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The Research on Online Game hedonic Experience -Focusing on moderate effect of perceived complexity - (The Research on Online Game hedonic Experience -Focusing on moderate effect of perceived complexity -)

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최초등록일 2025.05.24 최종저작일 2008.06
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The Research on Online Game hedonic Experience -Focusing on moderate effect of perceived complexity -
  • 미리보기

    서지정보

    · 발행기관 : 한국마케팅과학회
    · 수록지 정보 : Journal of Global Scholars of Marketing Science(마케팅과학연구) / 18권 / 2호 / 135 ~ 173페이지
    · 저자명 : 이종호, 정윤희

    초록

    Online game researchers focus on the flow and factors influencing flow. Flow is
    conceptualized as an optimal experience state and useful explaining game experience in
    online. Many game studies focused on the customer loyalty and flow in playing online
    game, In showing specific game experience, however, it doesn't examine multidimensional
    experience process. Flow is not construct which show absorbing process, but construct
    which show absorbing result. Hence, Flow is not adequate to examine multidimensional
    experience of games.
    Online game is included in hedonic consumption. Hedonic consumption is a relatively
    new field of study in consumer research and it explores the consumption experience as a
    experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the
    consumption experience not as an information processing event but from a
    phenomenological of experiential view, which is a primarily subjective state. It includes
    various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and
    emotional responses. In online game experience, therefore, it is right to access through a
    experiential view of hedonic consumption.
    The objective of this paper was to make up for lacks in our understanding of online
    game experience by developing a framework for better insight into the hedonic experience
    of online game. We developed this framework by integrating and extending existing
    research in marketing, online game and hedonic responses. We then discussed several
    expectations for this framework. We concluded by discussing the results of this study,
    providing general recommendation and directions for future research.
    In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung'
    research (2005;2006) has served as a fundamental starting point of our research. A
    common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic
    response. The validity of these four constructs finds in research of music(Lacher 1994)
    and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on
    hedonic response didn't show that constructs of hedonic response have cause-effect
    relation. Also, although hedonic response enable to different by stimulus properties. effects
    of stimulus properties is not showed.
    To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and
    Yunhee Jung(2005, 2006)' research, we made several important adaptation with the
    primary goal of bringing the model into online game and compensating lacks of previous
    research. We maintained the same construct proposed by Lacher et al.(1994), with four
    constructs of hedonic response:sensory response, imaginal response, emotional response,
    analytical response. In this study, the sensory response is typified by some physical
    movement(Yingling 1962), the imaginal response is typified by images, memories, or
    situations that game evokes(Myers 1914), and the emotional response represents the
    feelings one experiences when playing game, such as pleasure, arousal, dominance, finally,
    the analytical response is that game player engaged in cognition seeking while playing
    game(Myers 1912).
    However, this paper has several important differences. We attempted to suggest
    multi-dimensional experience process in online game and cause-effect relation among
    hedonic responses. Also, We investigated moderate effects of perceived complexity.
    Previous studies about hedonic responses didn't show influences of stimulus properties.
    According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a
    important construct because it effects pleasure. Pleasure in response to an object will
    increase with increased complexity, to an optimal level. After that, with increased
    complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We
    expected this perceived complexity will influence hedonic response in game experience.
    We discussed the rationale for these suggested changes, the assumptions of the resulting
    framework, and developed some expectations based on its application in Online game
    context.
    In the first stage of methodology, questions were developed to measure the constructs.
    We constructed a survey measuring our theoretical constructs based on a combination of
    sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and
    Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on
    comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where
    participation in a self-report survey was solicited from various respondents having
    different knowledges. All respondents participated to different degrees, in these habitually
    practiced activities and received no compensation for their participation. Questionnaires
    were distributed to graduates and we used 381 completed questionnaires to analysis. The
    sample consisted of more men(n=225) than women(n=156). In measure, the study used
    multi-item scales based previous study. We analyze the data using structural equation
    modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire
    sample(n=381) to refine the measures and test their convergent and discriminant validity.
    The evidence from both the factor analysis and the analysis of reliability provides
    support that the scales exhibit internal consistency and construct validity. Second, we test
    the hypothesized structural model. And, we divided the sample into two different
    complexity group and analyze the hypothesized structural model of each group.
    The analysis suggest that hedonic response plays different roles from hypothesized in
    our study. The results indicate that hedonic response-sensory response, imaginal
    response, emotional response, analytical response- are related positively to respondents'
    level of game satisfaction. And game satisfaction is related to higher levels of game
    loyalty. Additionally, we found that perceived complexity is important to online game
    experience. Our results suggest that importance of each hedonic response different by
    perceived game complexity. Understanding the role of perceived complexity in hedonic
    response enables to have a better understanding of underlying mechanisms at game
    experience. If game has high complexity, analytical response become important response.
    So game producers or marketers have to consider more cognitive stimulus. Controversy,
    if game has low complexity, sensorial response respectively become important.
    Finally, we discussed several limitations of our study and suggested directions for
    future research. we concluded with a discussion of managerial implications. Our study
    provides managers with a basis for game strategies.

    영어초록

    Online game researchers focus on the flow and factors influencing flow. Flow is
    conceptualized as an optimal experience state and useful explaining game experience in
    online. Many game studies focused on the customer loyalty and flow in playing online
    game, In showing specific game experience, however, it doesn't examine multidimensional
    experience process. Flow is not construct which show absorbing process, but construct
    which show absorbing result. Hence, Flow is not adequate to examine multidimensional
    experience of games.
    Online game is included in hedonic consumption. Hedonic consumption is a relatively
    new field of study in consumer research and it explores the consumption experience as a
    experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the
    consumption experience not as an information processing event but from a
    phenomenological of experiential view, which is a primarily subjective state. It includes
    various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and
    emotional responses. In online game experience, therefore, it is right to access through a
    experiential view of hedonic consumption.
    The objective of this paper was to make up for lacks in our understanding of online
    game experience by developing a framework for better insight into the hedonic experience
    of online game. We developed this framework by integrating and extending existing
    research in marketing, online game and hedonic responses. We then discussed several
    expectations for this framework. We concluded by discussing the results of this study,
    providing general recommendation and directions for future research.
    In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung'
    research (2005;2006) has served as a fundamental starting point of our research. A
    common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic
    response. The validity of these four constructs finds in research of music(Lacher 1994)
    and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on
    hedonic response didn't show that constructs of hedonic response have cause-effect
    relation. Also, although hedonic response enable to different by stimulus properties. effects
    of stimulus properties is not showed.
    To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and
    Yunhee Jung(2005, 2006)' research, we made several important adaptation with the
    primary goal of bringing the model into online game and compensating lacks of previous
    research. We maintained the same construct proposed by Lacher et al.(1994), with four
    constructs of hedonic response:sensory response, imaginal response, emotional response,
    analytical response. In this study, the sensory response is typified by some physical
    movement(Yingling 1962), the imaginal response is typified by images, memories, or
    situations that game evokes(Myers 1914), and the emotional response represents the
    feelings one experiences when playing game, such as pleasure, arousal, dominance, finally,
    the analytical response is that game player engaged in cognition seeking while playing
    game(Myers 1912).
    However, this paper has several important differences. We attempted to suggest
    multi-dimensional experience process in online game and cause-effect relation among
    hedonic responses. Also, We investigated moderate effects of perceived complexity.
    Previous studies about hedonic responses didn't show influences of stimulus properties.
    According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a
    important construct because it effects pleasure. Pleasure in response to an object will
    increase with increased complexity, to an optimal level. After that, with increased
    complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We
    expected this perceived complexity will influence hedonic response in game experience.
    We discussed the rationale for these suggested changes, the assumptions of the resulting
    framework, and developed some expectations based on its application in Online game
    context.
    In the first stage of methodology, questions were developed to measure the constructs.
    We constructed a survey measuring our theoretical constructs based on a combination of
    sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and
    Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on
    comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where
    participation in a self-report survey was solicited from various respondents having
    different knowledges. All respondents participated to different degrees, in these habitually
    practiced activities and received no compensation for their participation. Questionnaires
    were distributed to graduates and we used 381 completed questionnaires to analysis. The
    sample consisted of more men(n=225) than women(n=156). In measure, the study used
    multi-item scales based previous study. We analyze the data using structural equation
    modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire
    sample(n=381) to refine the measures and test their convergent and discriminant validity.
    The evidence from both the factor analysis and the analysis of reliability provides
    support that the scales exhibit internal consistency and construct validity. Second, we test
    the hypothesized structural model. And, we divided the sample into two different
    complexity group and analyze the hypothesized structural model of each group.
    The analysis suggest that hedonic response plays different roles from hypothesized in
    our study. The results indicate that hedonic response-sensory response, imaginal
    response, emotional response, analytical response- are related positively to respondents'
    level of game satisfaction. And game satisfaction is related to higher levels of game
    loyalty. Additionally, we found that perceived complexity is important to online game
    experience. Our results suggest that importance of each hedonic response different by
    perceived game complexity. Understanding the role of perceived complexity in hedonic
    response enables to have a better understanding of underlying mechanisms at game
    experience. If game has high complexity, analytical response become important response.
    So game producers or marketers have to consider more cognitive stimulus. Controversy,
    if game has low complexity, sensorial response respectively become important.
    Finally, we discussed several limitations of our study and suggested directions for
    future research. we concluded with a discussion of managerial implications. Our study
    provides managers with a basis for game strategies.

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