Skip to main content
Top
Published in: Cluster Computing 3/2014

01-09-2014

Emerging factors affecting the continuance of online gaming: the roles of bridging and bonding social factors

Authors: Yong-Young Kim, Mi-Hye Kim, Sangjo Oh

Published in: Cluster Computing | Issue 3/2014

Log in

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

The forecasted growth of the online gaming industry in Korea is expected to reach over 11.8 trillion Korean won (KRW) by 2014. Nearly 60 % of domestic residents play online games. Online games are becoming an integral part of life and we need different perspectives to look into this subject rather than focus on the negatives such as online gaming addiction. In addition, although achievement motivation for online games has been emphasized in earlier research, communicating and socializing with other players is commonplace in today’s online gaming world and socialization motivation is emerging as an important factor influencing online gamers. With stress on the communication and socialization aspects of online gaming, we need different perspectives from those of the past to investigate online gaming and draw on social capital theory. By socially interacting with other gamers, the online gamer not only builds new relationships (bridging social capital), but he/she also strengthens existing relationships (bonding social capital). However, previous research has concentrated only on one of these types of user interactions, and has not analyzed interactions for both bridging and bonding social capital at the same time. Therefore, this study explores both bridging and bonding social capital in online gaming with a neutral dependent construct, the continuance of online gaming, and provides new insights and implications for future research and the industry.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Ministry of Culture Sports and Tourism/Korea Creative Content Agency: 2012 White Paper on Korean Games. Ministry of Culture Sports and Tourism/Korea Creative Content Agency, Seoul (2012) Ministry of Culture Sports and Tourism/Korea Creative Content Agency: 2012 White Paper on Korean Games. Ministry of Culture Sports and Tourism/Korea Creative Content Agency, Seoul (2012)
2.
go back to reference Ministry of Culture Sports and Tourism/Korea Creative Content Agency: 2010 White Paper on Korean Games. Ministry of Culture Sports and Tourism/Korea Creative Content Agency, Seoul (2010) Ministry of Culture Sports and Tourism/Korea Creative Content Agency: 2010 White Paper on Korean Games. Ministry of Culture Sports and Tourism/Korea Creative Content Agency, Seoul (2010)
3.
go back to reference Cole, H., Griffiths, M.D.: Social interactions in massively multiplayer online role-playing gamers. Cyberpsychol. Behav. 10(4), 575–583 (2007) CrossRef Cole, H., Griffiths, M.D.: Social interactions in massively multiplayer online role-playing gamers. Cyberpsychol. Behav. 10(4), 575–583 (2007) CrossRef
4.
go back to reference Anderson, C.A., Dill, K.E.: Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. J. Pers. Soc. Psychol. 78(4), 772–790 (2000) CrossRef Anderson, C.A., Dill, K.E.: Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. J. Pers. Soc. Psychol. 78(4), 772–790 (2000) CrossRef
5.
go back to reference Ng, B.D., Wiemer-Hastings, P.: Addiction to the Internet and online gaming. Cyberpsychol. Behav. 8(2), 110–113 (2005) CrossRef Ng, B.D., Wiemer-Hastings, P.: Addiction to the Internet and online gaming. Cyberpsychol. Behav. 8(2), 110–113 (2005) CrossRef
6.
go back to reference Colwell, J.: Computer games, self-esteem and gratification of needs in adolescents. J. Community Appl. Soc. Psychol. 5, 195–206 (1995) CrossRef Colwell, J.: Computer games, self-esteem and gratification of needs in adolescents. J. Community Appl. Soc. Psychol. 5, 195–206 (1995) CrossRef
7.
go back to reference Lo, S.-K., Wang, C.-C., Fang, W.: Physical interpersonal relationships and social anxiety among online game players. Cyberpsychol. Behav. 8(1), 15–20 (2005) CrossRef Lo, S.-K., Wang, C.-C., Fang, W.: Physical interpersonal relationships and social anxiety among online game players. Cyberpsychol. Behav. 8(1), 15–20 (2005) CrossRef
8.
go back to reference Peng, W., Liu, M.: Online gaming dependency: a preliminary study in China. Cyberpsychol. Behav. Soc. Netw. 13(3), 329–333 (2010) CrossRef Peng, W., Liu, M.: Online gaming dependency: a preliminary study in China. Cyberpsychol. Behav. Soc. Netw. 13(3), 329–333 (2010) CrossRef
9.
go back to reference Kim, Y.-Y., Oh, S., Lee, H.: What makes people experience flow? Social characteristics of online games. Int. J. Adv. Media Commun. 1(1), 76–92 (2005) CrossRefMathSciNet Kim, Y.-Y., Oh, S., Lee, H.: What makes people experience flow? Social characteristics of online games. Int. J. Adv. Media Commun. 1(1), 76–92 (2005) CrossRefMathSciNet
10.
go back to reference Choi, D., Kim, J.: Why people continue to play online games: in search of critical design factors to increase customer loyalty to online contents. Cyberpsychol. Behav. 7(1), 11–24 (2004) CrossRef Choi, D., Kim, J.: Why people continue to play online games: in search of critical design factors to increase customer loyalty to online contents. Cyberpsychol. Behav. 7(1), 11–24 (2004) CrossRef
11.
go back to reference Bartle, R., Hearts, clubs, diamonds, spades: players who suit MUDs. J. Virtual Environ. 1 (1996) Bartle, R., Hearts, clubs, diamonds, spades: players who suit MUDs. J. Virtual Environ. 1 (1996)
12.
go back to reference Yee, N.: Motivations for play in online games. Cyberpsychol. Behav. 9(6), 772–775 (2006) CrossRef Yee, N.: Motivations for play in online games. Cyberpsychol. Behav. 9(6), 772–775 (2006) CrossRef
13.
go back to reference Yee, N.: The psychology of massively multi-user online role-playing games: motivations, emotional investment, relationships and problematic usage. In: Schroeder, R., Axelsson, A.-S. (eds.) Avatars at Work and Play, pp. 187–207. Springer, London (2006) CrossRef Yee, N.: The psychology of massively multi-user online role-playing games: motivations, emotional investment, relationships and problematic usage. In: Schroeder, R., Axelsson, A.-S. (eds.) Avatars at Work and Play, pp. 187–207. Springer, London (2006) CrossRef
14.
go back to reference Kim, Y.-Y.: The role of social interaction influencing on flow and immersion in the context of online games: the moderating effect of offline dependence. Inf. Syst. Rev. 12(3), 117–139 (2010) Kim, Y.-Y.: The role of social interaction influencing on flow and immersion in the context of online games: the moderating effect of offline dependence. Inf. Syst. Rev. 12(3), 117–139 (2010)
15.
go back to reference Choi, D., Park, S., Kim, J.: A structured analysis model of customer loyalty in online games. Asia Pac. J. Inf. Syst. 11(3), 1–21 (2001) Choi, D., Park, S., Kim, J.: A structured analysis model of customer loyalty in online games. Asia Pac. J. Inf. Syst. 11(3), 1–21 (2001)
16.
go back to reference Steinkuehler, C.A., Williams, D.: Where everybody knows your (screen) name: online games as “third places”. J. Comput.-Mediat. Commun. 11(4), 885–909 (2006) CrossRef Steinkuehler, C.A., Williams, D.: Where everybody knows your (screen) name: online games as “third places”. J. Comput.-Mediat. Commun. 11(4), 885–909 (2006) CrossRef
17.
go back to reference Putnam, R.D.: Bowling Alone: The Collapse and Revival of American Community. Simon & Schuster, New York (2000) Putnam, R.D.: Bowling Alone: The Collapse and Revival of American Community. Simon & Schuster, New York (2000)
18.
go back to reference Wartella, E., Reeves, B.: Historical trends in research on children and the media: 1900–1960. J. Commun. 35(2), 118–133 (1985) CrossRef Wartella, E., Reeves, B.: Historical trends in research on children and the media: 1900–1960. J. Commun. 35(2), 118–133 (1985) CrossRef
19.
go back to reference Sanders, C.E., Field, T.M., Diego, M., Kaplan, M.: The relationship of Internet use to depression and social isolation among adolescents. Adolescence 35(138), 237–242 (2000) Sanders, C.E., Field, T.M., Diego, M., Kaplan, M.: The relationship of Internet use to depression and social isolation among adolescents. Adolescence 35(138), 237–242 (2000)
20.
go back to reference O’Toole, K.: Study offers early look at how internet is changing daily life. Stanford Institute for the Quantitative Study of Society 16 (2000) O’Toole, K.: Study offers early look at how internet is changing daily life. Stanford Institute for the Quantitative Study of Society 16 (2000)
21.
go back to reference Kwak, N., Skoric, M.M., Williams, A.E., Poor, N.D.: To broadband or not to broadband: the relationship between high-speed Internet and knowledge and participation. J. Broadcast. Electron. Media 48(3), 421–445 (2004) CrossRef Kwak, N., Skoric, M.M., Williams, A.E., Poor, N.D.: To broadband or not to broadband: the relationship between high-speed Internet and knowledge and participation. J. Broadcast. Electron. Media 48(3), 421–445 (2004) CrossRef
22.
go back to reference Glasser, W.: Positive Addiction. Harper & Row, Oxford (1976) Glasser, W.: Positive Addiction. Harper & Row, Oxford (1976)
23.
go back to reference Shotton, M.A.: Computer Addiction? A Study of Computer Dependency. Taylor & Francis, Bristol (1989) Shotton, M.A.: Computer Addiction? A Study of Computer Dependency. Taylor & Francis, Bristol (1989)
24.
go back to reference Shaffer, H.J.: Understanding the means and objects of addiction: technology, the Internet, and gambling. J. Gambl. Stud. 12(4), 461–469 (1996) CrossRef Shaffer, H.J.: Understanding the means and objects of addiction: technology, the Internet, and gambling. J. Gambl. Stud. 12(4), 461–469 (1996) CrossRef
25.
go back to reference Suler, J.: Computer and cyberspace “addiction”. Int. J. Appl. Psychoanal. Stud. 1(4), 359–362 (2004) CrossRef Suler, J.: Computer and cyberspace “addiction”. Int. J. Appl. Psychoanal. Stud. 1(4), 359–362 (2004) CrossRef
26.
go back to reference Kim, Y.-Y., Oh, S., Ahn, J., Jahng, J.: What happens after IT adoption? Role of habits, confirmation, and computer self-efficacy formed by the experiences of use. Asia Pac. J. Inf. Syst. 18(1), 25–51 (2008) Kim, Y.-Y., Oh, S., Ahn, J., Jahng, J.: What happens after IT adoption? Role of habits, confirmation, and computer self-efficacy formed by the experiences of use. Asia Pac. J. Inf. Syst. 18(1), 25–51 (2008)
27.
go back to reference Alexander, B.K., Schweighofer, A.R.F.: Defining “addiction”. Can. J. Psychol. 29(2), 151–162 (1988) CrossRef Alexander, B.K., Schweighofer, A.R.F.: Defining “addiction”. Can. J. Psychol. 29(2), 151–162 (1988) CrossRef
28.
go back to reference Stenros, J., Paavilainen, J., Mäyrä, F.: The many faces of sociability and social play in games. In: Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, Tampere, Finland (2009) Stenros, J., Paavilainen, J., Mäyrä, F.: The many faces of sociability and social play in games. In: Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, Tampere, Finland (2009)
29.
go back to reference Ball-Rokeach, S.J.: The origins of individual media-system dependency: a sociological framework. Commun. Res. 12(4), 485–510 (1985) CrossRef Ball-Rokeach, S.J.: The origins of individual media-system dependency: a sociological framework. Commun. Res. 12(4), 485–510 (1985) CrossRef
30.
go back to reference Ball-Rokeach, S.J., DeFleur, M.L.: A dependency model of mass-media effects. Commun. Res. 3(1), 3–21 (1976) CrossRef Ball-Rokeach, S.J., DeFleur, M.L.: A dependency model of mass-media effects. Commun. Res. 3(1), 3–21 (1976) CrossRef
31.
go back to reference Ball-Rokeach, S.J.: A theory of media power and a theory of media use: different stories, questions, and ways of thinking. Mass Commun. Soc. 1(1–2), 5–40 (1998) CrossRef Ball-Rokeach, S.J.: A theory of media power and a theory of media use: different stories, questions, and ways of thinking. Mass Commun. Soc. 1(1–2), 5–40 (1998) CrossRef
32.
go back to reference Giddens, A.: Sociology, 4th edn. Polity Press, London (2001) Giddens, A.: Sociology, 4th edn. Polity Press, London (2001)
33.
go back to reference Resnick, P.: Beyond bowling together: sociotechnical capital. In: Carroll, J.M. (ed.) Human-Computer Interaction in the New Millenium. Addison-Wesley, New York (2001) Resnick, P.: Beyond bowling together: sociotechnical capital. In: Carroll, J.M. (ed.) Human-Computer Interaction in the New Millenium. Addison-Wesley, New York (2001)
34.
go back to reference Coleman, J.S.: Social capital in the creation of human capital. Am. J. Econ. Sociol. 94, S95–S120 (1988) CrossRef Coleman, J.S.: Social capital in the creation of human capital. Am. J. Econ. Sociol. 94, S95–S120 (1988) CrossRef
35.
go back to reference Newton, K.: Social capital and democracy. Am. Behav. Sci. 40(5), 575–586 (1997) CrossRef Newton, K.: Social capital and democracy. Am. Behav. Sci. 40(5), 575–586 (1997) CrossRef
36.
go back to reference Granovetter, M.S.: The strength of weak ties. Am. J. Sociol. 78(6), 1360 (1973) CrossRef Granovetter, M.S.: The strength of weak ties. Am. J. Sociol. 78(6), 1360 (1973) CrossRef
37.
go back to reference Granovetter, M.S.: Getting a Job: A Study of Contacts and Careers. University of Chicago Press, Chicago (1974) Granovetter, M.S.: Getting a Job: A Study of Contacts and Careers. University of Chicago Press, Chicago (1974)
38.
go back to reference Constant, D., Sproull, L., Kiesler, S.: The kindness of strangers: the usefulness of electronic weak ties for technical advice. Organ. Sci. 7(2), 119–135 (1996) CrossRef Constant, D., Sproull, L., Kiesler, S.: The kindness of strangers: the usefulness of electronic weak ties for technical advice. Organ. Sci. 7(2), 119–135 (1996) CrossRef
39.
go back to reference Pickering, J.M., King, J.L.: Hardwiring weak ties: interorganizational computer-mediated communication. Occupational communities, and organizational change. Organ. Sci. 6(4), 479–486 (1995) CrossRef Pickering, J.M., King, J.L.: Hardwiring weak ties: interorganizational computer-mediated communication. Occupational communities, and organizational change. Organ. Sci. 6(4), 479–486 (1995) CrossRef
40.
go back to reference Williams, D.: On and off the ’net’: scales for social capital in an online era. J. Comput.-Mediat. Commun. 11(2), 593–628 (2006) CrossRef Williams, D.: On and off the ’net’: scales for social capital in an online era. J. Comput.-Mediat. Commun. 11(2), 593–628 (2006) CrossRef
41.
go back to reference Malone, T.W.: Toward a theory of intrinsically motivating instruction. Cogn. Sci. 5(4), 333–369 (1981) CrossRef Malone, T.W.: Toward a theory of intrinsically motivating instruction. Cogn. Sci. 5(4), 333–369 (1981) CrossRef
42.
go back to reference Malone, T.W., Lepper, M.R.: Making learning fun: a taxonomy of intrinsic motivations for learning. In: Snow, R.E., Farr, M.J. (eds.) Aptitude, Learning, and Instruction. III. Conative and Affective Process Analysis. Lawrence Erlbaum, Hillsdale (1987) Malone, T.W., Lepper, M.R.: Making learning fun: a taxonomy of intrinsic motivations for learning. In: Snow, R.E., Farr, M.J. (eds.) Aptitude, Learning, and Instruction. III. Conative and Affective Process Analysis. Lawrence Erlbaum, Hillsdale (1987)
43.
go back to reference Csikszentmihalyi, M., Csikszentmihalyi, I.S.: Introduction to part IV. In: Csikszentmihalyi, M., Csikszentmihalyi, I.S. (eds.) Optimal Experience: Psychological Studies of Flow in Consciousness, pp. 251–265. Cambridge University Press, Cambridge (1988) CrossRef Csikszentmihalyi, M., Csikszentmihalyi, I.S.: Introduction to part IV. In: Csikszentmihalyi, M., Csikszentmihalyi, I.S. (eds.) Optimal Experience: Psychological Studies of Flow in Consciousness, pp. 251–265. Cambridge University Press, Cambridge (1988) CrossRef
44.
go back to reference Myers, D.: A q-study of game player aesthetics. Simul. Gaming 21(4), 375–396 (1990) CrossRef Myers, D.: A q-study of game player aesthetics. Simul. Gaming 21(4), 375–396 (1990) CrossRef
45.
go back to reference Hsu, C.-L., Lu, H.-P.: Consumer behavior in online game communities: a motivational factor perspective. Comput. Hum. Behav. 23(3), 1642–1659 (2007) CrossRef Hsu, C.-L., Lu, H.-P.: Consumer behavior in online game communities: a motivational factor perspective. Comput. Hum. Behav. 23(3), 1642–1659 (2007) CrossRef
46.
go back to reference Davis, F.D., Bagozzi, R.P., Warshaw, P.R.: Extrinsic and intrinsic motivation to use computers in the workplace. J. Appl. Soc. Psychol. 22(14), 1111–1132 (1992) CrossRef Davis, F.D., Bagozzi, R.P., Warshaw, P.R.: Extrinsic and intrinsic motivation to use computers in the workplace. J. Appl. Soc. Psychol. 22(14), 1111–1132 (1992) CrossRef
47.
go back to reference Ellison, N.B., Steinfield, C., Lampe, C.: The benefits of facebook “friends”: social capital and college students’ use of online social network sites. J. Comput.-Mediat. Commun. 12(4), 1143–1168 (2007) CrossRef Ellison, N.B., Steinfield, C., Lampe, C.: The benefits of facebook “friends”: social capital and college students’ use of online social network sites. J. Comput.-Mediat. Commun. 12(4), 1143–1168 (2007) CrossRef
48.
go back to reference Williams, D. (Groups Goblins): The social and civic impact of an online game. J. Broadcast. Electron. Media 50(4), 651–670 (2006) CrossRef Williams, D. (Groups Goblins): The social and civic impact of an online game. J. Broadcast. Electron. Media 50(4), 651–670 (2006) CrossRef
49.
go back to reference Nardi, B., Harris, J.: Strangers and friends: collaborative play in world of warcraft. In: Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work, Banff, Alberta, Canada (2006) Nardi, B., Harris, J.: Strangers and friends: collaborative play in world of warcraft. In: Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work, Banff, Alberta, Canada (2006)
50.
go back to reference Ducheneaut, N., Moore, R.J.: The social side of gaming: a study of interaction patterns in a massively multiplayer online game. In: Proceedings of the ACM Conference on Computer Supported Cooperative Work, Chicago, Illinois, USA (2004) Ducheneaut, N., Moore, R.J.: The social side of gaming: a study of interaction patterns in a massively multiplayer online game. In: Proceedings of the ACM Conference on Computer Supported Cooperative Work, Chicago, Illinois, USA (2004)
51.
go back to reference Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., Nickell, E.: From tree house to barracks: the social life of guilds in world of warcraft. Games Cult. 1(4), 338–361 (2006) CrossRef Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., Nickell, E.: From tree house to barracks: the social life of guilds in world of warcraft. Games Cult. 1(4), 338–361 (2006) CrossRef
52.
go back to reference Novak, T.P., Hoffman, D.L., Yung, Y.-F.: Measuring the customer experience in online environments: a structural modeling approach. Mark. Sci. 19(1), 22–42 (2000) CrossRef Novak, T.P., Hoffman, D.L., Yung, Y.-F.: Measuring the customer experience in online environments: a structural modeling approach. Mark. Sci. 19(1), 22–42 (2000) CrossRef
53.
go back to reference Hsu, S.H., Wen, M.-H., Wu, M.-C.: Exploring user experiences as predictors of MMORPG addiction. Comput. Educ. 53(3), 990–999 (2009) CrossRef Hsu, S.H., Wen, M.-H., Wu, M.-C.: Exploring user experiences as predictors of MMORPG addiction. Comput. Educ. 53(3), 990–999 (2009) CrossRef
54.
go back to reference Lu, H.-P.L., Wang, S.-m.: The role of Internet addiction in online game loyalty: an exploratory study. Internet Res. 18(5), 499–519 (2008) CrossRef Lu, H.-P.L., Wang, S.-m.: The role of Internet addiction in online game loyalty: an exploratory study. Internet Res. 18(5), 499–519 (2008) CrossRef
55.
go back to reference Norris, P.: The bridging and bonding role of online communities. Harvard Int. J. Press/polit. 7(3), 3–13 (2002) CrossRef Norris, P.: The bridging and bonding role of online communities. Harvard Int. J. Press/polit. 7(3), 3–13 (2002) CrossRef
56.
go back to reference Bhattacherjee, A., Premkumar, G.: Understanding changes in belief and attitude toward information technology usage: a theoretical model and longitudinal test. MIS Q. 28(2), 229–254 (2004) Bhattacherjee, A., Premkumar, G.: Understanding changes in belief and attitude toward information technology usage: a theoretical model and longitudinal test. MIS Q. 28(2), 229–254 (2004)
57.
go back to reference Nunnally, J.C.: Psychometric Theory. McGraw Hill, New York (1967) Nunnally, J.C.: Psychometric Theory. McGraw Hill, New York (1967)
58.
go back to reference Gefen, D., Straub, D.W., Boudreau, M.-C.: Structural equation modeling and regression: guidelines for research practice. Commun. Assoc. Inf. Syst. 4(7), 1–77 (2000) Gefen, D., Straub, D.W., Boudreau, M.-C.: Structural equation modeling and regression: guidelines for research practice. Commun. Assoc. Inf. Syst. 4(7), 1–77 (2000)
59.
go back to reference Steenkamp, J.-B.E.M., van Trijp, H.C.M.: The use of LISREL in validating marketing constructs. Int. J. Res. Mark. 8(4), 283–299 (1991) CrossRef Steenkamp, J.-B.E.M., van Trijp, H.C.M.: The use of LISREL in validating marketing constructs. Int. J. Res. Mark. 8(4), 283–299 (1991) CrossRef
60.
go back to reference Staples, D.S., Hulland, J.S., Higgins, C.A.: A self-efficacy theory explanation for the management of remote workers in virtual organizations. Organ. Sci. 10(6), 758–776 (1999) CrossRef Staples, D.S., Hulland, J.S., Higgins, C.A.: A self-efficacy theory explanation for the management of remote workers in virtual organizations. Organ. Sci. 10(6), 758–776 (1999) CrossRef
61.
go back to reference Hayduk, L.A.: Structural Equation Modeling with LISREL: Essentials and Advances. Johns Hopkins University Press, Baltimore (1987) Hayduk, L.A.: Structural Equation Modeling with LISREL: Essentials and Advances. Johns Hopkins University Press, Baltimore (1987)
62.
go back to reference Hu, L.-t., Bentler, P.M.: Cutoff criteria for fit indexes in covariance structure analysis: conventional criteria versus new alternatives. structural equation modeling: a multidisciplinary. Struct. Equ. Model. 6(1), 1–55 (1999) CrossRef Hu, L.-t., Bentler, P.M.: Cutoff criteria for fit indexes in covariance structure analysis: conventional criteria versus new alternatives. structural equation modeling: a multidisciplinary. Struct. Equ. Model. 6(1), 1–55 (1999) CrossRef
Metadata
Title
Emerging factors affecting the continuance of online gaming: the roles of bridging and bonding social factors
Authors
Yong-Young Kim
Mi-Hye Kim
Sangjo Oh
Publication date
01-09-2014
Publisher
Springer US
Published in
Cluster Computing / Issue 3/2014
Print ISSN: 1386-7857
Electronic ISSN: 1573-7543
DOI
https://doi.org/10.1007/s10586-013-0316-1

Other articles of this Issue 3/2014

Cluster Computing 3/2014 Go to the issue

Premium Partner