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논문 기본 정보

자료유형
학술저널
저자정보
Xueying Chen (Sungkyunkwan University) Byenghee chang (Sungkyunkwan University)
저널정보
한국콘텐츠학회(IJOC) International JOURNAL OF CONTENTS International JOURNAL OF CONTENTS Vol.16 No.2
발행연도
2020.6
수록면
78 - 91 (14page)

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초록· 키워드

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In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in 〈King of Glory〉. As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players’ motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

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Abstract
1. Introduction
2. literature review
3. Method
4. Results
5. Discussion and conclusion
References

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