Total views : 537
A Cause-Effect Analysis of the Relationship between Game Use Motives and Continuous Intention: Mediated Effect of the Attitude toward the Shutdown System
The purpose of the present paper is to identify if there is any cause-effect relationship between online game use motives and their continuous use intention with a mediating parameter of their attitude toward the shutdown system. To that purpose, a survey was conducted to a group of 328 game users and a covariance structure analysis was performed. First, it was found that challenge/accomplishment and attack motives had a significant influence on the users' attitude toward the shutdown system. Second, it was found that entertainment; fellowship and attack motives play a significant influence on their intention to continue playing. Third, it was also found that their attitude toward the shutdown system was found to have a negative effect on their continuous use intention. Finally, a complete mediating effect was found between challenge/ accomplishment motive and their continuous intention with the shutdown system being a mediator, whereas attack motive was found as playing a partial mediating effect. As adolescents tend to use games for entertainment, fellowship and attack motives, they should rather be provided with other forms of leisure activities than simply prohibited from playing games. Also, measures should be taken that will help the users have a positive perception of the shutdown system.
Continuous Intention, Game, Game Use Motives, Shutdown System.
- Korean Policy Center for Adolescents. Utilization of a life time and changes in the youth. 2006.
- Noh M-J, Jang H-Y. An effect of the quality of the mobile banking and perceived trust on the reuse intention: focusing on the moderating effects of gender. Rev Bus Econ Res. 2011; 24(2):927–52.
- Hwang Y-E,,Suh H_J. An empirical research on factor affecting continuance intention using mobile internet by view of individual perceived and social influence. e Bus Stud. 2006; 7(5):37–44.
- Katz E. Mass Communication research and the study of popular culture: an editorial note on a possible future this journal. Studies in Public Communication. 1959; 2:1–6.
- Lee H-G. Social and psychological variables predicting violence game addiction of adolescents in the internet. Kor J Dev Psychol. 2002; 14(4):55–79
- Cho Y-H. The effects of Adolescents social support and game goals on the internet game addiction. Major in Educational Psychology Graduate School of Education Hanyang University; 2004.
- Hwang YS, Kim JY. A study on special characteristic features in digital game. Journal of Korean Institute of Interior Design. 2002; 33:3–10
- Engel JF, Keferris RJ, Blackwell RD. Word of mouth communication by the innovator. J Market. 1969; 33:15–9.
- Choi B-H. The influence addiction on elementary student school and individual life. Major in Elementary Educational Administration School in Graduate School of Educational Chunchen National University; 2004.
- Eghmey J, McCord L. Adding value in the information age: Uses and gratification of sites on the world wide web. J Bus R es. 1998; 41(3):187–94.
- Rubin AM. An examination of television viewing motivations. Comm Res. 1981; 8(2):141–65.
- Bhattacherjee A. Understanding information system continuance: an expectation-confirmation model. Mis quarterly. 2001; 25:351–70.
- Thong JY, Hong SJ, Tam KY. The effects of post-adoption beliefs on the expectation -confirmation model for information technology continuance. Int J Hum Comput Stud. 2006; 64: 799–810.
- Eo KJ. Adolescents' Computer Addiction Type and Problem. The 19th Special Counseling Case Study Presentation. 2000. Available from: www.kyci.or.kr
- Lee S-U. The effects of game user's motivation and self-esteem, dependancy on the game involvement and addiction of the youth. Department of education graduate school of Hanyang University; 2002.
- Lim GS. Factors influencing on internet game addiction and flow of adolescent, Department of Education Graduate School of Hanyang U2.
- There are currently no refbacks.
This work is licensed under a Creative Commons Attribution 3.0 License.