지용현(Jeeyonghyeon) 심리학 연구 모음 - 모바일게임, 기부, 환경오염, SNS
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지용현(Jee yonghyeon) 연구 성과
학술지 게재 연구
모바일 게이머의 재미경험과 사용의도 형성의 영향요인: 성취목표지향성과 게임수행방식의 상호작용
Factors Affecting the Perceived Fun and Use Intention of Mobile Games: Focusing on Gamers’ Achievement Goal Orientation and Types of Gameplay
등재지 : KCI등재지 - 서비스마케팅학회
저자 : 박은아, 지용현
초록·키워드
오류제보하기With the rising popularity of games with “autoplay” feature in the mobile gaming market in recent years, this study attempted to investigate whether gamer's achievement goal orientation and types of gameplay influence the user’s perceived fun and use intention of mobile games. The study utilized a between-subjects experiment design of 2 types of achievement goal orientation (mastery vs. performance) by 2 types of gameplay (autoplay vs. manual play). A total of 299 men and women in their 20s and 30s participated in this experiment. Based on the achievement goal orientation scores, participants were assigned to either mastery or performance group and were asked to answer questions regarding their preferred types of gameplay. The study results indicated that there was main effect of achievement goal orientation on perceived fun. And, there was a statistically significant interaction effect between achievement goal orientation and types of gameplay. For mastery-oriented players, perceived fun and use intention were higher for manual play games than autoplay games, whereas for performance-oriented players, perceived fun and use intention scored higher for autoplay mobile games. These outcomes imply that gamers’ achievement goal orientation affects enjoyable components of mobile games and that programmers should consider these characteristics when designing different types of gameplay. This study demonstrates the impact of user’s achievement goal orientation on perceived fun and use intention of mobile games. This not only enhances evidence-based understanding of mobile game behavior, but also provides practical implications for future game designs.
페이스북 사용자의 '댓글'반응경향과 게시글의 ‘좋아요’ 수가 광고효과에 미치는 영향
Advertising effects of tendency of Facebook user’s writing ‘comment’ and the number of ‘like’ in posting
초록·키워드
This study explored how the tendency of writing ‘comment’ by Facebook users and the number of 'like' in posting message affected to product attitude, purchasing intention. One hundred thirty five male and female college students were divided into groups with high/low tendency of writing ‘comment’. The subjects had to read posting message about athlete shoes on Facebook’s newsfeed, different from the conditions under which the ‘like’ in the posting was high and low. Then, they were responded product attitude and the intention of purchasing. The results of two-way ANOVA showed that the users with low tendency of writing ‘comment’ displayed more positive product attitude and higher willingness to purchase under condition with a high 'like' number of posting than under condition with a low 'like' number of it.
사용자의 “좋아요” 반응경향과 게시글의 “좋아요” 수에 따른 페이스북 광고효과
The Effects of Facebook User’s “Liking” Response Tendency and Amount of “Like” of the Posting on Attitude toward Product and Purchase Intention
등재지 : KCI등재지 - 한국커뮤니케이션학회
저자 : 박은아, 지용현
초록·키워드
The goal of this study is to investigate the effectiveness of Facebook user’s behavioral tendency (clicking ‘like’) and amount of ‘liking’ of the posting on Facebook ads. An empirical study was conducted with 135 students in 2(behavioral tendency: high “liking” vs. low “liking” response) x 2(amount of “liking” of posting: high vs. low) factorial design. The findings of this study revealed that the user who had high tendency to clicking like button had higher product attitude and purchase intention than users who had low clicking ‘like’ response tendency. Second, users who had low ‘liking’ response tendency showed that higher attitude toward the product and higher purchase intention on the condition of high amount of ‘liking’ of the posting than low amount of ‘liking’ of the posting. But, those with high ‘clicking’ the like button were not affected by other persons’ ‘liking’ response of the posting. The results of this study suggest that it is very important for SNS marketing managers to improve the effectiveness of their ads by attracting a lot of user’s ‘like’ response on their posts. In future research, it is necessary to extend the research on the effects of user’s writing ‘comments’ and ‘sharing’ responses on the Facebook post.
본 연구는 해석수준이론을 기반으로 친환경 광고의 설득 효과를 알아보기 위한 실험 연구를 수행하였다. 총 189명의 참여자에게 2 공간적 거리(멂/가까움)×2 메시지 유형(추상적/구체적)에 따라 설득효과가 다르게 나타나는지 살펴보았다.
연구결과 공간적 거리, 메시지 유형 각각의 주효과는 나타나지 않았고, 공간적 거리와 메시지 유형의 상호작용은 유의미하게 나타났다. 즉, 오염지역의 공간적 거리가 가까울 때는 구체적인 메시지의 경우 추상적인 메시지보다 브랜드태도가 호의적으로 나타났고, 공간적 거리가 멀 때는 추상적인 메시지가 구체적인 메시지보다 광고태도, 브랜드태도, 구매의도 모두에서 높게 나타났다.
이와 같은 결과는 친환경 제품 광고 구성에 있어서 소비자가 지각하는 공간적 거리에 따라 메시지구성이 달라져야 함을 말해주며, 가까운 지역의 환경문제를 제기할 때에는 환경보호의 방법이나 실천가능성 등 구체적인 메시지를, 먼 지역의 환경문제를 제기할 때에는 친환경 행동의 효과나 가치 등 추상적 메시지를 제시하는 것이 친환경제품 광고의 설득 효과를 높일 수 있다는 것을 시사한다.
This study examined whether persuasion effect was different according to 2 spatial distance (near/far) and 2 message types (specific/abstract). The results of the study showed that the main effects of spatial distance and message types were not significant. The interaction between spatial distance and message type was significant. When spatial distance was close, concrete message had more persuasive effect than abstract message in product attitude, and when spatial distance was far away, abstract message had higher persuasive effect than concrete message in Ad attitude, product attitude, and purchase intention. In this way, it is imply that the message effective for persuasion is different from when the spatial distance is close to and far from the advertisement appealing for eco-friendly products, and it can increase the behavioral intention for eco-friendly consumption.
지용현 학위논문
지도교수 : 박은아
저자 : 지용현
초록·키워드
With the rising popularity of games with “autoplay” feature in the mobile gaming market in recent years, this study attempted to investigate whether gamer''s achievement goal orientation and types of gameplay influence the user’s perceived fun and use intention of mobile games. The study utilized a between-subjects experiment design of 2 types of achievement goal orientation (mastery vs. performance) by 2 types of gameplay (autoplay vs. manual play). A total of 299 men and women in their 20s and 30s participated in this experiment. Based on the achievement goal orientation scores, participants were assigned to either mastery or performance group and were asked to answer questions regarding their preferred types of gameplay. The study results indicated that there was main effect of achievement goal orientation on perceived fun. And, there was a statistically significant interaction effect between achievement goal orientation and types of gameplay. For mastery-oriented players, perceived fun and use intention were higher for manual play games than autoplay games, whereas for performance-oriented players, perceived fun and use intention scored higher for autoplay mobile games. These outcomes imply that gamers’ achievement goal orientation affects enjoyable components of mobile games and that programmers should consider these characteristics when designing different types of gameplay. This study demonstrates the impact of user’s achievement goal orientation on perceived fun and use intention of mobile games. This not only enhances evidence-based understanding of mobile game behavior, but also provides practical implications for future game designs.