TY - JOUR
T1 - Changes in user experience and satisfaction as media technology evolves
T2 - The reciprocal relationship between video games and video game-related media
AU - Chang, Jiyoon
AU - Lee, Daeho
N1 - Publisher Copyright:
© 2021
PY - 2022/1
Y1 - 2022/1
N2 - In video game market, there have been diverse user-generated contents related to game information. Users, therefore, can obtain game-related information not only from traditional mass media such as television or radio but also from interpersonal communication media (e.g., social network services) and masspersonal communication media (e.g., real-time streaming services). The purpose of this study is to investigate factors affecting attitudes toward content itself as well as toward alternative media that provide content, and to investigate the moderating effects of different communication types. We predict a complementary relationship between video game and video game-related media using a structural equation model reflecting joint effects between different media. Online communities in interpersonal communication have positive effects on attitudes toward video games and video game-related media due to active interactions among users and the usefulness of shared information. In this study, we confirmed that attitudes toward online communities positively affect actual intentions to play video games, thus indicating that there is complementarity between video games and online communities.
AB - In video game market, there have been diverse user-generated contents related to game information. Users, therefore, can obtain game-related information not only from traditional mass media such as television or radio but also from interpersonal communication media (e.g., social network services) and masspersonal communication media (e.g., real-time streaming services). The purpose of this study is to investigate factors affecting attitudes toward content itself as well as toward alternative media that provide content, and to investigate the moderating effects of different communication types. We predict a complementary relationship between video game and video game-related media using a structural equation model reflecting joint effects between different media. Online communities in interpersonal communication have positive effects on attitudes toward video games and video game-related media due to active interactions among users and the usefulness of shared information. In this study, we confirmed that attitudes toward online communities positively affect actual intentions to play video games, thus indicating that there is complementarity between video games and online communities.
KW - Live streaming service
KW - Masspersonal communication
KW - New media
KW - Structural equation modeling
KW - Video game-related media
UR - https://www.scopus.com/pages/publications/85115407048
U2 - 10.1016/j.techfore.2021.121219
DO - 10.1016/j.techfore.2021.121219
M3 - Article
AN - SCOPUS:85115407048
SN - 0040-1625
VL - 174
JO - Technological Forecasting and Social Change
JF - Technological Forecasting and Social Change
M1 - 121219
ER -