1Dept. Faculty of Life Management, the Department of Business Administration, Seowon University
2Dept. Student on the register, Faculty of Life Management, the Department of Business Administration, Seowon University
*Corresponding Author: Jun-Mo Kang Student on the register Faculty of Life Management, The Department of Business Administration, Seowon University, Korea Email: kjmcarr@hanmail.net
Online published on 16 October, 2018.
This study suggests implications for online game companies and team members participating in team games..
We conducted questionnaire distribution and collection for 428 people who continue to use online team games. The collected data was tested for the fit of the structural equation model and the causality of each concept..
Online game companies should provide team game users with various game information, game league formation, event development, where communication, information exchange and fellowship can be held, and mobile game and interworking etc. In addition, team game users should be provided with a variety of individual lesson services and should be used as a tool for enjoying games..
It provides game companies with direction on game planning and development.
Game enthusiasm, game individual lessons, human relationships, game experience, game competitions, game satisfaction