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인터렉티브 스토리텔링 콘텐츠의 롤플레잉 게임 유사성과 상호작용 요인이 지속이용에 미치는 영향: 넷플릭스 콘텐츠를 중심으로
- 김헌;
- 장병희
초록
This study explored the factors affecting the intention to use interactive storytelling contents (ISC). A structured survey was conducted on 317 ISC users among subscribers of Netflix. Similarity, interaction, and RPG game attitude factors were applied as independent variables. The mediating variable was the attitude of ISC, and the intention to use ISC was considered as the dependent variable. As a result of exploratory factor analysis, the similarity between ISC-RPG factor was largely composed of technical and playing behavior similarities. The interaction factors were devided to P to P interaction, P to S interaction, and P to C interaction. Next, as a result of the structural equation model analysis, it was found that P to P interaction had a positively significant effect on ISC attitude, and RPG attitude was also found to have a positively significant effect on ISC attitude. The attitude of ISC, a mediating variable, was found to have an effect on the intention to continue using ISC. This study is of value as an initial study which confirmed the influence of ISC's interaction factors and parent content factor.
키워드
- 제목
- 인터렉티브 스토리텔링 콘텐츠의 롤플레잉 게임 유사성과 상호작용 요인이 지속이용에 미치는 영향: 넷플릭스 콘텐츠를 중심으로
- 제목 (타언어)
- A Study on the Influence of Similarity and Interaction Factors in Interactive Storytelling Contents on Continuous Use: Focusing on Netflix Contents
- 저자
- 김헌; 장병희
- 발행일
- 2021-05
- 유형
- 정기학술지(Article(Perspective Article포함))
- 저널명
- 사회과학논집
- 권
- 52
- 호
- 1
- 페이지
- 127 ~ 150
- 언어
- KOR
- 출판사
- 연세대학교 사회과학연구소
- 발행국가
- 대한민국
- 분량
- 24 페이지
- ISSN
- E 2765-5679
P 1225-3529