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    온라인게임 사용자의 충성도에 영향을 미치는 요인에 관한 연구:한국, 일본, 중국 온라인게임 시장 비교 = Determinants of Effecting Customer Loyalty:Comparison among Korean, Japanese and Chinese Online Game Market

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    https://www.riss.kr/link?id=A104961334

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The purposes of this research are to identify causalities among flow and customer loyalty in Chinese online games, and to identify the factors by which flow are influenced. This research tests the model with Chinese online game users and compare this result with Korea and Japanese results which were conducted by Lee's research. These implications are thought to be helpful for Korean online game companies to understand the Chinese online game user and to develop the penetration strategies.
    The results indicated that significant path coefficients to flow were the convenience of operator, the provision of information, the reality of design. The results indicated that significant path coefficients to customer loyalty were the involvement of virtual community and flow. The involvement of virtual community to flow was not significant but to customer loyalty was significant. The provision of information was negatively influenced on flow. The result of comparison indicated that the path coefficients were different among nations. Korea online game companies need to develop the indigenized online game and to provide the information to their Chinese partner correctly and quickly.
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    The purposes of this research are to identify causalities among flow and customer loyalty in Chinese online games, and to identify the factors by which flow are influenced. This research tests the model with Chinese online game users and compare this ...

    The purposes of this research are to identify causalities among flow and customer loyalty in Chinese online games, and to identify the factors by which flow are influenced. This research tests the model with Chinese online game users and compare this result with Korea and Japanese results which were conducted by Lee's research. These implications are thought to be helpful for Korean online game companies to understand the Chinese online game user and to develop the penetration strategies.
    The results indicated that significant path coefficients to flow were the convenience of operator, the provision of information, the reality of design. The results indicated that significant path coefficients to customer loyalty were the involvement of virtual community and flow. The involvement of virtual community to flow was not significant but to customer loyalty was significant. The provision of information was negatively influenced on flow. The result of comparison indicated that the path coefficients were different among nations. Korea online game companies need to develop the indigenized online game and to provide the information to their Chinese partner correctly and quickly.

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    참고문헌 (Reference)

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    2 "iResearch China Online Game Users Survey Report 2003" 2003

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

    4 "Visitors’ Flow Experience while Browsing a Web Site:Its Measurement, Contributing Factors and Consequences" 20 : 403-422, 2004

    5 "Time files when you’re having fun:cognitive absorption and beliefs about information technology usage" 24 (24): 665-694, 2000

    6 "The experience of flow in computer-mediated and in face-to-face groups Proceedings of the Twelfth International Conference on Information Systems" 229-237, 1991

    7 "The effect of flow and addiction upon satisfaction and customer loyalty in online games" 32 (32): 1479-1501, 2003

    8 "The dimensionality and correlates of flow in human-computer interactions Computers in Human Behavior" 9 : 411-426, 1993

    9 "The Use of LISREL in validating marketing constructs International Journal of Research in Marketing" 8 (8): 283-299, 1991

    10 "The Research Methodology for Casual Analysis" 1999

    11 "The Influence of Goal-Directed and Experiential Activities on Online Flow Experiences" 13 (13): 3-16, 2003

    12 "The Death of ‘King Kong Jak (KJKING)" 2003/08

    13 "Task characteristics and the experience of optimal flow in human-computer interaction Journal of Psychology" 128 (128): 381-391, 1994

    14 "Structural Equations with Latent Variables" 1989.

    15 "Strategy of market penetration in Japanese Internet market:comparing online game loyalty between Korea and Japan with MSEM" 31 (31): 21-41, 2003

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    18 "Patterns of Internet Addiction in Korea" 9 : 59-68, 2000

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    20 "Optimal Experience:Psychological Studies of Flow in Consciousness" Cambridge University Press 1988.

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    23 "Multivariate Data Analysis with Readings" Prentice-Hall 1995.

    24 "Micro computer playfulness:development of a measure with workplace implications" 16 (16): 201-226, 1992

    25 "Measuring the customer experience in on- line environments:a structural modeling approach" 19 (19): 22-42, 2000

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    43 "Applications of structural equation modeling in marketing and consumer research:A review" 13 (13): 139-161, 1996

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    46 "An Interpreted Demonstration of Computer Game Design" 1-2, 1998

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    48 "Advances in Consumer Research" 21 : 8-11, 1994

    49 "Addiction and Aggression of Middle School Boys" 39 : 67-80, 2001

    50 "A structured analysis model of customer loyalty in online games" 11 (11): 1-20, 2001

    51 "A cross-national market segmentation of online game industry using SOM" 27 (27): 559-570, 2004

    52 "A Study on Characteristics of Internet Addicts Sub- Groups The Korean" 13 : 207-219, 2001

    53 "99 from a game development perspective Gamasutra" 1999

    54 "98 Roundtable reports; better sound design. Gamasutra" 1998

    55 "2005 e-Business White Paper, Korea Institute for Electronic Commerce (KIEC) Seoul" 2005

    56 "2003 Korean White Game Paper" 2003

    57 "2003 Cases of Information and Telecommunication Export" 2003

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    기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
    2016 0.59 0.59 0.62
    KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
    0.63 0.63 0.998 0.07
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