VR 게임 사용자의 만족도와 지속적 사용의도에 미치는 요인에 관한 연구
A Study on the Factors Affecting User Satisfaction and Continuous Use Intention of VR Game
시설정(중앙대학교); 송효정(중앙대학교); 김태하(중앙대학교)
16권 1호, 171~193쪽
초록
Purpose - This study aims to identify the factors influencing user satisfaction and continuous use intention of VR games. Design/methodology/approach - This work identifies the factors influencing user satisfaction and continuous use intention of VR games based on Expectation Confirmation Model (ECM) and Innovation Diffusion Theory (IDT). Compatibility, price, social interaction, and presence are set as the independent variables, while satisfaction and continuous use intention are set as the dependent variables. Data were collected online, resulting in a sample size of 207, which was analyzed using SPSS 26.0 and Amos 26.0. Hypothesis testing includes reliability analysis, factor analysis, validity analysis, and path analysis. Findings - The results show that compatibility, social interaction, and presence significantly influence satisfaction and continuous use intention of VR games However, price does not significantly affect satisfaction or continuous use intention. This means that price has less impact compared to other variables. Lastly, we confirm that user satisfaction positively affect continuous use intention, and that 7 out of 9 hypotheses are accepted. Research implications or Originality - This study provides valuable insights for the design and improvement of VR games. Ensuring compatibility with a wide range of devices and platforms may lead to positive responses from users. Additionally, enhancing presence and satisfaction through high-quality content, as well as establishing communication and feedback channels between users and the development team, may further contribute to a positive user experience.
Abstract
Purpose - This study aims to identify the factors influencing user satisfaction and continuous use intention of VR games. Design/methodology/approach - This work identifies the factors influencing user satisfaction and continuous use intention of VR games based on Expectation Confirmation Model (ECM) and Innovation Diffusion Theory (IDT). Compatibility, price, social interaction, and presence are set as the independent variables, while satisfaction and continuous use intention are set as the dependent variables. Data were collected online, resulting in a sample size of 207, which was analyzed using SPSS 26.0 and Amos 26.0. Hypothesis testing includes reliability analysis, factor analysis, validity analysis, and path analysis. Findings - The results show that compatibility, social interaction, and presence significantly influence satisfaction and continuous use intention of VR games However, price does not significantly affect satisfaction or continuous use intention. This means that price has less impact compared to other variables. Lastly, we confirm that user satisfaction positively affect continuous use intention, and that 7 out of 9 hypotheses are accepted. Research implications or Originality - This study provides valuable insights for the design and improvement of VR games. Ensuring compatibility with a wide range of devices and platforms may lead to positive responses from users. Additionally, enhancing presence and satisfaction through high-quality content, as well as establishing communication and feedback channels between users and the development team, may further contribute to a positive user experience.
- 발행기관:
- 경영경제연구소
- 분류:
- 경영학일반