Abstract
This study aims to figure out the impact of cross-promotion strategy on flow experience to overcome the restrictions of social network game. Social network games faces tougher market competition and shorter product life-cycles. The results show that the less users play games, the more they feel flow experience led by interests and self-expression of SNG. On the contrary, the more they play games, self- expression and sense of competition factor are proved to be effective factor for flow. Also Users' cognition for usefulness and annoyingness of cross- promotion are different according to level of game uses and promotion uses. People who play games more and utilize promotion more appreciate the usefulness of promotion and indulge in flow experience of SNG.
Translated title of the contribution | The Impacts of Usefulness and Annoyingness of Cross-Promotion on Users' Flow Experience of Social Network Games |
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Original language | Korean |
Pages (from-to) | 89-100 |
Number of pages | 12 |
Journal | 한국게임학회 논문지 |
Volume | 15 |
Issue number | 1 |
DOIs | |
State | Published - Feb 2015 |