DOI QR코드

DOI QR Code

Impact of the Characteristics of ICT Convergence Sports Game Device on Game Satisfaction and Intention to Reuse

ICT융합 스포츠 게임기기의 특성이 만족도 및 재사용의도에 미치는 영향력 분석

  • 한승균 (대구가톨릭대학교 기업인재융합대학) ;
  • 최문종 (대구경북첨단의료산업진흥재단) ;
  • 안현숙 (경북대학교 컴퓨터학부 프라임사업단)
  • Received : 2016.09.13
  • Accepted : 2016.10.10
  • Published : 2016.11.28

Abstract

This study aimed to investigate the influence of the various factors ICT Convergence of Sports Game device on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Extended Technology Acceptance Model, a research model was constructed that consists of playfulness, usefulness, convenience. The proposed model is analyzed to target 271 customers in Daegu National Science Museum experienced ICT Convergence Sports Game Device using Smart Partial Least Square(PLS) 2.0. The result of hypothesis testing are as follows. First, Playfulness, Usefulness, Convenience showed positively significant impact on Game satisfaction. Second, Game satisfaction positively influenced Reuse Intention. Thus, based on the results of the study, ICT Convergence of Sports Game Device seems to help in the development of a contents.

Keywords

ICT Convergence;TAM;Digital Contents

References

  1. 원상호, 양해술, "ICT기반 융합기업의 성공요인 및 정책방향에 대한 연구," 디지털융복합연구, Vol.13, No.4, 2015.
  2. 김호경, 신동희, "정신건강 증진과 자살예방을 위한 ICT융합 국내외 사례연구," 한국콘텐츠학회논문지, Vol.15, No.5, pp.592-606, 2015.
  3. F. D. Davis, R. P. Bagozzi, and P. R. Warshaw, "User Acceptance of Computer Technology: A comparison of two Theoretical Models," Management Science, Vol.35, No.8, pp.982-1003, 1989. https://doi.org/10.1287/mnsc.35.8.982
  4. 이은옥, 박준성, "ICT R&D성과 제고를 위한 개방형 기술혁신 활성화 전략," 주간기술동향, 제163호, 제1호, 2014(2).
  5. D. Yoffie, Introduction: Chess and competing in the age of digital convergence, Competing in the Age of Digital Convergence, Boston: Harvard Business School Press, p.4, 1997.
  6. European Commision, Green Paper on the convergence of the telecommunications, media and information technology sectors, and the implications for regulation, Brussels, 1997.12.3.
  7. 김덕현, 융합비즈니스 서울, 비즈프레스, 2014.
  8. 장희선, "ICT융합서비스의 키워드 트렌드 분석," 융합보안논문지, 제14권, 제2호, pp.35-41, 2014.
  9. 원상호, ICT기반 융합기업의 성과창출 요인에 관한 실증연구, 호서대학교, 박사학위논문, 2015.
  10. M. Fishbein and I. Ajze, Belief, attitude, intention and behavior: An introduction to theory and research, MA: Addison-Wesley, 1975.
  11. J. B. Thatcher, K. Marett, K. M. Chudoba, and P. E. Carter, "Post-Acceptance Intentions and Behaviors: An Empirical Investigation of Information Technology Use and Innovation," Journal of Organizational and End User Computing, Vol.24, No.1, pp.1-20, 2012.
  12. A. Bhattacherjee, "Understanding Information Systems Continuance: An expectation confirmation model," MIS Quarterly, pp.351-370, 2001.
  13. R. L. Oliver, "A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions," Journal of Marketing Research, Vol.17, pp.460-469, 1980. https://doi.org/10.2307/3150499
  14. C. H. Lin, H. Y. Shih, and P. J. Sher, "Integrating technology readiness into technology acceptance: The TRAM model," Psychology & Marketing, Vol.24, pp.641-657, 2007. https://doi.org/10.1002/mar.20177
  15. J. W. Moon and Y. G. Kim, "Extending the TAM for a World-Wide-Web context," Information & Management, Vol.38, No.4, pp.217-230, 2001. https://doi.org/10.1016/S0378-7206(00)00061-6
  16. D. A. Ribbink, C. R. van Riel, V. Liljander, and S. Streukens, "Comfort your online customer: Quality, trust and loyalty on the Internet," Managing Service Quality, Vol.14, No.6, pp.446-456, 2004. https://doi.org/10.1108/09604520410569784
  17. L. Dube and M. Maute, "The antecedents of brand switching, brand loyalty and verbal responses to service failure," Advances in Services MArketing and Management, Vol.5, pp.127-151, 1996. https://doi.org/10.1016/S1067-5671(96)05054-8
  18. W. H. DeLone and E. R. McLean, "The DeLone and McLean Model of information systems success: A ten-year update," Journal of Management Information Systems, Vol.19, No.4, pp.9-30, 2003. https://doi.org/10.1080/07421222.2003.11045748
  19. B. H. Wixom and P. A. Todd, "A theoretical integration of user satisfaction and technology acceptance," Information Systems Research, Vol.6, No.1, pp.85-102, 2005.
  20. V. Venkatesh and F. D. Davis, "A theoretical extension of the technology acceptance Model: Four longitudinal field studies," Management Science, Vol.46, No.2, pp.186-204, 2000. https://doi.org/10.1287/mnsc.46.2.186.11926
  21. A. A. Raney, "Disposition-based theories of enjoyment," Vol.4, pp.27-50, 2003.
  22. P. Vorderer, C. Klimmt, and U. Ritterfield, "Enjoyment: At the heart of entertainment," Communication Theory, Vol.14, No.4, pp.388-408, 2004. https://doi.org/10.1111/j.1468-2885.2004.tb00321.x
  23. H. H. Teo, K. K. Wei, and I. Benbasat, "Predicting Intention to Adopt Interorganizational Linkages: An Institutional Perspective," MIS Quarterly, Vol.27, No.1, pp.19-49, 2003. https://doi.org/10.2307/30036518
  24. 옥정봉, 곽기영, 김희웅, "블로그의 즐거움이 온라인 구전에 미치는 영향," Information System Reviews, Vol.11, No.3, pp.19-38, 2009.
  25. 이웅규, 이승헌, "정보기술 사용에서의 놀이성, 유용성 그리고 사회적 영향: 미니홈피 사용을 중심으로," Asia Pacific Journal of Information Systems, Vol.15, No.3, pp.91-109, 2005.
  26. 정다운, 안형준, "박물관 도슨트 모바일앱의 특성이 사용자의 만족도와 재사용 의도에 미치는 영향," 한국콘텐츠학회논문지, Vol.16, No.1, pp.329-341, 2016.
  27. J. W. Newman and R. A. Werbel, "Multivariate analysis of brand loyalty for major household appliance," Journal of Marketing Research, Vol.10, pp.404-409, 1973. https://doi.org/10.2307/3149388
  28. Kotler, Principles of Marketing - 7nd Ed, New Jersey, 1996.
  29. J. J. Cronin and S. A. Taylor, "Measuring service quality: A reexamination and extension," Journal of Marketing, Vol.56, pp.55-68, 1992.
  30. J. I. H, Yu, M. Choi, and J. Rho, "Extending the TAM for a T-commerce," Industry Management, Vol.14, No.5, pp.501-519, 2003.
  31. J. Y. L. Thong and S. J. Hong, "The Effects of Post-adoption beliefs on the expectation confirmation model for IT continuance," International Journal of Human-Computer Studies, Vol.64, No.9, pp.799-810, 2006. https://doi.org/10.1016/j.ijhcs.2006.05.001
  32. V. Venkatesh, M. G. Morris, and P. L. Ackerman, "A longitudinal field investigation of gender differences in individual technology adoption decision-making processes," Organizational Behavior and Human Decision Processes, Vol.83, No.1, pp.33-60, 2000. https://doi.org/10.1006/obhd.2000.2896
  33. 고미현, 권순동, "인터넷 커뮤니티에서 사용자 참여가 밀착도와 지속적 이용의도에 미치는 영향," Asia Pacific Journal of Information Systems, Vol.19, No.2, pp.41-72, 2008.
  34. C. Fornell and D. F. Larcker, "Evaluating Structural Equation Models with Unobservable variables and Measurement Error," Journal of Marketing Research, Vol.18, No.1, pp.39-50, 1981. https://doi.org/10.2307/3151312
  35. J. C. Nunnally, Psychometric Theory(2nd ed.), New York, NY: McGraw-Hill, 1978.
  36. 조성남, 김한국, 김대기, 정철호, "온라인 게임의 인지된 상호작용성이 만족과 충성도에 미치는 영향," 한국엔터테인먼트산업학회논문지, 제7권, 제2호, pp.1-8, 2013.
  37. 채정화, 한창완, 이영주, "웹툰 서비스의 사용편리성과 상호작용적 행위가 서비스 만족과 지불의사에 미치는 영향," 만화애니메이션 연구, 제38호, pp.259-286, 2015.
  38. 김현철, 허설, 최준호, "스마트폰 소셜 네트워크 게임의 지속사용의도 영향요인: 가치모형을 중심으로," 한국게임학회논문지, 제12권, 제3호, pp.11-23, 2012.
  39. 최현식, 박진우, "모바일관광정보서비스의 특성이 만족도와 재사용의도에 미치는 영향," 한국콘텐츠학회논문지, Vol.9, No.9, pp.411-422, 2009.