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    온라인 게임 이용자의 만족도가 구매의도에 미치는 영향에 관한 연구 = A Study of the Influence of Satisfaction with Online Game Item on Purchase Intention

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    https://www.riss.kr/link?id=T11956363

    • 저자
    • 발행사항

      강릉 : 江陵大學校 大學院, 2009

    • 학위논문사항

      학위논문(석사) -- 江陵大學校 大學院 , 經營學科 , 2009. 2

    • 발행연도

      2009

    • 작성언어

      한국어

    • 발행국(도시)

      강원특별자치도

    • 형태사항

      iv, 73 p. ; 26cm

    • 일반주기명

      지도교수 :金明浩

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      • 강원대학교 강릉캠퍼스 소장기관정보
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    부가정보

    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Newly emerged Internet culture organizes a daily living, controls the leisure time, composes the political point of view and social conducts, and provides people with the materials to formulate the identity for people through the images, sound effects, and spectacle, within the Internet culture, various cultures can be newly experimented through the cultural digital contents or open up the new horizon for economic activities.
    From the culture digital contents industry, the online game industry shows higher growth rate and scale than any other industry as of 2007 and has become the new vehicle to lead the economic growth in 21C. In addition, through the "Report of Strategy to Implement the Game industry in 2010", it is considered as the vehicle to lead the economic growth of next generation.
    Online game has not only made remarkable growth in the industrial and economic aspects but also has been attracting to be one of the fw vehicles for future growth, nonetheless, there are negative views on the industry for it has various side effects following the trading of items.
    Therefore, this study aims to investigate the influence user satisfaction with online games and how that impacts the purchase intention for game items.
    First of all, the preceding study regarding a online game and user satisfaction with base the fun which online game has with the factor of the participation and challenge, social interaction , user devotion and service quality etc and it will present the study model the satisfaction regarding the relationship between and it analyzes and Following are the findings from the empirical analysis of the user satisfaction with online games on purchase intention for game items.
    First, user satisfaction with online games exerted influence significantly to user devotion, participation and challenge, social interaction, and service quality.
    Second, user satisfaction with online games influenced significantly their purchase intentions for the game items.
    In summary, the study related with an existing online games, it was interested in satisfaction factor and purchase intention of online games, but this study could know that use satisfaction of online games extert influence in purchase intention of game item.
    번역하기

    Newly emerged Internet culture organizes a daily living, controls the leisure time, composes the political point of view and social conducts, and provides people with the materials to formulate the identity for people through the images, sound effects...

    Newly emerged Internet culture organizes a daily living, controls the leisure time, composes the political point of view and social conducts, and provides people with the materials to formulate the identity for people through the images, sound effects, and spectacle, within the Internet culture, various cultures can be newly experimented through the cultural digital contents or open up the new horizon for economic activities.
    From the culture digital contents industry, the online game industry shows higher growth rate and scale than any other industry as of 2007 and has become the new vehicle to lead the economic growth in 21C. In addition, through the "Report of Strategy to Implement the Game industry in 2010", it is considered as the vehicle to lead the economic growth of next generation.
    Online game has not only made remarkable growth in the industrial and economic aspects but also has been attracting to be one of the fw vehicles for future growth, nonetheless, there are negative views on the industry for it has various side effects following the trading of items.
    Therefore, this study aims to investigate the influence user satisfaction with online games and how that impacts the purchase intention for game items.
    First of all, the preceding study regarding a online game and user satisfaction with base the fun which online game has with the factor of the participation and challenge, social interaction , user devotion and service quality etc and it will present the study model the satisfaction regarding the relationship between and it analyzes and Following are the findings from the empirical analysis of the user satisfaction with online games on purchase intention for game items.
    First, user satisfaction with online games exerted influence significantly to user devotion, participation and challenge, social interaction, and service quality.
    Second, user satisfaction with online games influenced significantly their purchase intentions for the game items.
    In summary, the study related with an existing online games, it was interested in satisfaction factor and purchase intention of online games, but this study could know that use satisfaction of online games extert influence in purchase intention of game item.

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    목차 (Table of Contents)

    • 제1장 서 론 = 1
    • 제1절 연구의 배경과 목적 = 1
    • 제2절 연구방법 및 구성 = 3
    • 제2장 연구의 이론적 고찰 = 6
    • 제1절 중국 온라인 게임시장의 규모 및 이용자 특징 = 6
    • 제1장 서 론 = 1
    • 제1절 연구의 배경과 목적 = 1
    • 제2절 연구방법 및 구성 = 3
    • 제2장 연구의 이론적 고찰 = 6
    • 제1절 중국 온라인 게임시장의 규모 및 이용자 특징 = 6
    • 1. 온라인 게임과 게임 아이템의 이해 = 6
    • 2. 중국 온라인 게임 시장의 규모 = 8
    • 3. 중국 온라인 게임 이용자 특징과 기본실태 = 12
    • 제2절 온라인 게임 만족도와 아이템 구매의도에 관한 선행연구 = 17
    • 제3장 연구모형 및 분석방법 = 23
    • 제1절 연구모형의 설계 = 23
    • 제2절 연구 가설의 설정 = 24
    • 제3절 변수의 조작의 정의 = 29
    • 1. 독립변수의 조작적 정의 = 29
    • 2. 종속변수의 조작적 정의 = 32
    • 제4절 자료수집 및 분석방법 = 33
    • 1. 설문지의 구성 = 33
    • 2. 조사 내용 및 표본의 선정 = 34
    • 3. 분석방법 = 36
    • 제4장 실증분석과 결과 = 37
    • 제1절 조사대상자의 일반적 특징 = 37
    • 1. 표본의 특징 = 37
    • 2. 온라인 게임의 일반적인 요인에 대한 기술통계 = 38
    • 제2절 타당성분석 및 신뢰도분석 = 41
    • 1. 타당성분석 = 41
    • 2. 신뢰성 분석 = 43
    • 제3절 상관관계 분석 = 46
    • 제4절 가설 검증 = 48
    • 1. 온라인 게임의 이용만족도에 미치는 영향요인의 가설검증 = 49
    • 2. 만족도가 아이템 구매의도에 영향을 미치는 것에 가설검증 = 52
    • 3.. 가설검증의 요약 = 53
    • 제5장 결 론 = 56
    • 제1절 연구의 결과 및 시사점 = 56
    • 제2절 연구의 한계점 및 향후 연구 과제 = 58
    • 참고문헌 = 59
    • Abstract = 63
    • 설문지 = 66
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