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      Exploring the Meaning of College Students’ Leisure Activity:Means-end Chain Analysis of Social Network Game Playing

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      https://www.riss.kr/link?id=A103748685

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      다국어 초록 (Multilingual Abstract)

      Social network games (SNGs), a rapidly growing online game genre, are built and played on social network sites. SNGs provide an online world for enjoying leisure time and interpersonal communication, and an increasing numbers of college students are involved in such game-playing as a leisure time activity. Despite the popularity, relatively few studies have been conducted to investigate the nature of game players, especially the meaning of such leisure time behavior by college students. This paper’s aim was to explore a subjective meaning structure of online social network game play. The means-end chain model was used to link attributes of SNGs to the underlying values of game playing as a leisure activity. The results revealed two emerging end-values: the need for bridging and a sense of belonging. This study sheds light on the meaning of college students’ leisure activities when playing social network games.
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      Social network games (SNGs), a rapidly growing online game genre, are built and played on social network sites. SNGs provide an online world for enjoying leisure time and interpersonal communication, and an increasing numbers of college students are i...

      Social network games (SNGs), a rapidly growing online game genre, are built and played on social network sites. SNGs provide an online world for enjoying leisure time and interpersonal communication, and an increasing numbers of college students are involved in such game-playing as a leisure time activity. Despite the popularity, relatively few studies have been conducted to investigate the nature of game players, especially the meaning of such leisure time behavior by college students. This paper’s aim was to explore a subjective meaning structure of online social network game play. The means-end chain model was used to link attributes of SNGs to the underlying values of game playing as a leisure activity. The results revealed two emerging end-values: the need for bridging and a sense of belonging. This study sheds light on the meaning of college students’ leisure activities when playing social network games.

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      참고문헌 (Reference)

      1 C. L. Hsu, "Why do people play on-line games? An extended TAM with social influences and flow experience" 41 : 853-868, 2004

      2 S. E. Iso-Ahola, "Toward a social psychological theory of tourism" 12 : 256-262, 1982

      3 N. B. Ellison, "The benefits of Facebook"friends" : Social capital and college students' use of online social network sites" 12 : 1143-1168, 2007

      4 J. A. Bargh, "The Internet and social life" 55 : 573-590, 2004

      5 Facebook Application, "Statistics"

      6 Facebook, "Statistics"

      7 K. E. Murray, "Social networking goes abroad" 16 : 56-59, 2007

      8 D. M. Boyd, "Social network sites : Definition, history, and scholarship" 13 : 210-230, 2008

      9 Go Gulf.com, "Social gaming industry statistics & trends"

      10 E. Castronova, "On the research value of large game" 1 : 163-186, 2006

      1 C. L. Hsu, "Why do people play on-line games? An extended TAM with social influences and flow experience" 41 : 853-868, 2004

      2 S. E. Iso-Ahola, "Toward a social psychological theory of tourism" 12 : 256-262, 1982

      3 N. B. Ellison, "The benefits of Facebook"friends" : Social capital and college students' use of online social network sites" 12 : 1143-1168, 2007

      4 J. A. Bargh, "The Internet and social life" 55 : 573-590, 2004

      5 Facebook Application, "Statistics"

      6 Facebook, "Statistics"

      7 K. E. Murray, "Social networking goes abroad" 16 : 56-59, 2007

      8 D. M. Boyd, "Social network sites : Definition, history, and scholarship" 13 : 210-230, 2008

      9 Go Gulf.com, "Social gaming industry statistics & trends"

      10 E. Castronova, "On the research value of large game" 1 : 163-186, 2006

      11 R. Kraut, "Internet paradox: A social technology that reduces social involvement and psychological well-being?" 53 : 1017-1031, 1998

      12 E. Goffman, "Interaction Ritual: Essays on face-to-face behavior" Pantheon Books 1967

      13 C. E. Gengler, "Improving the graphic representation of means-end results" 12 : 245-256, 1995

      14 Inside Social Games, "Facebook reveals new growth stats"

      15 C. L. Kujath, "Facebook and Myspace : Complement of substitute for face-to-face interaction" 14 : 75-78, 2011

      16 L. Cherny, "Conversation and community: chat in a virtual world" CSLI Publications 1999

      17 J. P. Peter, "Consumer behavior and marketing strategy" McGraw-Hill 1999

      18 G. M. S. Dann, "Anomie, ego-enhancement and tourism" 4 : 184-194, 1977

      19 J. Gutman, "A Means-End Chain model based on consumer categorization processes" 46 : 60-72, 1982

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2027 평가예정 재인증평가 신청대상 (재인증)
      2021-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2018-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2015-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2011-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2010-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2008-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
      2007-05-04 학회명변경 영문명 : The Korea Contents Society -> The Korea Contents Association
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.21 0.21 0.2
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.16 0.13 0.317 0.05
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