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研究生:謝聿昕
研究生(外文):Yu-Hsin Hsieh
論文名稱:消費者類別對失誤類型、補償措施與知覺獲得價值之影響-以線上遊戲為例
論文名稱(外文):The study of the relationship between player types and perceived acquisitionvalue and the moderating effect of failure type and recovery terms on thisrelationship under an online video game failure.
指導教授:蘇宏仁蘇宏仁引用關係
學位類別:碩士
校院名稱:國立中正大學
系所名稱:企業管理所
學門:商業及管理學門
學類:企業管理學類
論文種類:學術論文
論文出版年:2007
畢業學年度:96
語文別:中文
論文頁數:95
中文關鍵詞:服務補救服務失誤歸因理論知覺獲得價值知覺品質線上遊戲玩家類別線上遊戲
外文關鍵詞:attribution theoryonlinegame player typesservice failureperceived qualityperceived acquisition valueonline gameservice recovery
相關次數:
  • 被引用被引用:8
  • 點閱點閱:615
  • 評分評分:
  • 下載下載:199
  • 收藏至我的研究室書目清單書目收藏:2
本研究結合了消費者類型以及失誤類型,探討在線上遊戲發生服務失誤的情況下,其對消費者的知覺品質與知覺獲得價值之影響。希望找出在針對不同類型與不同補償程度的服務缺失,依據不同的玩家類別提出適當的服務補救回復措施,研究結果如下:
一、消費者的期望補償措施會因服務失誤類型的不同而有所差異。
二、消費者的知覺獲得價值不會因服務失誤類型的不同而有所差異。
三、在「LAG」的服務失誤情境下,不同類型的玩家不會期望不同的補償措施。
四、在「BUG」的服務失誤情境下,不同類型的玩家會期望不同的補償措施。
五、採取補償措施策略會影響消費者的知覺獲得價值。
六、當消費者感受到的知覺品質越高時,其知覺獲得價值就越高。
並根據研究結果對於線上遊戲產業給予一些建議
一、掌握目標市場,重視玩家類型的差異。
二、增加遊戲的豐富性。
三、廠商最重要的是提供適當的補償措施,以降低遊戲玩家心中的不滿。
第壹章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的 5
第三節 研究流程 6
第貳章 文獻探討 8
第一節 線上遊戲 8
第二節 線上遊戲玩家之分類 12
第三節 服務失誤 18
第四節 歸因理論 23
第五節 服務補救 25
第六節 知覺品質與知覺獲得價值 29
第七節 研究假設 40
第參章 研究方法 43
第一節 研究架構 43
第二節 研究變數之定義與衡量 44
第三節 研究設計 49
第四節 資料分析 52
第肆章 資料分析與結果 54
第一節 樣本結構 54
第二節 信效度分析 56
第三節 研究架構之資料分析 57
第四節 假設驗證結果整理 66
第伍章 結論與建議 69
第一節 研究結果與討論 69
第二節 行銷實務上的涵義 71
第三節 研究限制與後續發展建議 73

參考文獻 75
附錄一:正式問卷一(BUG且有補償之情境) 80
附錄二:正式問卷二(LAG且有補償之情境) 84
附錄三:正式問卷三(BUG且無補償之情境) 88
附錄四:正式問卷四(LAG且無補償之情境) 92
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管孟忠與林家卉(2003)。建構線上遊戲服務品質決策模式之研究- 以台灣地區線上遊戲產業為例。電子商務與數位生活研討會,頁1544-1564。
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盧貞吟(2003)。強化線上遊戲吸引力之策略研究-以線上遊戲《天堂》為例。國立成奶j學工業設計研究所。
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