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Effect of the Strength of Weak Ties & Emotional Perception on the Social Network Game's Diffusion

Strength of Weak Ties와 감성적 인식이 소셜네트워크게임(SNG)의 확산에 미치는 영향 연구

  • 송명빈 (KT VG사업본부) ;
  • 유현규 (디자인&문화콘텐츠연구소) ;
  • 조은애 (디자인&문화콘텐츠연구소) ;
  • 이상호 (경성대학교 디지털미디어학부)
  • Received : 2013.12.30
  • Accepted : 2014.05.20
  • Published : 2014.05.28

Abstract

This study deals with the digital policy proposal through the path modeling study on the effect of the strength of weak ties & emotional perception leading to the user's satisfaction, WOM between game users, and the verification on the effect of the emotional real name SNS on the social network game's diffusion. Researcher confirmed that the effect of the strength of weak ties & emotional perception led to the user's satisfaction, WOM of SNG. Even though weak tie, researchers estimate that the users emotionally interact with the real name relation effect of SNS. And effective factors for WOM are not a tie relationship or emotional interactivity of weak tie antecedently but user's satisfaction. As a result, though antecedent factors (weak tie & interactivity) had a positive effect as real name SNS, eventually powerful factor of making buzz was the SNG user's satisfaction. Thus researchers expect the practical policy proposition for government & corporation, which means SNG service providers more carefully manage the service satisfaction for WOM with SNG user's experience.

본고의 연구는 SNG 서비스의 이용에 있어 사용자간의 약한 유대관계의 힘과 감성적 상호작용이 만족과 구전에 이르는 경로모형을 검증하고, SNS가 지닌 감성적 실명효과가 서비스 확산에 미치는 영향 및 정책적 함의를 확인하고자 하였다, 연구결과 모바일 SNG 사용자의 약한 유대관계의 힘이 사용자간의 감성적 상호작용성과 만족에 영향을 미치는 것으로 확인되었다. 또한 SNS의 감성적 실명효과로 인해 사용자들은 신뢰관계가 형성되어 약한 유대관계임에도 불구하고 감성적인 상호작용을 하는 것으로 판단된다. 그리고 구전에 영향을 미치는 변인은 선행한 유대관계나 상호작용이 아닌 만족인 것으로 나타났다. 선행변인들이 실명SNS 효과가 있지만 궁극적으로 서비스를 구전하게 하는 것은 만족이라는 요소에 의해 좌우된다는 것이다. 따라서 서비스 제공사업자들은 구전으로 전달되는 서비스의 만족을 이끌어 낼 수 있도록 고객 중심의 정책으로 SNG 서비스를 개선시키는 등의 실무적 제언이 가능 할 것으로 기대된다.

Keywords

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