Exploring factors affecting the adoption and continuance of online games among college students in South Korea: Integrating uses and gratification and diffusion of innovation approaches

被引:58
作者
Chang, BH
Lee, SE
Kim, BS
机构
[1] Sungkyunkwan Univ, Dept Mass Commun & Journalism, Jongno Gu, Seoul 110745, South Korea
[2] SK Telecom Res Inst, Seoul, South Korea
[3] Keimyung Univ, Coll Media & Visual Commun, Taegu, South Korea
关键词
adoption; diffusion of innovation; innovativeness; online game; perceived characteristics; perceived needs; uses and gratification;
D O I
10.1177/1461444806059888
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
This study approached online games as an innovation and new medium with both Uses and Gratifications Perspective and Diffusion of Innovation Theory as theoretical frames. Based on a survey sample of Korean college students, this study investigated the differences in game adoption (1) between adopters (including continuers and discontinuers) and nonadopters (including potentials and resistors), (2) between continuers and discontinuers, and (3) between potentials and resistors of online games. Multiple logistic regression analyses showed that demographic profiles and innovativeness were strong predictive constructs for predicting online game adoption.
引用
收藏
页码:295 / 319
页数:25
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