Factors Affecting the User Satisfaction of Social Network Games

소셜네트워크 게임 사용자의 만족에 영향을 미치는 요인에 관한 연구

  • Published : 2013.03.31

Abstract

Users of smart-phone based social network game are rapidly increasing. However, there are few researches for smart-phone based social network game. In this paper, we analysed factors affecting the user satisfaction for smart-phone based social network games through empirical testing. As a result, convenience and social presence were found to have positive effects on the user satisfaction of social network game. This study provides practical suggestions for developers of social network game to invigorate the smart-phone based social network game market, such as improved additional investment for simple game interface, easy game rule, additional interactive services.

Keywords

References

  1. Hyeon-woo Nam, "A Study on the Success Condition Analysis and Competitiveness Enhancement Strategy of the Social Network Game", Journal of The Korean Society for Computer Game, Vol. 24, No.2, pp. 73-84, June 2011
  2. Hyun-Chul Kim, Searle Hur, and Jun-Ho Choi, "Factors Affecting the Continuous Use Intention of Smartphone Social network Games : Withe a Focus on the Value Model", Vol. 12, No. 3, pp.11-24, July 2012 https://doi.org/10.7583/JKGS.2012.12.3.11
  3. Boh-youn Kwon, "A Study of the Social Play in Social Network Games", Journal of The Korean Society for Computer Game, Vol. 24, No.1, pp. 73-84, March 2011
  4. Kim, Jong Ho and Shin, Yong Seob, "The Effects of Mobile Internet Service Characters on Consumers Satisfaction and Reuse Intention," In Proceedings of a Summer Conference of Korean Academy of Marketing Science, Korea, 2005
  5. Kim, Ho Young and Kim, Jin Woo, "An Empirical Research on Important Factors of Mobile Internet Usage," The Korea Society of Management Information Systems, Vol.12, No.3, 2002
  6. Chung, Kyung Soo and Noh, Mi Jin, "The characteristics of mobile business influencing mobile internet business adoption," In Proceedings of a Spring Conference of The Korea Society of Management Information Systems, 2005
  7. Novak, T. P., Hoffman, D. L., Yung, Y. F. and Thurstone L. L. "Measuring the Flow Construct in Online Environments: A Structural Modeling Approach", Marketing Science, Vol. 18, 1998
  8. Shin, N., "Online learner's 'flow' experience: an empirical study", British Journal of Educational Technology, Vol. 37, No.5 , pp.705-720, 2006 https://doi.org/10.1111/j.1467-8535.2006.00641.x
  9. Hackbarth, G., Grover, V., and Yi, M. Y., "Computer Playfulness and Anxiety: Positive and Negative Mediators of the System Experience Effect on Perceived Ease of Use", Information and Management, Vol. 40, No. 3, pp.221-232, 2003 https://doi.org/10.1016/S0378-7206(02)00006-X
  10. Su-Yeon Jeong, Hyung-Won Jung, Baik-Soon Seong, "A Study on Commitment Factors of Social Network Game", Journal of The Korean Society for Computer Game, Vol. 24, No.3, pp. 155-165, September 2011
  11. Steuer, J., "Defining virtual reality: dimensions determining telepresence", Journal of Communication, Vol. 42, No. 4, pp. 73-93, 1992
  12. Hackman, M. Z. and Walker, K. B., "Instructional communication in the televised classroom: The effects of system design and teacher immediacy on student learning and satisfaction", Communication Education, Vol. 39, pp. 196-206, 1990 https://doi.org/10.1080/03634529009378802
  13. Hwang, H. S., "Development of Social Presence Measurement of Mediated Social Interaction: A Case Study of Instant Messaging", Journal of Communication Science, Vol. 7, No. 1, pp. 529-561, 2007
  14. Galletta, D. F. and Lederer A. L. Some Cautions on the Measurement of User Information Satisfaction. Decision Sciences, Vol. 20, No. 3, pp. 419-434, 1989 https://doi.org/10.1111/j.1540-5915.1989.tb01558.x
  15. DeLone, W. H. and McLean, E. R. Information Systems Success: The Quest for the Dependent Variable. Information Systems Research, Vol. 3, No. 1, pp. 60-95, 1992 https://doi.org/10.1287/isre.3.1.60
  16. McKinney V., Yoon, K. H., Zahedi F. The Measurement of Web-Customer Satisfaction: An Expectation and Disconfirmation Approach. Information Systems Research, Vol. 13, No. 3, pp. 296-315, 2002 https://doi.org/10.1287/isre.13.3.296.76
  17. Csikszentmihalyi, M. "Flow: the psychology of optimal experience" New York: Harper Perennial, 1990
  18. Short, J. A., Williams, E., and Christie, B., "The social psychology of telecommunications", London: John Wiley & Sons, Ltd., 1976
  19. http://news.heraldcorp.com/view.php?ud=201211160 00414&md=20121119003122_AK
  20. http://www.gatner.com
  21. http://www.zdnet.com/global-social-media-revenue-to-hit-1 6-9b-in-2012-7000001616
  22. http://www.screendigest.com
  23. http://www.dmcmedia.co.kr