跳到主要內容

臺灣博碩士論文加值系統

(44.200.194.255) 您好!臺灣時間:2024/07/19 06:00
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

: 
twitterline
研究生:許烜榮
研究生(外文):SYU, SYUAN-RONG
論文名稱:目標成就與激勵對行動遊戲持續使用之影響
論文名稱(外文):The Influence of Goal Achievement and Incentive on Mobile Game Continuance Usage Intention
指導教授:張俊陽張俊陽引用關係
指導教授(外文):CHANG, CHUN-YANG
口試委員:許孟祥郭英峰
口試委員(外文):HSU, MENG-HSIANGKUO, YING-FENG
口試日期:2016-07-09
學位類別:碩士
校院名稱:國立高雄應用科技大學
系所名稱:資訊管理研究所碩士班
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:2016
畢業學年度:104
語文別:中文
論文頁數:68
中文關鍵詞:行動遊戲目標成就激勵持續使用遊戲更新遊戲體驗
外文關鍵詞:mobile gamegoal achievementincentivecontinuance usagegame updategame experience
相關次數:
  • 被引用被引用:2
  • 點閱點閱:553
  • 評分評分:
  • 下載下載:7
  • 收藏至我的研究室書目清單書目收藏:0
本研究目的為探討目標成就及激勵與行動遊戲玩家持續使用之關係。並探討影響目標成就與激勵的前因。本研究利用行動遊戲玩家作為樣本,並回收共573份有效問卷,研究結果發現在行動遊戲中:(1)目標成就與激勵對持續使用產生正面影響(2)目標成就對激勵產生正面影響(3)遊戲更新對持續使用產生正面影響(4)遊戲體驗對目標成就與激勵皆產生正面影響。最後依據本研究之結果,提出學術及實務的貢獻。
The aim of this study is to understand the relationship between the goal achievement, incentive and continual use of mobile games. In addition, explore the antecedents of goal achievement and incentive for mobile game.
The research model was evaluated by using survey data from mobile game players, and received 573 valid questionnaires. The findings of this study include that goal achievement and incentive significantly influence mobile game player’s continuance usage, goal achievement significantly influence incentive, game updating significantly influence mobile game player’s continuance usage, and game experience significantly influence goal achievement and incentive. At last, the contribution on both pragmatic and academic areas are discussed.

摘要 i
Abstract ii
誌謝 iii
表目錄 vi
圖目錄 vi
一、緒論 1
1.1研究背景 1
1.2研究動機與目的 2
1.3論文架構 3
二、文獻探討 6
2.1行動遊戲與電腦線上遊戲持續使用相關文獻回顧 6
2.2目標成就 9
2.3激勵 10
2.4遊戲更新 11
2.5遊戲體驗 12
三、研究方法 14
3.1研究模型與假說 14
3.1.1目標成就、激勵與持續使用 14
3.1.2遊戲更新 15
3.1.3遊戲體驗 16
3.2構念操作變數及定義 19
3.3問卷設計與發放 19
3.3.1問卷設計 19
3.3.2問卷發放方式 23
3.3.3資料分析方法 23
四、研究結果 25
4.1前測結果 25
4.2正式問卷收集方式與結果 28
4.2.1正式問卷收集方式 28
4.2.2敘述性統計分析 28
4.3信效度分析 31
4.3.1信度分析檢定 31
4.3.2效度分析檢定 33
4.4研究假說與模型檢定 34
五、結論與建議 37
5.1研究結論 37
5.2管理意涵 39
5.2.1行動遊戲開發/供應商 39
5.2.2行動遊戲服務商 41
5.3研究貢獻 42
5.4研究限制與未來研究建議 43
參考文獻 44
附錄一、問卷初稿 51
附錄二、問卷試測專家名單 56
附錄三、專家審查建議與修正語意 56
附錄四、前測問卷 57
附錄五、正式問卷 62

1.App Annie. (2016). App Annie Mobile App Forecast: The Path to $100 Billion, from https://barbanouille.files.wordpress.com/2016/02/app-annie-02-2016-forecast-en.pdf , accessed: 2016.5.18.
2.App Annie. (2016). Top Apps iOS & Google Play Combined - Overall - Worldwide - Jun 2016, from https://www.appannie.com/indexes/all-stores/rank/overall/, accessed: 2016.8.07.
3.Barron, K. E., & Harackiewicz, J. M. (2001). Achievement Goals and Optimal Motivation: Testing Multiple Goal Models. Journal of personality and social psychology, 80(5), 706.-722
4.Bhattacherjee, A. (2001). Understanding Information Systems Continuance: An Expectation-Confirmation Model. MIS quarterly, 25(3), 351-370.
5.Bock, G. W., Zmud, R. W., Kim, Y. G., & Lee, J. N. (2005). Behavioral Intention Formation in Knowledge Sharing: Examining the Roles Of Extrinsic Motivators, Social-Psychological Forces, And Organizational Climate. MIS quarterly, 29(1), 87-111.
6.Chamberlain, A., Martínez-Reyes, F., Jacobs, R., Watkins, M., & Shackford, R. (2013). Them and Us: An Indoor Pervasive Gaming Experience. Entertainment Computing, 4(1), 1-9.
7.Chen, C., & Leung, L. (2016). Are You Addicted to Candy Crush Saga? An Exploratory Study Linking Psychological Factors to Mobile Social Game Addiction. Telematics and Informatics, 33(4), 1155-1166.
8.Choi, D., & Kim, J. (2004). Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents. CyberPsychology & behavior, 7(1), 11-24.
9.Chou, C. (2003). Interactivity and Interactive Functions in Web‐Based Learning Systems: A Technical Framework For Designers. British Journal of Educational Technology, 34(3), 265-279.
10.Christin, D., Büchner, C., & Leibecke, N. (2013). What's The Value of Your Privacy? Exploring Factors That Influence Privacy-Sensitive Contributions to Participatory Sensing Applications. In Local Computer Networks Workshops (LCN Workshops), 2013 IEEE 38th Conference, 918-923.
11.Cisco. (2016). Cisco Visual Networking Index: Global Mobile Data Traffic Forecast Update, 2015–2020 White Paper, from http://www.cisco.com/c/en/us/solutions/collateral/service-provider/visual-networking-index-vni/mobile-white-paper-c11-520862.html, accessed: 2016.5.18.
12.Digi-Capital. (2016). Augmented/Virtual Reality Revenue to hit $120 Billion by 2020, from http://arblog.inglobetechnologies.com/?p=1913, accessed: 2016.5.18.
13.Douglas, S., Tanin, E., Harwood, A., & Karunasekera, S. (2005). Enabling Massively Multi-Player Online Gaming Applications on A p2p Architecture. In Proceedings of the IEEE international conference on information and automation, 7-12.
14.Ducheneaut, N., & Moore, R. J. (2004). The Social Side of Gaming: A Study of Interaction Patterns in A Massively Multiplayer Online Game. In Proceedings of the 2004 ACM conference on Computer supported cooperative work, 360-369.
15.Dweck, C. S., & Leggett, E. L. (1988). A Social-Cognitive Approach to Motivation and Personality. Psychological review, 95(2), 256-273.
16.Eide, E. R., Showalter, M. H., & Goldhaber, D. D. (2010). The Relation Between Children's Health and Academic Achievement. Children and Youth Services Review, 32(2), 231-238.
17.Elliot, A. J., & Church, M. A. (1997). A Hierarchical Model of Approach and Avoidance Achievement Motivation. Journal of personality and social psychology, 72(1), 218-232.
18.Elliot, A. J., & McGregor, H. A. (1999). Test Anxiety and The Hierarchical Model of Approach and Avoidance Achievement Motivation. Journal of personality and social psychology, 76(4), 628-644.
19.Engl, S., & Nacke, L. E. (2013). Contextual Influences on Mobile Player Experience–A Game User Experience Model. Entertainment Computing, 4(1), 83-91.
20.Gartner. (2010). Gartner Identifies The Top 10 Strategic Technologies for 2011, from http://www.gartner.com/newsroom/id/1454221, accessed: 2016.5.18.
21.Gartner. (2011). Gartner Identifies The Top 10 Strategic Technologies for 2012, from http://www.gartner.com/newsroom/id/1826214, accessed: 2016.5.18.
22.Gartner. (2012). Gartner Identifies The Top 10 Strategic Technologies for 2013, from http://www.gartner.com/newsroom/id/2209615, accessed: 2016.5.18.
23.Gartner. (2013). Gartner Identifies The Top 10 Strategic Technologies for 2014, from http://www.gartner.com/newsroom/id/2603623, accessed: 2016.5.18.
24.Gartner. (2014). Gartner Identifies The Top 10 Strategic Technologies for 2015, from http://www.gartner.com/newsroom/id/2867917, accessed: 2016.5.18.
25.Gartner. (2015). Gartner Identifies The Top 10 Strategic Technologies for 2016, from http://www.gartner.com/newsroom/id/3143521, accessed: 2016.5.18.
26.Ganesh, J., Arnold, M. J., & Reynolds, K. E. (2000). Understanding The Customer Base of Service Providers: An Examination of The Differences Between Switchers and Stayers. Journal of marketing, 64(3), 65-87.
27.Gee, J. P. (2005). Why Are Video Games Good For Learning?. Nordic Journal of Digital Literacy, 3(10), 172-183.
28.Ghadi, I., Alwi, N. H., Bakar, K. A., & Talib, O. (2012). Construct Validity Examination of Critical Thinking Dispositions For Undergraduate Students in University Putra Malaysia. Higher Education Studies, 2(2), 138-145.
29.Grant, R. W., & Sugarman, J. (2004). Ethics in Human Subjects Research: Do Incentives Matter? . Journal of Medicine and Philosophy, 29(6), 717-738.
30.Harackiewicz, J. M., Barron, K. E., Tauer, J. M., Carter, S. M., & Elliot, A. J. (2000). Short-Term and Long-Term Consequences of Achievement Goals: Predicting Interest And Performance Over Time. Journal of educational psychology, 92(2), 316-330.
31.Harackiewicz, J. M., Barron, K. E., Pintrich, P. R., Elliot, A. J., & Thrash, T. M. (2002). Revision of Achievement Goal Theory: Necessary and Illuminating. Journal of educational psychology, 94(3), 638-645.
32.Hsiao, K. L., & Chen, C. C. (2016). What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty. Electronic Commerce Research and Applications, 16(2), 18-29.
33.Hsiao, C. C., & Chiou, J. S. (2012). The Impact of Online Community Position on Online Game Continuance Intention: Do Game Knowledge And Community Size Matter? . Information & management, 49(6), 292-300.
34.Hsiao, C. H., Chang, J. J., & Tang, K. Y. (2016). Exploring the Influential Factors in Continuance Usage of Mobile Social Apps: Satisfaction, Habit, and Customer Value Perspectives. Telematics and Informatics, 33(2), 342-355.
35.Hsu, C. L., & Lu, H. P. (2004). Why Do People Play On-Line Games? An Extended TAM with Social Influences and Flow Experience. Information & management, 41(7), 853-868.
36.Hsu, C. L., & Lu, H. P. (2007). Consumer Behavior in Online Game Communities: A Motivational Factor Perspective. Computers in Human Behavior, 23(3), 1642-1659.
37.Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). Exploring User Experiences as Predictors of MMORPG Addiction. Computers & Education, 53(3), 990-999.
38.Hussain, Z., & Griffiths, M. D. (2009). Excessive Use of Massively Multi-Player Online Role-Playing Games: A Pilot Study. International Journal of Mental Health and Addiction, 7(4), 563-571.
39.Jin, C. H. (2014). The Role of Users’ Motivations In Generating Social Capital Building and Subjective Well-Being: The Case Of Social Network Games. Computers in Human Behavior, 39(1), 29-38.
40.Khang, H., Kim, J. K., & Kim, Y. (2013). Self-Traits and Motivations as Antecedents of Digital Media Flow and Addiction: The Internet, Mobile Phones, And Video Games. Computers in Human Behavior, 29(6), 2416-2424.
41.Kim, Y. J., & Han, J. (2014). Why Smartphone Advertising Attracts Customers: A Model of Web Advertising, Flow, and Personalization. Computers in Human Behavior, 33(1), 256-269.
42.Korhonen, H., & Koivisto, E. M. (2006). Playability Heuristics for Mobile Games. In Proceedings of the 8th conference on Human-computer interaction with mobile devices and services, 9-16.
43.Kuo, M. S., & Chuang, T. Y. (2016). How Gamification Motivates Visits and Engagement for Online Academic Dissemination–An Empirical Study. Computers in Human Behavior, 55(1), 16-27.
44.Leischnig, A., Henneberg, S. C., & Thornton, S. C. (2016). Net versus combinatory effects of firm and industry antecedents of sales growth. Journal of Business Research, 69(9), 3576-3583.
45.Li, H., Liu, Y., Xu, X., Heikkilä, J., & Van Der Heijden, H. (2015). Modeling Hedonic Is Continuance Through The Uses and Gratifications Theory: An Empirical Study in Online Games. Computers in Human Behavior, 48(1), 261-272.
46.Liang, T. P., & Yeh, Y. H. (2011). Effect of Use Contexts on The Continuous Use of Mobile Services: The Case of Mobile Games. Personal and Ubiquitous Computing, 15(2), 187-196.
47.Liu, C. C., & Chang, I. C. (2016). Model of Online Game Addiction: The Role of Computer-Mediated Communication Motives. Telematics and Informatics, 33(4), 904-915.
48.Liu, Y., & Li, H. (2011). Exploring The Impact of Use Context on Mobile Hedonic Services Adoption: An Empirical Study on Mobile Gaming in China. Computers in Human Behavior, 27(2), 890-898.
49.Locke, E. A. (1968). Toward A Theory of Task Motivation and Incentives. Organizational behavior and human performance, 3(2), 157-189.
50.Locke, E. A., & Latham, G. P. (2002). Building A Practically Useful Theory of Goal Setting and Task Motivation: A 35-Year Odyssey. American psychologist, 57(9), 705-717.
51.Malone, T. W., & Lepper, M. R. (1987). Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. Aptitude, learning, and instruction, 3(1), 223-253.
52.Manninen, T., & Kujanpää, T. (2007). The Value of Virtual Assets–The Role of Game Characters in MMOGs. International Journal of Business Science and Applied Management, 2(1), 21-33.
53.McCall, R., & Koenig, V. (2012). Gaming Concepts and Incentives to Change Driver Behavior. In Ad Hoc Networking Workshop (Med-Hoc-Net), The 11th Annual Mediterranean IEEE, 146-151.
54.Myers, D. (1990). A Q-Study of Game Player Aesthetics. Simulation & Gaming, 21(4), 375-396.
55.Olli, S., & Tero, K. (2010). Games as Services-Final Report, from https://tampub.uta.fi/bitstream/handle/10024/65772/978-951-44-8167-3.pdf?sequence=1, accessed: 2016.5.18.
56.Oghuma, A. P., Libaque-Saenz, C. F., Wong, S. F., & Chang, Y. (2016). An Expectation-Confirmation Model of Continuance Intention to Use Mobile Instant Messaging. Telematics and Informatics, 33(1), 34-47.
57.Pelet, J. É., Ettis, S., & Cowart, K. (2016). Optimal Experience of Flow Enhanced By Telepresence: Evidence From Social Media Use. Information & Management. 53(5), 683-697.
58.Ponnada, A., & Kannan, A. (2012). Evaluation of Mobile Games Using Playability Heuristics. In Proceedings of the International Conference on Advances in Computing, Communications and Informatics, ACM, 244-247.
59.Reychav, I., & Wu, D. (2015). Are Your Users Actively Involved? A Cognitive Absorption Perspective in Mobile Training. Computers in Human Behavior, 44(1), 335-346.
60.Rieber, L. P. (1996). Seriously Considering Play: Designing Interactive Learning Environments Based on the Blending of Microworlds, Simulations, And Games. Educational technology research and development, 44(2), 43-58.
61.Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and emotion, 30(4), 344-360.
62.Schroeder, J., & Fishbach, A. (2015). How to motivate yourself and others? Intended and unintended consequences. Research in Organizational Behavior, 35(1), 123-141.
63.Sheldon, K. M., & Elliot, A. J. (1999). Goal Striving, Need Satisfaction, and Longitudinal Well-Being: The Self-Concordance Model. Journal of personality and social psychology, 76(3), 482-497.
64.Sheldon, K. M., & Houser-Marko, L. (2001). Self-Concordance, Goal Attainment, And The Pursuit of Happiness: Can There Be An Upward Spiral?. Journal of personality and social psychology, 80(1), 152-165.
65.Sherry, J. L., Lucas, K., Greenberg, B. S., & Lachlan, K. (2006). Video Game Uses and Gratifications as Predictors of Use and Game Preference. Playing video games: Motives, responses, and consequences, 24(1), 213-224.
66.Sin, N. M., Talib, O., Norishah, T. P., Ishak, A. A., & Baki, R. (2014). Male Students and Digital Game: Reason, Motivation and Feeling. International Journal of Information and Education Technology, 4(1), 6-11.
67.Su, Y. S., Chiang, W. L., Lee, C. T. J., & Chang, H. C. (2016). The Effect of Flow Experience on Player Loyalty in Mobile Game Application. Computers in Human Behavior, 63(1), 240-248.
68.Thong, J. Y., Hong, S. J., & Tam, K. Y. (2006). The Effects of Post-Adoption Beliefs on The Expectation-Confirmation Model for Information Technology Continuance. International Journal of Human-Computer Studies, 64(9), 799-810.
69.Tseng, F. M., & Wang, C. Y. (2013). Why Do Not Satisfied Consumers Show Reuse Behavior? The Context of Online Games. Computers in Human Behavior, 29(3), 1012-1022.
70.Wan, C. S., & Chiou, W. B. (2006). Psychological Motives and Online Games Addiction: Atest of Flow Theory and Humanistic Needs Theory For Taiwanese Adolescents. CyberPsychology & Behavior, 9(3), 317-324.
71.Wu, J. H., Wang, S. C., & Tsai, H. H. (2010). Falling In Love with Online Games: The Uses and Gratifications Perspective. Computers in Human Behavior, 26(6), 1862-1871.
72.Yee, N. (2006). Motivations for play in online games. CyberPsychology & behavior, 9(6), 772-775.

QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top