proceedings of the Korean Society of Computer Information Conference)
- 한국컴퓨터정보학회 2018년도 제58차 하계학술대회논문집 26권2호
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- Pages.262-264
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- 2018
2012년과 2016년 소셜네트워크 게임의 몰입
Social Network Games' Commitment Between 2012 and 2016
- Lee, Sae Bom (BigData Research Center, Kyung Hee University) ;
- Moon, Jae Young (Dept. of Business Administration, Dongseo University) ;
- Suh, Yung Ho (School of Management, Kyung Hee University)
- 발행 : 2018.07.13
초록
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