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研究生:呂育廷
研究生(外文):Yu Ting Lu
論文名稱:遊戲化習慣養成行動裝置應用程式使用者行為意圖之探討
論文名稱(外文):A Study of User Behavioral Intention of Using Gamified Habit-Formation Apps
指導教授:郭珍利郭珍利引用關係
指導教授(外文):C. L. Kuo
學位類別:碩士
校院名稱:長庚大學
系所名稱:商管專業學院
學門:商業及管理學門
學類:其他商業及管理學類
論文種類:學術論文
論文出版年:2019
畢業學年度:107
語文別:英文
論文頁數:106
中文關鍵詞:遊戲化習慣養成行動應用程式內在動機知覺趣味性知覺享受性科技接受模型心流理論
外文關鍵詞:gamificationhabit-formation appinternal motivationperceived playfulnessperceived enjoymentTechnology Acceptance Model (TAM)Flow Theory
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近年來,遊戲化吸引行動裝置應用程式產業的矚目,遊戲化應用程式也如雨後春筍般在App Store和Google Play湧現。另外,學術界也不乏有關於遊戲化的研究,但卻鮮有研究探討遊戲化習慣養成行動應用程式與使用者行為意圖之間的相關性。我們整合科技受模型(Technology Acceptance Model;TAM)與心流理論(Flow Theory),利用新模型調查使用者對於遊戲化習慣養成行動裝置應用程式的使用意願,並且探索影響其持續使用或甚倡導應用程式的因素。透過問卷調查,我們蒐集來自不同背景的使用者對於此類應用程式的使用認知與使用經驗,共201份有效問卷。並利用偏最小平方法(PLS)進行迴歸分析,檢測內在動機,系統易用性,外在動機和行為意圖等之構面之間的關聯。經分析後確認模型內所有路徑都具顯著性。此外,群組分析的結果也呈現差異存在於不同性別間、不同習慣養成類型抑或不同持續使用時間。綜觀來說,遊戲化習慣養成行動應用程式中的系統優使性、外在動機以及內部動機正向影響使用者使用此類應用程式的行為意圖。
Gamification has been a focus of the mobile app industry in recent years. Researchers have also jumped on the bandwagon; however, few studies have ever been carried out to inspect the correlation between gamification and the users’ behavioral intention in the habit-formation context. With an integrated model of the Technology Acceptance Model and the Flow Theory, the objective of this study is to investigate people’s willingness to use a gamified habit-formation app and identify the factors which influence their decision to be a retainer or an advocator of the app. Through a questionnaire survey, we collect users' perceptions and experience of using such apps with a total of 201 valid samples collected. Regression analysis is conducted through Partial Least Squares (PLS) method, to measure the correlation between the dimensions of internal motivation, system ease of use, external motivation, and behavioral intention. All paths of the research model are significant. Moreover, multi-group analyses show the differences between female and male; among the genres of apps used; or among different duration of using apps. Generally, system ease of use, external motivation, and internal motivation brought by gamification may positively influence users’ behavioral intention of using habit-formation apps.
TABLE OF CONTENTS
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Acknowledgment iii
中文摘要 iv
Abstract v
TABLE OF CONTENTS vi
LIST OF TABLES ix
LIST OF FIGURES x
CHAPTER 1 INTRODUCTION - 1 -
1.1 Research Background and Motivation - 1 -
1.2 Research Objectives - 5 -
1.3 Research Process - 6 -
CHAPTER 2 LITERATURE REVIEW - 8 -
2.1 Gamification - 8 -
2.1.1 Concept of Gamification - 8 -
2.1.2 Game Design and Gamification Elements - 9 -
2.2 Technology Acceptance Model - 15 -
2.2.1 Origin: Theory of Reasoned Action (TRA) - 15 -
2.2.2 Introduction to Technology Acceptance Model (TAM) - 16 -
2.2.3 Application of TAM - 20 -
2.2.4 Perceived Enjoyment as External Variable in TAM - 21 -
2.3 Perceived Playfulness in Flow Theory - 22 -
2.3.1 Flow Theory - 22 -
2.3.2 Perceived Playfulness in Flow Experience - 24 -
2.4 Habit Formation - 25 -
CHAPTER 3 RESEARCH METHODOLOGY - 27 -
3.1 Research Model - 27 -
3.2 Research Hypotheses - 28 -
3.2.1 Perceived Enjoyment as Internal Motivation - 28 -
3.2.2 Perceived Ease of Use, Perceived Playfulness, and Behavioral Intention to Use in TAM…. - 29 -
3.2.3 Perceived Playfulness in Flow and Users’ Behavioral Intention - 30 -
3.3 Survey and Sampling - 30 -
3.3.1 Operational Definitions of Research Variables - 30 -
3.3.2 Questionnaire Design - 31 -
3.3.3 Sampling and Survey Deployment - 34 -
3.4 Data Analysis Method - 35 -
3.4.1 Analysis and Tools - 35 -
3.4.2 Pilot Test Result of Questionnaire and Amendment - 36 -
CHAPTER 4 RESULTS AND FINDINGS - 39 -
4.1 Descriptive Statistical Analyses - 39 -
4.1.1 Demographics - 39 -
4.1.2 Descriptive Statistics for Variable Dimensions - 42 -
4.2 Reliability and Validity Analyses - 45 -
4.2.1 Reliability Measurement - 45 -
4.2.2 Research Validity Measurement - 46 -
4.3 Research Hypotheses and SEM Examination - 47 -
4.4 Multi-Group Analyses - 50 -
4.4.1 Gender - 50 -
4.4.2 Genres of Apps Used - 52 -
4.4.3 Duration of Using App - 53 -
4.4.4 Description of Answering Situation for Open Question - 54 -
CHAPTER 5 DISCUSSION - 57 -
5.1 Habit-Formation Apps as IS - 57 -
5.2 Gamified Effect on Habit-Form Apps - 57 -
5.3 Deviation of Perceived Playfulness on Habit-Formation Apps - 58 -
5.4 Playfulness and Gender - 59 -
5.5 Genres of Habit-Formation Apps: Deviations of Internal Motivation and External Motivation - 61 -
5.6 Duration of App Use and Motivational Factors - 62 -
CHAPTER 6 CONCLUSIONS AND IMPLICATIONS - 63 -
6.1 Conclusions - 63 -
6.2 Implications for Practitioners - 65 -
6.2.1 Other Possible Factors Affecting Females Behavioral Intention - 65 -
6.2.2 Enhancing Functionality of Enjoyment and Playfulness - 66 -
6.2.3 Other than Concentration - 67 -
6.2.4 Keep Your App Updated Comprehensively - 68 -
6.3 Limitations of the Study - 70 -
6.4 Suggestions for Future Studies - 71 -
References - 72 -
Appendix A. Questionnaire (Chinese Version) - 86 -
APPENDIX B. Paired-Samples T-Test (PPFL) - 90 -
B.1 Paired-Samples Correlations (PPFLC, PPFLE & PPFLCU) - 90 -
B.2 Paired-Samples Test (PPFLC, PPFLE & PPFLCU) - 90 -
APPENDIX C. Independent-Samples T-Test (Gender) - 91 -
C.1 Group Statistics (Gender) - 91 -
C.2 Independent-Samples Test (Gender) - 91 -
APPENDIX D. Independent-Samples T-Test (Genre) - 92 -
D.1 Descriptives (Genre) - 92 -
D.2 Test of Homogeneity of Variances (Genre) - 93 -
D.4 Analysis of Variance (ANOVA) (Genre) - 93 -
APPENDIX E. Independent-Samples T-Test (Duration: L2M vs M2M)… - 94 -
E.1 Group Statistics (Duration: L2M vs M2M) - 94 -
E.3 Independent-Samples Test (Duration: L2M vs M2M) - 94 -
APPENDIX F. Independent-Samples T-Test (Duration: L2M vs M2M) …- 95 -
F.1 Group Statistics (Duration: L1W vs M1Y) - 95 -
F.2 Independent-Samples Test (Duration: L1W vs M1Y) - 95 -

LIST OF TABLES
CHAPTER 1
TABLE 1.1 LIST OF HABIT-FORMATION APPS EXAMPLES - 4 -
CHAPTER 2
TABLE 2.1 LITERATURE OF GAME DESIGN & GAMIFICATION ELEMENTS - 13 -
TABLE 2.2 APPLICATION OF TAM IN VARIOUS DOMAINS - 21 -
CHAPTER 3
TABLE 3.1 RESEARCH HYPOTHESES - 28 -
TABLE 3.2 OPERATIONAL DEFINITIONS OF VARIABLES - 31 -
TABLE 3.3 QUESTIONNAIRE ITEMS - 32 -
TABLE 3.4 FACTORS AND ITEMS FOR APP USE - 34 -
TABLE 3.5 DATA ANALYSIS METHODS - 37 -
TABLE 3.6 FACTOR LOADINGS AND CRONBACH’S Α (PILOT TEST) - 38 -
CHAPTER 4
TABLE 4.1 SAMPLE DEMOGRAPHICS - 40 -
TABLE 4.2 GENRES OF APP BEING USED & DURATION OF USING APP - 41 -
TABLE 4.3 MEANS & STANDARD DEV. OF PERCEIVED ENJOYMENT - 42 -
TABLE 4.4 MEANS & STANDARD DEV. OF PERCEIVED EASE OF USE - 42 -
TABLE 4.5 MEANS & STANDARD DEV. OF PERCEIVED USEFULNESS - 43 -
TABLE 4.6 MEANS & STANDARD DEV. OF PERCEIVED PLAYFULNESS - 43 -
TABLE 4. 7 MEANS & STANDARD DEV. OF BEHAVIORAL INTENTION TO USE - 44 -
TABLE 4.8 FACTOR LOADINGS OF DIMENSIONS - 45 -
TABLE 4.9 COMPOSITE RELIABILITY AND CRONBACH’S Α OF RESEARCH CONSTRUCTS - 46 -
TABLE 4.10 AVERAGE VARIANCE EXTRACTED AND CORRELATION MATRIX - 47 -
TABLE 4.11 HYPOTHESES TESTING RESULTS - 49 -
TABLE 4.12 GROUP STRUCTURAL MODEL ANALYSIS (GENDER) - 50 -
TABLE 4.13 COMPARISON OF R2 BETWEEN MALE & FEMALE - 51 -
TABLE 4.14 GROUP STRUCTURAL MODEL ANALYSIS (GENRE) - 52 -
TABLE 4.15 GROUP STRUCTURAL MODEL ANALYSIS (DURATION) - 54 -
TABLE 4.16 POSITIVE USER EXPERIENCE FEEDBACK - 55 -
TABLE 4.17 NEGATIVE USER EXPERIENCE FEEDBACK - 56 -

LIST OF FIGURES
CHAPTER 1
FIGURE 1.1 RESEARCH PROCESS - 7 -
CHAPTER 2
FIGURE 2.1 MDA FRAMEWORK - 11 -
FIGURE 2.2 MDE FRAMEWORK OF GAMIFICATION PRINCIPLES - 11 -
FIGURE 2.3 GAMIFICATION CONCEPT MAP - 14 -
FIGURE 2.4 THEORY OF REASONED ACTION MODEL - 15 -
FIGURE 2.5 TECHNOLOGY ACCEPTANCE MODEL - 17 -
FIGURE 2.6 HYBRID INTENTION MODELS - 19 -
FIGURE 2.7 REVISED TAM - 19 -
FIGURE 2.8 SIMPLIFIED TAM - 20 -
FIGURE 2.9 FLOW THEORY - 23 -
FIGURE 2.10 FLOW OF MENTAL STATES IN TERMS OF CHALLENGE LEVEL & SKILL LEVEL - 23 -
CHAPTER 3
FIGURE 3.1 RESEARCH MODEL - 27 -
CHAPTER 4
FIGURE 4.1 PATH COEFFICIENT OF RESEARCH MODEL - 48 -
FIGURE 4.2 COMPARISON OF R2 OF PPFL & BIU BETWEEN MALE & FEMALE - 51 -
CHAPTER 5
FIGURE 5.1 FOGG’S BEHAVIOR MODEL - 59 -
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