메뉴 건너뛰기
.. 내서재 .. 알림
소속 기관/학교 인증
인증하면 논문, 학술자료 등을  무료로 열람할 수 있어요.
한국대학교, 누리자동차, 시립도서관 등 나의 기관을 확인해보세요
(국내 대학 90% 이상 구독 중)
로그인 회원가입 고객센터 ENG
주제분류

추천
검색
질문

논문 기본 정보

자료유형
학술저널
저자정보
이규동 (세종사이버대학교)
저널정보
한국유통경영학회 유통경영학회지 유통경영학회지 제26권 제1호
발행연도
2023.2
수록면
81 - 92 (12page)

이용수

표지
📌
연구주제
📖
연구배경
🔬
연구방법
🏆
연구결과
AI에게 요청하기
추천
검색
질문

초록· 키워드

오류제보하기
Purpose: Pokémon GO is a location-based augmented reality game, which combines the virtual contents with the real world. Because the game requires outdoor activity, it is recognized as a serious game to promote physical exercise. After its launch in 2016, the game has captured global attention. To explain the Pokémon GO fever, a lot of research has focused on the motivations for using the game. Past studies have suggested the motivations underlying Pokémon GO use such as nostalgia, escapism, enjoyment, competition, and social interaction. However, research on users’ experiences is insufficient. This paper, therefore, explores the antecedents of game satisfaction and negative world of mouth in the Pokémon GO context. Research design, data, and methodology: A total of 349 validated responses from Pokémon GO players were collected by an online survey. We analyzed the data using SPSS and PROCESS Macro software. To predict game satisfaction and negative word of mouth, attitude towards the Pokémon characters, attitude towards random rewards, physical activity, and cost were included in the regression model as independent variables. In addition, we assessed the mediating role of satisfaction on the relationship between independent variables and negative word of mouth. Results: The results showed that attitude towards the Pokémon characters, attitude towards random rewards and physical activity increased satisfaction. Cost decreased satisfaction and increased negative word of mouth. Although attitude towards the Pokémon characters decreased negative word of mouth, attitude towards random rewards and physical activity didn’t show the significant effect. All independent variables showed indirect effects on negative word of mouth. Implications: Because the Pokémon media franchise had a lot of fans worldwide, the franchise company could successfully launch the location-based augmented reality game and provided users with positive experiences. Furthermore, the results indicated that game providers should pay attention to users’ perception of cost.

목차

등록된 정보가 없습니다.

참고문헌 (0)

참고문헌 신청

함께 읽어보면 좋을 논문

논문 유사도에 따라 DBpia 가 추천하는 논문입니다. 함께 보면 좋을 연관 논문을 확인해보세요!

이 논문의 저자 정보

최근 본 자료

전체보기

댓글(0)

0