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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.advisor | 유병준 | - |
dc.contributor.author | 김주호 | - |
dc.date.accessioned | 2017-07-14T05:14:08Z | - |
dc.date.available | 2017-07-14T05:14:08Z | - |
dc.date.issued | 2015-02 | - |
dc.identifier.other | 000000025290 | - |
dc.identifier.uri | https://hdl.handle.net/10371/124552 | - |
dc.description | 학위논문 (석사)-- 서울대학교 대학원 : 경영학과, 2015. 2. 유병준. | - |
dc.description.abstract | This 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.tableofcontents | TABLE 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 | - |
dc.format | application/pdf | - |
dc.format.extent | 523904 bytes | - |
dc.format.medium | application/pdf | - |
dc.language.iso | en | - |
dc.publisher | 서울대학교 대학원 | - |
dc.subject | virtual community | - |
dc.subject | virtual item | - |
dc.subject | user participation | - |
dc.subject | gender differences | - |
dc.subject | virtual community experience | - |
dc.subject.ddc | 658 | - |
dc.title | An Empirical Analysis of Users Collaboration in Online Game Community | - |
dc.title.alternative | 온라인 게임 커뮤니티에서의 이용자들의 협업에 대한 실증분석 | - |
dc.type | Thesis | - |
dc.contributor.AlternativeAuthor | Jooho Kim | - |
dc.description.degree | Master | - |
dc.citation.pages | XXIX ,29 | - |
dc.contributor.affiliation | 경영대학 경영학과 | - |
dc.date.awarded | 2015-02 | - |
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