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e스포츠 1인 미디어 속성과 지각된 유용성 및 재이용의 관계

A Study on Relations among the Attributes of One-Person Media, Perceived Usefulness, and Reuse

발행
2022
소속·발행
단국대학교
출처
국내 KCI
DOI
10.35159/kjss.2021.12.30.6.287
원문등록
2022-01-12
원문
원문 보기
개념
키워드

e-sports, Media Attributes, Perceived Usefulness, Reuse, e-sports, Media Attributes, Perceived Usefulness, Reuse

초록

This study aimed to analyze the attributes of one-person e-sports media and relations between perceived usefulness and reuse and further the mediating effects of perceived usefulness on relations between the attributes of one-person media and reuse. For this purpose, the investigator conducted an online survey with adults aged 19 or older who had experiences with watching one-person gaming broadcasting via PC, TV, or smartphone. The questionnaire was sent via SNS including Kakao Talk, Facebook, text message, and online community cafes, and 286 people filled it out voluntarily via the URL. Data collected from them was treated with SPSS 20.0 and AMOS 20.0 and tested for fitness for the entire model. Hypothesis testing led to the following conclusions: first, the study examined relations between the attributes of one-person media and perceived usefulness and found that reliability and intimacy had significant positive effects on perceived usefulness; secondly, reliability and intimacy from the attributes of one-person media had significant effects on reuse; thirdly, perceived usefulness had significant effects on reuse; and finally, perceived usefulness had mediating effects on relati

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