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The Proposal for the Model of Users' Addictions in Social Gaming

  • ;
  • 송승근 (동서대학교 디지털콘텐츠학부)
  • Received : 2015.07.29
  • Accepted : 2015.08.28
  • Published : 2015.09.30

Abstract

The objective of this study proposes the new user's addiction model in 'Social Network Games' (SNGs). Research model is derived from the separation of two characteristics. First one is logical characteristics that includes 'Functional' (F), 'Keystroke' (K), and 'Goal' (G). Second one is feeling characteristics that consists a few factors such as 'Emotion' (E), 'Social' (S), and 'Affection' (A). For the pre-test, a total of 30 participants responded to survey in order to inspect the fitness of research questionnaire, roughly validity of the proposed model, and the direction of this reseach. After that for the main test, a total 300 users participated in this research. The final number of effective participants were 261 because 39 were insincere respondents and without playing SNGs who were excluded. Then we examined the measurement model by performing 'Partial Least Squares - Structural Equation Modeling' (PLS-SEM) analysis to test the research hypothesis empirically. The results of the measurement and structural model test lend support to the proposed research model by providing a good fit to the construct data. Interestingly, the model showed the significant effects of the interaction between eleven hypothesis(H1,H2,H3,H4,H5,H6,H7,H8,H9,H10, H12). Only one hypothesis decision t-value not supported that is involved the relationship between SNGs Addiction and Keystroke, H11(1.193). This research expect to contributes to an exploratory SNGs research to clarify the base of addition and will aids understanding of users' behavior associated with SNGs development.

본 연구의 목적은 소셜네트웍게임에서 사용자 중독에 대한 새로운 모델을 제안하고자 한다. 본 모델은 논리적 특성과 정서적 특성에서 유래한다. 논리적 특성은 기능(F), 키스트록(K), 목표(G)로 구성된다. 정서적 특성은 감정(E), 사교(S), 감성(A)으로 구성된다. 30명의 참가자를 통해서 예비조사를 실시하여 설문문항의 적합성, 대략적인 모형의 타당성 및 연구의 방향성 등을 점검하였다. 이후 본 연구에서 300명의 피험자를 대상으로 조사를 실시하였다. 그중 261명만 채택하였다. 왜냐하면 39명은 SNG 게임을 전혀 해보지 않았으며 설문 응답에 불성실하게 이행하여 본 연구에서 제외하였다. 본 연구는 부분최소자승-구조방정식모델링 기법을 활용하여 가설검증을 하였다. 그 결과 모형적합도가 높게 나타났으며 12가지 가설 가운데 11가지가 유의미한 효과가 발생하였다(H1, H2, H3, H4, H5, H6, H7, H8, H9, H10, H12). 그러나 유일한 가설 H11인 소셜네트워크중독과 키스트록 간에는 유의미한 효과가 발생하지 않았다. 본 연구는 소셜네트워크게임 개발을 위한 사용자 행동을 이해하며 중독의 기저를 밝히는데 기초가 되는 탐색적 연구가 될 것으로 기대된다.

Keywords

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