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      The effect of cultural differences on the preference of online game items: Focusing on the free-to-play game model

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      https://www.riss.kr/link?id=A106299179

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      국문 초록 (Abstract)

      스마트 폰의 등장과 함께 시작된 온라인 게임 시장은 아케이드, 콘솔 게임 등의 다른 게임들보다 빠르게 성장하고 있다. 그동안 많은 연구자들이 온라인 게임 사용자의 구매 및 사용의도를 ...

      스마트 폰의 등장과 함께 시작된 온라인 게임 시장은 아케이드, 콘솔 게임 등의 다른 게임들보다 빠르게 성장하고 있다. 그동안 많은 연구자들이 온라인 게임 사용자의 구매 및 사용의도를 해왔으나, 온라인 게임 아이템에 대한 소비자의 선호도와 소비자 간의 차이에 대한 연구는 거의 이루어지지 않았다. 본 연구에서는 게임 사용자를 집단주의와 개인주의에 따라 네 그룹으로 분류하여 온라인 게임 아이템에 대한 선호도를 분석하였다. 연구의 결과, 수직적 개인주의와 수평적 집단주의가 아이템 선호에 유의 한 영향을 미치는 것으로 나타났다. 그러나 수평적 개인주의와 수직적 집단주의는 협력, 경쟁, 성격 식별에 부정적인 영향을 미쳤다. 또한, 게임 기업의 입장에서는 수평적 개인주의와 수직적 집단주의의 성향을 가진 사람들을 위해 꾸밈 아이템을 추천하는 것이 더 효과적인 것으로 나타났다.

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      다국어 초록 (Multilingual Abstract)

      The mobile game market, which started with smartphones, is growing faster than other games such as arcade, console, and PC-based games. As a result of its growth, many researchers have sought to investigate the purchase and play intentions of game pla...

      The mobile game market, which started with smartphones, is growing faster than other games such as arcade, console, and PC-based games. As a result of its growth, many researchers have sought to investigate the purchase and play intentions of game players. However, little research has been done on consumer preferences for online game items and how they differ from one consumer to another. This study categorizes game users into four groups according to collectivism and individualism to analyze their preferences. The results of this study revealed that vertical individualism and horizontal collectivism have significant effects on item preference.

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      목차 (Table of Contents)

      • Abstract
      • Ⅰ. Introduction
      • Ⅱ. Background
      • Ⅲ. Research model and hypotheses
      • Ⅳ. Research Method
      • Abstract
      • Ⅰ. Introduction
      • Ⅱ. Background
      • Ⅲ. Research model and hypotheses
      • Ⅳ. Research Method
      • Ⅴ. Results
      • Ⅵ. Discussion and limitations
      • [Reference]
      • 초록
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      참고문헌 (Reference)

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      9 Maslach, C., "The role of sex and family variables in burnout" 12 (12): 837-851, 1985

      10 Lee, W.N., "The role of horizontal and vertical individualism and collectivism in online consumers’ responses toward persuasive communication on the Web" 11 (11): 317-336, 2005

      1 Alexander, L., "With the luster of social games gone, what now?"

      2 Williams, D., "Who plays, how much, and why? Debunking the stereotypical gamer profile" 13 (13): 993-1018, 2008

      3 Oliver, R. L., "Whence consumer loyalty?" 33-44, 1999

      4 McDonald, D.G., "When I die, I feel small: Electronic game characters and the social self" 45 (45): 241-258, 2001

      5 Graeff, T. R., "Using promotional messages to manage the effects of brand and self-image on brand evaluations" 13 (13): 4-18, 1996

      6 Lewis, M. L., "They may be pixels, but they're MY pixels: Developing a metric of character attachment in role-playing video games" 11 (11): 515-518, 2008

      7 Dutta-Bergman, M.J., "The values and lifestyles of idiocentrics and allocentrics in an individualist culture : A descriptive approach" 12 (12): 231-242, 2002

      8 Triandis, H. C., "The self and social behavior in differing cultural contexts" 96 (96): 506-, 1989

      9 Maslach, C., "The role of sex and family variables in burnout" 12 (12): 837-851, 1985

      10 Lee, W.N., "The role of horizontal and vertical individualism and collectivism in online consumers’ responses toward persuasive communication on the Web" 11 (11): 317-336, 2005

      11 Shavitt, S., "The horizontal/vertical distinction in cross-cultural consumer research" 16 (16): 325-342, 2006

      12 Granic, I., "The Benefits of Playing Video Games; 2013"

      13 Chen, C. C., "Testing the effects of vertical and horizontal collectivism: A study of reward allocation preferences in China" 28 (28): 44-70, 1997

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      16 Triandis, H. C., "Scenarios for the measurement of collectivism and individualism" 29 (29): 275-289, 1998

      17 Oyserman, D., "Rethinking individualism and collectivism:evaluation of theoretical assumptions and meta-analyses" 2002

      18 Cukur, C. S., "Religiosity, values, and horizontal and vertical individualism-Collectivism : A Study of Turkey, the United States, and the Philippines" 144 (144): 613-634, 2004

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      22 Markus, H.R., "Multidisciplinary Perspectives on the Self" 18-48, 1991

      23 Yee, N., "Motivations for play in online games" 9 (9): 772-775, 2006

      24 Steinkuehler, C. A., "Massively multiplayer online video gaming as participation in a discourse" 13 (13): 38-52, 2006

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      27 Kurman, J., "Interrelationships among vertical and horizontal collectivism, modesty, and self-enhancement" 33 (33): 71-86, 2002

      28 Triandis, H. C., "Individualism-collectivism and personality" 69 (69): 907-924, 2001

      29 Tafarodi, R.W., "Individualism-collectivism and global self-esteem : Evidence for a cultural trade-off" 27 (27): 651-672, 1996

      30 Triandis, H. C., "Individualism & collectivism" Westview press 1995

      31 Hefner, D., "Identification with the player character as determinant of video game enjoyment" 2007 : 39-48, 2007

      32 Cosmas, S.C., "Identification of opinion leaders across cultures: An assessment for use in the diffusion of innovations and ideas" 66-73, 1980

      33 Nelson, M.R., "Horizontal and vertical individualism and achievement values : A multimethod examination of Denmark and the United States" 33 (33): 439-458, 2002

      34 Singelis, T. M., "Horizontal and vertical dimensions of individualism and collectivism : A theoretical and measurement refinement" 29 (29): 240-275, 1995

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      43 Park, B.W., "Exploring the value of purchasing online game items" 27 (27): 2178-2185, 2011

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      45 Oyserman, D., "Effects of priming individualism and collectivism" 2008

      46 Hofstede, G., "Culture’s consequences: Comparing values, behaviors, institutions, and organizations across cultures" 2001

      47 Singelis, T.M., "Culture, self, and collectivist communication linking culture to individual behavior" 21 (21): 354-389, 1995

      48 Markus, H.R., "Culture and the self : Implications for cognition, emotion, and motivation" 98 (98): 224-, 1991

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      51 Bialas, M., "Cultural influences on play style. In Computational Intelligence and Games (CIG)" IEEE 1-7, 2014

      52 Triandis, H.C., "Cultural influences on personality" 53 (53): 133-160, 2002

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      54 Batson, C. D., "Communal and exchange relationships: What is the difference?" 19 (19): 677-683, 1993

      55 Kim, D., "Chinese mobile game market strategy"

      56 Chan, K.K., "Characteristics of the opinion leader : A new dimension" 19 (19): 53-60, 1990

      57 Hamari, J., "Building customer relationship through game mechanics in social games" 2011

      58 Griffiths, M. D., "Breaking the stereotype : The case of online gaming" 6 (6): 81-91, 2003

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      60 Jansz, J., "Appeal of playing online first person shooter games" 10 (10): 133-136, 2007

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2026 평가예정 재인증평가 신청대상 (재인증)
      2020-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2017-01-01 평가 등재학술지 선정 (계속평가) KCI등재
      2016-04-22 학술지명변경 한글명 : 한국혁신학회 -> 한국혁신학회지
      외국어명 : 미등록 -> Innovation studies
      KCI등재후보
      2016-01-01 평가 등재후보학술지 유지 (계속평가) KCI등재후보
      2014-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
      2013-01-01 평가 등재후보 탈락 (등재후보2차)
      2012-01-01 평가 등재후보 1차 FAIL (등재후보1차) KCI등재후보
      2010-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.36 0.36 0.32
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.31 0.38 0.449 0.3
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