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논문 기본 정보

자료유형
학술저널
저자정보
진한도 (상명대학교) 이애리 (상명대학교)
저널정보
한국인터넷전자상거래학회 인터넷전자상거래연구 인터넷전자상거래연구 제23권 제1호
발행연도
2023.2
수록면
109 - 129 (21page)
DOI
10.37272/JIECR.2023.02.23.1.109

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초록· 키워드

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The development of information and communication technology (ICT) has been promoting virtual consumption, such as purchasing virtual goods in online virtual worlds. One of the representative markets where virtual consumption is prevalent is the game market. In particular, despite the overall decline in the economy due to COVID-19, the number of users and revenue of online games have shown a very high increase. In addition, as the use of digital technology becomes common in everyday life, virtual consumption is very likely to expand in the future, and it is also highly likely to change the existing traditional consumption ecosystem. Therefore, this study focuses on the phenomenon of virtual consumption in games and attempts to verify the main factors affecting the promotion of virtual consumption. This study presents a research model by deriving the influencing factors that reflect the characteristic values that are considered more important in game virtual worlds, in order to analyze the consumption value that affects the behavioral intention of virtual consumption in the game virtual world from multiple aspects. In addition, this study conducts a comparative analysis between Chinese and Korean users to verify whether the influencing factors of virtual consumption differ between user groups in the countries with different social and cultural backgrounds. Based on the analysis results, this study can provide useful implications to those involved in the game and virtual world industries by identifying the main influencing factors on the promotion of virtual consumption phenomenon in the rapidly growing game virtual worlds.

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Abstract
Ⅰ. 서론
Ⅱ. 이론적 배경 및 연구 가설
Ⅲ. 연구 방법론
Ⅳ. 분석 결과
Ⅴ. 결론 및 시사점
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