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https://www.riss.kr/link?id=A104585282
2006
Korean
학술저널
33-55(23쪽)
2
0
상세조회0
다운로드다국어 초록 (Multilingual Abstract)
The reasons for popularity of mobile game are owing to the mobility and the interactions with other game users that would lead game the users easily involving in it. Such a holistic state is called psychological absorption(flow). Theoretically and em...
The reasons for popularity of mobile game are owing to the mobility and the interactions with other game users that would lead game the users easily involving in it. Such a holistic state is called psychological absorption(flow).
Theoretically and empirically flow is one of the antecedents influencing the intension of reusing mobile game. However, since there are so many kinds in mobile games, all of them are not the same in the way of feeling flow and level of the relationship with reuse. The objective of this study is to analyze the relationship between flow, factors influencing flow and reuse intension in mobile games. For this purpose, we classify mobile game into some groups, and suggest a research model that would explain relationship between mobile game and flow comparing its difference among game groups.
Samplling 211 from mobile game users, we analyze the suggested model empirically by AMOS and prove it to be a valid one. The result of this study would not only provide differentiate insights to the mobile game providers in each group practically but also contribute to explaining intrinsic motivation for the user of information technology theoretically
유리천장(Glass Ceiling)의 지각과 직무만족: 통제의 위치의 조절영향을 중심으로
학술지 이력
| 연월일 | 이력구분 | 이력상세 | 등재구분 |
|---|---|---|---|
| 2022 | 평가 | 재인증평가 신청대상 (재인증) | |
| 2019-01-01 | 등재 | 등재학술지 유지 (계속평가) | ![]() |
| 2016-01-01 | 등재 | 등재학술지 선정 (계속평가) | ![]() |
| 2014-01-01 | 등재 | 등재후보학술지 선정 (신규평가) | ![]() |
학술지 인용정보
| 기준연도 | WOS-KCI 통합IF(2년) | KCIF(2년) | KCIF(3년) |
|---|---|---|---|
| 2016 | 1.41 | 1.41 | 1.39 |
| KCIF(4년) | KCIF(5년) | 중심성지수(3년) | 즉시성지수 |
| 1.59 | 1.54 | 1.782 | 0.4 |