Title(KR)
스마트폰 게임 이용자의 사용의도에 관한 연구
Title(ENG)
Studies on purpose of smartphone game users’ usage
Keywords(KR)
Game, Smartphones, Usage purpose, marketing
Keywords(ENG)
Game, Smartphones, Usage purpose, marketing
Author
Lee Seongpil, and Son KwangChul
Abstract(ENG)
The market of the smartphone game has been changed rapidly which can be seen in the online PC game, ‘SNG’ and became popular among the game lovers. In the same way, ‘Kakaotalk’ has also been appeared suddenly. Therefore, in this research work, we figured out the exploratory factors that affect the intention of use of smartphone users and these effects can help future works on games to those who are doing research on it. In our research method, we reviewed the preceding related researches about the intension of use of smartphone users. Based on these researches, we have extracted factors for suggesting research model and then verified the hypothesis with actual analysis to find out which factors are affecting the intention of use of smartphone game users. The factor and reliability analysis have done in order to examine the validity and reliability of the questionnaires used in this work. As the result, popular genre, character, sequence of hit etc. are affected positively on intention of use of smartphone game users but there are no meaningful effects of game developers. Due to such research, it can be helped to the related game developing academic and industries researchers on intention of use of smartphone games users
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