(3.210.184.142) 您好!臺灣時間:2021/05/13 16:24
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果

詳目顯示:::

我願授權國圖
: 
twitterline
研究生:陳東龍
研究生(外文):Tung-lung Chen
論文名稱:影響線上遊戲持續參與意圖之研究
論文名稱(外文):A study of the factors influencing the continuance playing online game intention
指導教授:陳禹辰陳禹辰引用關係
指導教授(外文):Yu-chen Chen
學位類別:碩士
校院名稱:東吳大學
系所名稱:企業管理學系
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:2005
畢業學年度:93
語文別:中文
論文頁數:93
中文關鍵詞:持續參與遊戲意圖沉浸理論參與遊戲動機線上遊戲內容特徵線上遊戲控制特徵。
外文關鍵詞:Continuance playing intentionControl of online games characteristicsContent of online games characteristicsMotivations to playFlow theory
相關次數:
  • 被引用被引用:19
  • 點閱點閱:262
  • 評分評分:系統版面圖檔系統版面圖檔系統版面圖檔系統版面圖檔系統版面圖檔
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:0
近年來隨著網際網路快速成長與普及,參與線上遊戲似乎已成為網路族的重要休閒娛樂管道之一。過去研究較少探討有關玩家持續參與遊戲行為之意圖。線上遊戲由於經營模式的不同,需要玩家長期參與遊戲,而玩家持續參與遊戲意圖對於遊戲業者而言更顯得重要。因此,本研究期望發展一整合模式用來探討並解釋遊戲玩家為何會持續參與線上遊戲的相關影響因素。本研究以沉浸理論為基礎,經歸納整理線上遊戲特性及相關文獻後,提出玩家內在參與線上遊戲之動機、線上遊戲內容特徵(遊戲的互動性與擬真度)與線上遊戲控制特徵(遊戲玩家自我效能)三大影響因素。
本研究透過網路問卷蒐集資料,有效回收樣本2869份。利用LISREL整體模式適配度的檢定,驗證潛在變項之間的因果關係與所有研究假說,進ㄧ步透過玩家基本人口統計資料進行分析與討論,最後探索遊戲類型之干擾效果。研究結果發現,在參與遊戲動機的部分,挑戰性動機對於持續參與意圖有直接效果的影響,幻想和社會互動動機皆需透過線上遊戲的娛樂性而間接影響持續參與意圖。在遊戲內容特徵部分,線上遊戲互動性會透過線上遊戲娛樂性而間接影響持續參與意圖;線上遊戲擬真度則對於持續參與意圖有直接效果的影響。在遊戲玩家自我效能方面,發現玩家會有積極自我效能與消極自我效能兩種,積極自我效能對於持續參與意圖有直接效果的影響;消極自我效能則對於線上遊戲娛樂性和持續參與意圖皆無影響。這個結果與過去的研究發現頗有不同,未來仍值得持續加以深究。本研究最後針對遊戲類型的干擾效果作一探索性的分析,發現人們會因為挑戰性、好奇心、幻想與社會互動動機而參與角色扮演類型線上遊戲,根據這個發現我們可以推測不同類型的遊戲設計須滿足不同人們參與遊戲的動機,並經由內在遊戲參與動機的引發,影響其持續參與線上遊戲意圖,進而產生持續參與線上遊戲的行為。
With the rapid growth of internet usage, playing online game becomes a common recreation for internet users. In the past, studies were lacked of the online game continuous playing intention. With a different business model of online game, player must play for a long period time. The continuance intention of the player is important for the online game firms. Therefore, the purpose of this study try to develop an extend model to explain the question about why the player continues playing the online game. Based on the Flow theory, this study proposed three factors that influence player continuous behavior. These factors are the online game players’ motivations, the content of online games characteristics and the control of online games characteristics.
2869 samples were collected from the internet. This study will explore the relations between these factors and players’ continuance intention, and it will also explore the moderating effects with basic population statistics and types of online games. The results show that the challenge motivation of players would directly affect the continuance intention of players, and the fantasy and social interaction motivations of players would indirectly affect the continuance intention of players through the playfulness of game. In the content of online games characteristics, the interactivity of online games would indirectly affect the continuance intention of players through the playfulness of game, and the vividness of online games would directly affect the continuance intention of players. In the control of online games characteristics, this study find two kinds of online game players’ self-efficacy, namely, active self-efficacy and passive self-efficacy. The active self-efficacy of players would directly affect the continuance intention of players, but the passive self-efficacy of players would be no influence on the playfulness of game and the continuance intention of players. The result is not consistent with previous researches, and worth being research in the future. Finally, this study explore the moderating effects with types of online games, and find that people might have the challenge, curiosity, fantasy and social interaction motivations to play role-playing online games. According to the finding, this study suggest that game firms should satisfy the different motivations of players with different types of online games. And the players might be aroused from their playing motivations to keep playing online games.
目錄
致謝…………………………………………………………………………………I
中文摘要……………………………………………………………………………II
英文摘要……………………………………………………………………………III
目錄…………………………………………………………………………………IV
圖目錄………………………………………………………………………………V
表目錄………………………………………………………………………………VI
第一章 緒論………………………………………………………………………1
第一節 研究背景………………………………………………………………1
第二節 研究動機與問題………………………………………………………1
第三節 研究目的及研究範圍…………………………………………………4
第二章 文獻探討…………………………………………………………………5
第一節 線上遊戲之分類與定義………………………………………………5
第二節 沉浸理論(Flow Theory)與遊戲相關參與行為之研究 ……………10
第三節 線上遊戲玩家的內在動機……………………………………………16
第四節 線上遊戲內容特徵:互動性與擬真度………………………………19
第五節 線上遊戲玩家的能力-線上遊戲玩家自我效能……………………21
第三章 研究方法…………………………………………………………………24
第一節 研究架構…………………………………………………………………24
第二節 研究假說………………………………………………………………25
第三節 變數定義及操作化……………………………………………………29
第四節 研究對象與資料收集…………………………………………………32
第四章 資料分析與研究結果……………………………………………………34
第一節 樣本基本資料分析……………………………………………………35
第二節 問卷之信度與效度分析………………………………………………26
第三節 研究假設檢定--LISREL………………………………………………43
第四節 干擾效果之檢測………………………………………………………46
第五節 探索性研究……………………………………………………………55
第五章 結論與建議………………………………………………………………64
第一節 研究發現與結論………………………………………………………64
第二節 討論……………………………………………………………………65
第三節 學術與實務意涵………………………………………………………67
第四節 研究限制………………………………………………………………71
第五節 未來研究方向…………………………………………………………72
參考文獻……………………………………………………………………………74
附錄一:線上遊戲玩家樣本職業與學歷分佈…………………………………80
附錄二:線上遊戲玩家樣本特性分佈…………………………………………80
附錄三:正式研究問卷…………………………………………………………82
圖 目 錄
圖 1-1 線上遊戲玩家生命週期……………………………………………………4
圖 3-1 本研究之研究架構…………………………………………………………25
圖 4-1 本研究LISREL架構模型……………………………………………………43
圖 4-2 本研究LISREL模型分析結果圖……………………………………………45
圖 4-3 輕度使用者模型分析………………………………………………………47
圖 4-4 重度使用者模型分析………………………………………………………48
圖 4-5 一般使用者模型分析………………………………………………………49
圖 4-6 熱衷者模型分析……………………………………………………………50
圖 4-7 缺乏經驗者模型分析………………………………………………………51
圖 4-8 經驗豐富者模型分析………………………………………………………52
圖 4-9 所得較低者模型分析………………………………………………………53
圖 4-10 所得較高者模型分析 ……………………………………………………54
圖 4-11 探索遊戲參與動機直接效果之架構模型(模型1)………………………56
圖 4-12 模型2之架構模型…………………………………………………………60
圖 4-13 排除遊戲類型干擾效果之架構模型 ……………………………………62
表 目 錄
表2-1 國內外相關參與遊戲行為之研究 …………………………………………10
表2-2 國內相關參與遊戲動機之研究 ……………………………………………18
表3-1 本研究變數定義表 …………………………………………………………29
表3-2 問卷部份分類說明與變數操作化來源表 …………………………………32
表3-3 問卷連結相關遊戲主題網站 ………………………………………………33
表4-1 線上遊戲玩家樣本性別與年齡分佈 ………………………………………35
表4-2 各構念信度分析 ……………………………………………………………37
表4-3 各構念之KMO與Bartlett球形檢定…………………………………………38
表4-4 本研究之轉軸後成份矩陣 …………………………………………………39
表4-5 各構念之收斂效度分析 ……………………………………………………41
表4-6 區辨效度 ……………………………………………………………………42
表4-7 整體模式適配度評鑑 ………………………………………………………44
表4-8 研究假說檢測結果 …………………………………………………………46
表4-9 輕度使用者與重度使用者模型之比較 ……………………………………48
表4-10 一般使用者與樂衷者模型之比較…………………………………………50
表4-11 缺乏經驗者與經驗豐富者模型之比較……………………………………52
表4-12 探索遊戲參與動機直接效果整體模式適配度評鑑………………………55
表4-13 巢套模式檢定比較表………………………………………………………57
表4-14 模型2整體模式適配度評鑑 ………………………………………………58
表4-15 模型2研究假說檢測結果 …………………………………………………59
表4-16 排除遊戲類型干擾效果模型適配度評鑑…………………………………61
ㄧ、中文部份
1.郭靜晃譯,. E. Johonson, J. F. Christie, T. D. Yawkey原著,「兒童遊戲:遊戲發展的理論與實務」,台北市:揚智文化,民81。
2.蘇芬媛,「論虛擬社群的形成MUD之初探性研究」,國立交通大學傳播管理研究所未出版碩士論文,民86。
3.吳采芳,「修正TAM理論在線上遊戲行為因素分析之研究」,國立國防大學國防管理學院資源管理研究所未出版碩士論文,民90。
4.董家豪,「網路使用參與網路遊戲行為之研究」,私立南華大學資訊管理研究所未出版碩士論文,民90。
5.林子凱,「線上遊戲『天堂』之使用者參與動機與滿意度研究」,國立成功大學企業管理研究所未出版碩士論文,民91。
6.陳慶峰,「從心流理論探討線上遊戲參與者之網路使用行為」,私立南華大學資訊管理研究所未出版碩士論文,民91。
7.沈建良,「影響網路購物行為的因素-從理性與非理性觀點探討」,私立東吳大學企業管理學系未出版碩士論文,民91。
8.陳怡安,「線上遊戲的魅力-以重度玩家為例」,私立南華大學社會學研究所未出版碩士論文,民92。
9.胡惠萍,「快速變遷環境下核心資源之累積:遊戲產業之多個案研究」,私立東吳大學企業管理學系在職專班未出版碩士論文,民92。
10.陳禹辰,涂淑惠,「台灣線上遊戲業者經營績效差異之解析-組織生態理論之應用 」,第四屆產業資訊管理學術及新興科技實務研討會論文集,台北:輔仁大學,民92。
11.陳禹辰,「休閒與娛樂對線上消費行為的影響:技術採用模式之擴充與延伸」,輔仁管理評論,第十卷第二期,民92年6月。
12.張春興,現代心理學,東華書局,1990。
13.葛樹人,「心理測驗學」,桂冠,1996。
14.陳正昌與程炳林,「SPSS、SAS、BMDP統計軟體在多變量統計上的應用」,台北:五南圖書出版公司,1998。
15.黃俊英,「多變量分析」,中國經濟企業出版社,2000。
16.周文賢,「多變量統計分析SAS/STAT之應用」,台北:智勝文化,2001。
17.吳明隆,「SPSS 統計應用學習實務」,知城數位,2003。
18.傅鏡暉,「線上遊戲產業happy書:帶領你深入瞭解On-Line Game產業」,遠流出版社,2003。
19.傅鏡暉,「線上遊戲產業之道」,台北:上奇科技出版,2004。
20.邱皓政,「結構方程模組」,台北:雙葉書廊,2004。
21.IDC, 2004, http://www.find.org.tw/0105/news/0105_news_disp.asp?news_id=3199.
22.DFC Intelligence, 2004,http://www.find.org.tw/0105/news/0105_news_disp.aspx?news_id=3316.
23.AOL, 2004, http://www.find.org.tw/0105/news/0105_news_disp.aspx?news_id=3026.
24.In-Stat/MDR, 2004, http://www.find.org.tw/0105/news/0105_news_disp.aspx?news_id=3367.
25.資策會(MIC),「我國PC遊戲市場發展分析」,研究報告,2004/06/08。
二、英文部分
1.R. Agarwal, E. Karahanna, Time flies when you’re having fun: cognitive absorption and beliefs about information technology usage, MIS Quarterly 24 (4), 2000, pp.665-694.
2.M. Asgari, D. Kaufman, Relationships among computer games, fantasy, and learning, 2004, www.ierg.net/confs/2004/Proceedings/Asgari_Kaufman.pdf.
3.A. Bandura, Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review 84 (2), 1977, pp.191-215.
4.P. M. Bentler, D. G. Bonett, Significance tests and goodness-of-fit in the analysis of covariance structures, Psychological Bulletin, 1980, pp.588-606.
5.A. Bandura, Self-efficacy mechanism in human agency, American Psychologist, 37, 1982, pp.122-147.
6.A. Bandura, Social cognitive theory of self-regulation, Organizational Behavior and Human Decision Process 50, 1991, pp.248-287.
7.L. A. Babin, A. C. Burns, A modified scale for the measurement of communication-evoked mental imagery, Psychology and Marketing 15 (3), 1998, pp.261-278 .
8.A. Bhattacherjee, An empirical analysis of the antecedents of electronic commerce service continuance, Decision Support Systems 32 (2), 2001, pp.201-214.
9.M. Csikszentmihalyi, Beyond Boredom and Anxiety, San Francisco: Jossey-Bass, 1975.
10.M. Csikszentmihalyi, Flow: The Psychology of Optimal Experience, New York: Harper and Row, 1990.
11.D. Compeau, C. A. Higgins, Computer self-efficacy: development of a measure and initial test, MIS Quarterly 19 (2), 1995, pp.189-211.
12.T. J. Chou, C. C. Ting, The role of flow experience in cyber-game addiction, Cyberpsychology and Behavior 6 (6), 2003, pp.663-675.
13.M. S. Cheng, L. Y. Kao, Y. C. Lin, An investigation of the diffusion of online games in Taiwan: An application of roger's diffusion of innovation theory, Journal of American Academy of Business 5 (1/2), 2004, pp.439-445.
14.C. M. Chiu, M. H. Hsu, S. Y. Sun ,T. C. Lin, P. C. Sun, Usability, quality, value and e-learning continuance decisions, Computers and Education, accepted, 2004.
15.D. Choi, J. Kim, Why people continue to play online games: in search of critical design factors to increase customer loyalty to online contents, Cyberpsychology and Behavior 7 (1), 2004, pp.12-24.
16.M. M. Espinoza, Assessing the cross-cultural applicability of a service quality measure a comparative study between quebec and peru, International Journal of Service Industry Management 10 (5), 1999, pp.449-450.
17.C. Fornell, D. Larcker, Evaluating structure equations models with unobservable variables and measurement error, Journal of Marketing Research 18, 1981, pp.39-50.
18.J. A. Ghani, S. P. Deshpande, Task characteristics and the experience of optimal flow in human-computer interaction, The Journal of Psychology 128 (4), 1994, pp.381-391.
19.D. Gefen, E. Karahanna, D. W. Straub, Trust and TAM in online shopping: an integrated model, MIS Quarterly 27(1), 2003, pp.389-400.
20.M. D. Griffiths, N. O. Davies, D. Chappell, Online computer gaming: a comparison of adolescent and adult gamers, Journal of Adolescence 27, 2004, pp. 87-96.
21.Y. Gao, Appeal of online computer games: a user perspective, The Electronic Library 22 (1), 2004, pp.74-78.
22.L. D. Hoffman, P. T. Novak, Marketing in hypermedia computer-mediated environments: conceptual foundations, Journal of Marketing 60 (3), 1996, pp.50-68.
23.J. C. Hong, M. C. Liu, A study on thinking strategy between experts and novices of computer games, Computer in Human Behavior (l9), 2003, pp.245-258.
24.C. L. Hsu, H. P. Lu, Why do people play on-line games? An extended TAM with social influences and flow experience, Information and Management 41 (7), 2004, pp.853-868.
25.M. Igbaria, An examination of the factors contributing to microcomputer technology acceptance, Accounting, Management and Information Technologies 4 (4), 1994, pp.205-244.
26.M. Igbaria, J. Iivari, The effects of self-efficacy on computer usage, Omega 23 (6), 1995, pp.587-605.
27.M. Igbaria, A motivational model of microcomputer usage, Journal of Management Information Systems 13 (1), 1996, pp.127-143.
28.L. A. Joyner, J. TerKeurst, Accounting for user needs and motivations in game design, 2003, www.inter-disciplinary.net/ci/mm/mm1/Lucy%20Joyner%20paper.pdf.
29.H. F. Kaiser, J. Rice, Little Jiffy, Mark IV, Educational and Psychological Measurement 34, 1974, pp.111-117.
30.E. Karahanna, D. W. Straub, N. L. Chervany, Information technology adoption across time: a cross-sectional comparison of pre-adoption and post-adoption beleifs, MIS Quarterly 23 (2), 1999, pp.183-213.
31.M. Koufaris, Applying the technology acceptance model and flow theory to on-line consumer behavior, Information System Research 13 (2), 2002, pp.205-223.
32.K. H. Kim, J. Y. Park, D. Y. Kim, H. I. Moon, H. C. Chun, E-lifestyle and motives to use online games, Irish Marketing Review 15 (2), 2002, pp.71-77.
33.M. Khalifa, N. Shen, System design effects on social presence and telepresence in virtual communities, the International Conference on Information Systems, ICIS 2004, Washington, DC, USA, December 12-15, 2004.
34.K. M. Lee, MUD and self-efficacy, Educational Media International 37 (3), 2000, pp.177-183.
35.K. Lucas, J. L. Sherry, Sex differences in video game play: A communication-based explanation, Communication Research 31, 2004, pp.499-523.
36.T. W. Malone, What makes things fun to learn? A study of intrinsically motivating computer games, Ph.D. dissertation, Stanford University, 1980.
37.T. W. Malone, M. R. Lepper, Making learning fun: A taxonomy of intrinsic motivations of learning, Aptitude, learning, and instruction: Conative and affective process analyses 3, 1987, pp. 223-253.
38.B. G. Moneta, M. Csikszentmihalyi, The effect of perceived challenges and skills on the quality of subjective experience, Journal of Personality 64 (2), 1996, pp.275-310.
39.J. W. Moon, Y. G. Kim, Extending the TAM for a world-wide-web context, Information and Management 38, 2001, pp217-230.
40.J. Mullilgn, B. Patrovsky, Developing Online Games: An Insider’s Guide, New Riders, 2003.
41.J. C. Nunally, Psychometric Theory, NY: McGraw-Hill, 1978.
42.P. T. Novak, L. D. Hoffman, Y. Yung, Modeling the structure of the flow experience among web users, Marketing Science 19 (1), 2000, pp.22-42.
43.L. P. Rieber, Seriously considering play: designing interactive learning environments based on the blending of microworlds, simulations, and games, Educational Technology Research and Development 44 (2), 1996, pp.43-58.
44.E. M. Rayboum, Computer game design: new directions for intercultural simulation game designers, Developments in Business Simulation and Experiential Learning 24, 1997, pp144-145.
45.A. Rolling, E. Adams, Andrew Rollings Ernest Adams on Game Design, New Riders, 2003.
46.J. Steuer, Defining virtual reality: dimensions determining telepresence, Journal of Communication 42 (4), 1992, pp.73-93.
47.J. L. Sherry, K. Lucas, B. S. Greenberg, K. Lachlan, Video game uses and gratifications as predictors of use and game preference, Mass Communication Division, International Communication Association Annual Convention, San Diego, CA, 2003.
48.R. A. Shang, Y. C. Chen, L. Shen, Extrinsic versus intrinsic motivations for consumers to shop on-line, Information and Management 42 (3), 2005, pp.401-413.
49.K. L. Trevino, J. Webster, Flow in computer-mediated communication, Communication Research 19 (5), 1992, pp.539-573.
50.V. Venkatesh, F. D. Davis, A theoretical extension of the technology acceptance model: four longitudinal field studies, Management Science 46 (2), 2000, pp.186-204.
51.J. Webster, K. L. Trevino, L. Ryan, The dimensionality and correlates of flow in human computer interactions, Computers in Human Behavior 9 (4), 1993, pp.411-426.
52.R. B. Williams, C. A. Clippinger, Aggression, competition and computer games: computer and human opponents, Computer in Human Behavior 18, 2002, pp.495-506.
53.T. A. Wood, D. Griffiths, D. Chappell, N.O. Davies, The structural characteristics of video games: a psycho-structural analysis, Cyberpsychology and Behavior 7 (1), 2004, pp.1-10.
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
系統版面圖檔 系統版面圖檔