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논문 기본 정보

자료유형
학술저널
저자정보
이응규 (대구대학교 경영학과) 권정일 (대구대학교 경영학과)
저널정보
한국경영정보학회 경영정보학연구 경영정보학연구 제16권 제4호
발행연도
2006.1
수록면
103 - 119 (17page)

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One of the most important reasons for using online game is intrinsic motivation which relates the drive to perform a behavior for perceptions of pleasure and satisfaction from the behavior itself. Therefore, most studies for using online game have been based on theories for intrinsic motivation such as flow. However, such theories have some limitations for explaining social aspects of online games such as Massively Multiplayer Online Role Game (MMORPG), which provides a society for game players by using a virtual space for playing games so called 'persistent world'. Adaptive structuration theory (AST) is one of trying to capture the change of using IT due to social interactions between users and system. In order to explain online game players' behavior considering social interaction, we suggest a research model based on AST. Our model aims to investigate the relationship between appropriation which is determined by faithfulness of appropriation (FOA) and consensus on appropriation (COA) and performance which is represented by the relationship among perceived winning, flow, and intention of reuse. An empirical test of our model for 125 MMORPG users which is analyzed by Partial Least Square method shows very satisfactory and interesting results. While hypotheses suggested in our model are supported, the influence of COA on game performance is shown to be stronger than that of FOA.

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