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An Empirical Analysis of Users Collaboration in Online Game Community : 온라인 게임 커뮤니티에서의 이용자들의 협업에 대한 실증분석

DC Field Value Language
dc.contributor.advisor유병준-
dc.contributor.author김주호-
dc.date.accessioned2017-07-14T05:14:08Z-
dc.date.available2017-07-14T05:14:08Z-
dc.date.issued2015-02-
dc.identifier.other000000025290-
dc.identifier.urihttps://hdl.handle.net/10371/124552-
dc.description학위논문 (석사)-- 서울대학교 대학원 : 경영학과, 2015. 2. 유병준.-
dc.description.abstractThis study examines users behavior and characteristics under the scheme of virtual communities and further investigates the influence of utility achievability. Using random sample data from an online game company, we find that the users willingness to participate in virtual teams increases as users purchase virtual items more frequently. However, we also show that, when rewards from team tasks is equally distributed regardless of the contribution of each user, the users who can contribute more may be discouraged to participate in the collaboration in the community. Moreover, gender difference has heterogeneous impacts when participating in virtual teams. We find that male users join in virtual teams less frequently than female users do whereas male users who put more importance on utility take part in virtual teams. Lastly, experienced users refrain from participating in virtual teams. Also, they tend not to join in virtual teams although they have a chance to obtain utility. These results suggest that companies who run virtual communities should encourage users to purchase virtual items and participate in more teams by providing carefully designed reward allocation scheme with considering the characteristics and behavior of users.-
dc.description.tableofcontentsTABLE OF CONTENTS
1. INTRODUCTION
2. THEORETICAL BACKGROUNDS & HYPOTHESES
2.1. Conspicuous Consumption
2.2. User Participation Incentives
2.3. Gender Differences
2.4. Experience in Virtual Community
3. DATA
3.1. Data Descriptions
3.2. Variable Descriptions
4. MODEL
5. RESULTS
6. ROBUSTNESS CHECKS
6.1. Autocorrelation
6.2. Simultaneity
6.3. Dependent Variable as (TEAM)i,t+1
7. Discussion and Conclusion
REFERENCES
Appendix 1: Number of Users by Total Number of Days Played
Appendix 2: Number of Users by Continuously Played Days
Appendix 3: Correlations and Descriptive Statistics
Appendix 4: Variable Descriptions
국문 초록

LIST OF TABLES
TABLE 1 REGRESSION RESULTS
TABLE 2 AR(1) AND 2SLS ANALYSIS
TABLE 3. ROBUSTNESS CHECKS

LIST OF FIGURES
FIGURE 1. CONCEPTUAL MODEL
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dc.formatapplication/pdf-
dc.format.extent523904 bytes-
dc.format.mediumapplication/pdf-
dc.language.isoen-
dc.publisher서울대학교 대학원-
dc.subjectvirtual community-
dc.subjectvirtual item-
dc.subjectuser participation-
dc.subjectgender differences-
dc.subjectvirtual community experience-
dc.subject.ddc658-
dc.titleAn Empirical Analysis of Users Collaboration in Online Game Community-
dc.title.alternative온라인 게임 커뮤니티에서의 이용자들의 협업에 대한 실증분석-
dc.typeThesis-
dc.contributor.AlternativeAuthorJooho Kim-
dc.description.degreeMaster-
dc.citation.pagesXXIX ,29-
dc.contributor.affiliation경영대학 경영학과-
dc.date.awarded2015-02-
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