Article ID: | iaor20063500 |
Country: | South Korea |
Volume: | 30 |
Issue: | 4 |
Start Page Number: | 131 |
End Page Number: | 150 |
Publication Date: | Dec 2005 |
Journal: | Journal of the Korean ORMS Society |
Authors: | Lee Woongkyu, Kwon Jeongil |
Keywords: | information, game theory, internet |
One of the reasons for popularity of online games is owing to interaction with other game users that would lead the game users to be easily involved in it. Such a holistic state is called flow. Theoretically and empirically flow is one of the antecedents influencing the intention of reusing online game. However, since there are so many kinds in online games, all of them are not the same in the way of feeling flow and level of the relationship with reuse. The objective of this study is to analyze the relationship between flow, factors influencing flow and reuse intention in online games genre by genre. For this purpose, we classify online game into role playing, board, arcade and simulation, and suggest a research model that would explain relationship between online game and flow comparing its difference among four game genres. Sampling 730 from online game users, we analyze the suggested model empirically by PLS and prove it to be a valid one. The result of this study would not only provide differentiate insights to the online game providers in each genre practically but also contribute to explaining intrinsic motivation for the use of information technology theoretically.