Title Page
Contents
국문초록 10
Chapter 1. Introduction 12
1.1. Research Background 12
1.2. Definition of Term 13
1.2.1. Meta - Analysis 13
1.2.2. Social Game Addictions 14
1.2.3. Partial Least Squares-Structural Modeling(PLS-SEM) 15
1.3. Problem Statement 17
1.4. Significance of Problem 19
1.5. Aims and Objectives 20
1.5.1. Aims 20
1.5.2. Objectives 21
1.6. Research Questions 21
Chapter 2. Literature review 22
2.1. Introduction 22
2.2. Type of Social Game 22
2.2.1. Card Games 22
2.2.2. Social Network Games (SNG) 23
2.2.3. Board Games 26
2.2.4. Multiplayer Video Games 27
2.2.5. Role-playing Games 32
2.2.6. Miniature War Games 34
2.2.7. Alternative Reality Game 35
2.3. Social Network Sites 37
2.3.1. Social Network Games 38
2.3.2. Social Network Game Addictions 40
2.4. Necessity of the Study 43
2.4.1. Game Addiction 46
2.4.2. Game Addiction in Context 47
Chapter 3. Research Model 49
3.1. Proposed Research Model 49
3.1.1. Social Network Game Addictions 51
3.2. Key Factors in SNGs' Addiction 53
3.2.1. Functional- level Factor 54
3.2.2. Keystroke-level Factor 55
3.2.3. Goal Factor 55
3.2.4. Social Interaction Factor 56
3.2.5. Emotion Factor 57
3.2.6. Affection Factor 58
Chapter 4. Methodology 59
4.1. Introduction 59
4.2. Qualitative Method 60
4.2.1. Necessity of the Method 60
4.2.2. Meta-Analysis Method 61
4.2.3. Procedure and Measurement 62
4.2.4. Limitations 63
4.3. Quantitative Method 63
4.3.1. Instrument Development 63
4.3.2. Measurement 64
4.4. Meta - Analysis 65
4.5. Partial Least Squares Structural Equation Modeling (PLS-SEM) 67
4.5.1. Model Specification 76
4.5.2. Reliability and Validity 77
4.5.3. Model Fitness 79
4.5.4. Model Modification 79
Chapter 5. Data Analysis 81
5.1. Methodology and Procedure 81
5.1.1. Inclusion and Exclusion Criteria 81
5.1.2. Data Sources and Search Strategies 81
5.1.3. Data Coding and Extraction 83
5.2. Results 84
5.2.1. Major Research Purpose and Method 84
5.2.2. Analysis of Highly Cited Articles 87
5.3. Methodology and Procedure 92
5.3.1. Research Model and Hypothesis 92
5.3.2. Procedure 93
5.4. Results 96
5.4.1. Validity and Reliability of the Measurement 96
5.4.2. Summary of the Research Results 98
5.5. Conclusion 104
Chapter 6. Conclusion 109
6.1. Introduction 109
6.2. Conclusion of each Research Question 110
6.2.1. Research Questions 1 & 2 110
6.2.2. Research Questions 3 & 4 111
6.3. Implication of Research 112
6.4. Limitations and Future Research 113
Reference 117
Abstract 126
Appendix[원문불량;p.118-121] 129
List of Tables
[Table II-1] Common Characteristic of Social Games 24
[Table IV-1] Multivariate Methods 68
[Table IV-2] Key Characteristic of PLS-SEM 70
[Table IV-3] Rules of Thumb for Choosing between PLS-SEM and CB-SEM 72
[Table IV-4] Procedures for Applying PLS-SEM 74
[Table V-1] Initial Search Results for Social Games Addictions 82
[Table V-2] Number of papers was used in analyses 83
[Table V-3] Analysis of High Citation Studies Regarding Social Game Addictions 89
[Table V-4] Proposed Hypothesis 93
[Table V-5] Characteristic of Respondents 95
[Table V-6] Measurement Model 97
[Table V-7] Reliability and Content Validity Test 100
[Table V-8] Principal Component Analyses with Cross Loadings Discriminant Validity Test 101
[Table V-9] Hypothesis Testing 104
[Figure I-1] Research Flow 18
[Figure I-2] Research Significance 20
[Figure III-1] Proposed Research Model 50
[Figure IV-1] Proposed Research Method 59
[Figure V-1] Distribution of Research Purposes 85
[Figure V-2] Distribution of Research Methods 86
[Figure V-3] Distribution of Disciplines and Courses 87
[Figure V-4] Research Result 102
[Figure V-5] Final Conceptual Model 103
[Figure VI-1] Research Scope and Limitation Variable 114
[Figure VI-2] Research Scope and Limitation General Area 115