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자료유형
학술저널
저자정보
이진형 (인하대학교 대학원 서비스경영공학전공) 김철수 (인하대학교 경영학과)
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한국IT서비스학회 한국IT서비스학회지 한국IT서비스학회지 제18권 제2호
발행연도
2019.1
수록면
17 - 35 (19page)

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The objective of this study is to extract affecting factors on game satisfaction of a mobile game through the two mediated variables, self-fulfillment and flow. To apply mobile environment changed into the research model of a mobile game, we classify independent factors into three types such as system characteristics, cognitive characteristics, and individual characteristics. The previous studies for using mobile game have been based on intrinsic motivation, such as flow, as a mediated factor. However, the flow variable has some limitations in explaining user satisfaction aspects of mobile game, and the self-fulfillment variable is popularly used as an important mediated factor in the field of sports science. Because users of mobile game often attain their goals as sports event, we utilize self-fulfillment as well as flow as mediated variables. We developed a research model that includes independent factors, mediated variables of self-fulfillment and flow, and a dependent variable of game satisfaction. The data were collected from 438 users of mobile game and were used for analysis. Based on the survey results, we found the followings: (1) Immediate connectivity, enjoyment, relationship, early adopter tendency, and competitiveness affect self-fulfillment, and self-fulfillment affects the flow. (2) Enjoyment and competitiveness affect self-fulfillment, flow, and game satisfaction simultaneously.

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