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Flow Experience of Digital Contents: Focusing on the Case of Online Games

디지털 콘텐츠 몰입경험: 온라인게임 사례를 중심으로

  • 엄명용 (성균관대학교 글로벌 비즈니스리더양성사업단) ;
  • 김태웅 (성균관대학교 경영전문대학원)
  • Received : 2010.05.24
  • Accepted : 2010.07.20
  • Published : 2010.08.28

Abstract

The purpose of this paper is to examine a user's flow experience of digital contents. In the paper, the flow experience of digital contents was applied to the case of online games and it was experimentally investigated whether challenge and skill affect the user's flow experience. The results of the paper indicate that there are differences in the flow experience according to the level (low, medium, high) of challenge and skill in the context of online games. Furthermore, there is no interaction effect between challenge and skill affecting flow experience. The findings provide useful implications for IT firms that will plan to develop and design digital contents.

Keywords

Digital Contents;Flow Experience;Challenge;Skill

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