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研究生:張進皓
研究生(外文):Hao-Chin Chang
論文名稱:探討手機遊戲玩家使用之研究
論文名稱(外文):An Investigation of the Playing Intention for Smartphone Users in Mobile Application Game
指導教授:吳金山吳金山引用關係
指導教授(外文):Chin-Shan Wu
口試委員:吳金山鄭菲菲連俊瑋
口試委員(外文):Chin-Shan WuFei-Fei ChengJiunn-Woei Lian
口試日期:2015-07-30
學位類別:碩士
校院名稱:東海大學
系所名稱:資訊管理學系
學門:電算機學門
學類:電算機一般學類
論文種類:學術論文
論文出版年:2015
畢業學年度:103
語文別:中文
論文頁數:100
中文關鍵詞:智慧型手機手機遊戲特性行動應用程式行為意圖
外文關鍵詞:SmartphoneMobile Application Game featureApplicationBehavior Intention
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近年來隨著行動手機的普及,手機不再只是停留在語音對話的時代,已然成為個人行動娛樂中心,然而,隨著智慧型手機的流行,App對於手機用戶的影響也日趨重要,當中手機遊戲更是成為了休閒娛樂產業的新趨勢。在此趨勢之下,許多軟體廠商與軟體開發人員開始加入了智慧型手機的App遊戲的發展希望能從中獲利。但不是所有的手機遊戲皆會成功的吸引使用者下載與持續使用,因此為何怎樣的手機遊戲可以吸引使用者下載與持續使用,是一個值得探討的問題。本研究也將過去的文獻作為理論基礎來探討手機遊戲的可試用性、獎勵、社群支持、易用性、故事性、豐富性、互動性、成就感、便利性、好奇性、跨平台對持續使用之影響。
本研究主旨在探討手機遊戲的可試用性、獎勵、社群支持、易用性、故事性、豐富性、互動性、成就感、便利性、好奇性、跨平台與持續使用的關係,最後根據本研究的研究結果提出討論與建議。
研究之主要發現包括:
(1)易用性對持續使用有正向顯著之影響。
(2) 好奇性對持續使用有正向顯著之影響。
(3)跨平台對持續使用有正向顯著之影響。
(4)豐富性對持續使用有正向顯著之影響。


In recent years with the popularity of mobile handset, the phone is no longer just stay in the era of voice conversation, has become the personal mobile entertainment center, however, with the popularity of smart phones, App for mobile phone users are becoming increasingly important influence, among mobile gameIt is becoming a new trend in the leisure and entertainment industry. Under this trend, many software vendors and software developers are beginning to join the development of the smart phone App game hoping to make a profit. But not all will be successful mobile games are attracting users to download and continuous use, so why can attract what kind of mobile phone users to download games and continue to use, it is a question worth exploring. The study also documents the past as a theoretical basis to discuss mobile application games is Trialability, Reward, Community support, Accessibility, Story, Sufficiency, Interaction, Achievement, Convenience, Curiosity, Cross-platform to impact of the Continuing Use.
In this study, the primary means to explore the mobile games is Trialability, Reward, Community support, Accessibility, Story, Sufficiency, Interaction, Achievement, Convenience, Curiosity, Cross-platform and continued use of the relationship, and finally discuss and make recommendations based on findings of this study.


The main findings of the study include:
(1) Accessibility has significantly positive effect on continuing use.
(2) Curiosity has significantly positive effect on continuing use.
(3) Cross-platform has significantly positive effect on continuing use.
(4) Sufficiency has significantly positive effect on continuing use.


第一章 緒論 1
第一節 研究背景、動機 1
第二節 研究目的 6
第三節 研究流程 7
第二章 文獻探討 8
第一節 智慧型手機 8
第二節 APP產業 12
第三節 手機遊戲 15
第四節 手機遊戲介紹與比較 18
第五節 手機遊戲特性之相關文獻 35
第三章 研究方法 50
第一節 研究架構 50
第二節 研究假說 51
第三節 操作型定義 57
第四節 研究對象 58
第五節 研究工具 58
第四章 研究結果 66
第一節 敘述性統計分析 66
第二節 多元迴歸分析 70
第三節 研究結果驗證討論 72
第五章 結果與討論 73
第一節 研究結論 73
第二節 實務意涵 76
第三節 研究限制及建議未來發展相關研究之方向 76
參考文獻 78
附錄一 86

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