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研究生(外文):LO, CHI-PING
論文名稱(外文):A Study on Continuous Use of Digital Game Distribution Platform: An Example of Steam
外文關鍵詞:SteamTechnology Acceptance Model,Information Systems Success ModelContinuance IntentionUser Satisfaction
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隨者遊戲數位化及網路技術快速進步,使用數位遊戲發行平台已成為現代人購買遊戲的第一選擇,近年來一直有數位遊戲發行平台的出現,如Steam、Epic Games及Uplay等。過去的研究雖然有許多網路購物相關的文獻,很少有文獻以數位遊戲發行平台進行研究。本研究將以全世界中使用者以及遊戲數量最多的Steam為例,以「科技接受模型」與「IS成功模型」為理論基礎,探討影響持續使用意圖的因素。
本研究以曾經使用過Steam的使用者為主,使用問卷調查方式來進行資料收集,總計回收364 份有效問卷,以Smart PLS 3.0軟體進行分析,結果顯示大多數假說成立。研究結果如下所示:持續使用意圖會受到使用者滿意度影響,資訊品質、系統品質、服務品質、知覺有用性、知覺易用性以及主觀規範對使用者滿意度具有影響,此外知覺易用性將會影響知覺有用性。本研究結果將能幫助數位遊戲發行平台業者更清楚地了解使用者的需求,以增加使用者持續使用的意圖。

With the digitalization of games and the rapid advancement of network technology, the use of digital game distribution platforms has become the first choice for people to buy games. In recent years, there have been several game distribution platforms such as Steam, Epic Games and Uplay. Although there have been many online shopping related literatures in the past research, few literatures have been studied on digital game platforms. In this study will use Steam-has the most users and games in the world as an example, to explore the factors affecting the continuance intention based on the " Technology Acceptance Model " and the " Information Systems Success Model ".
This study focused on users who used Steam, using questionnaires to collect data. A total of 364 valid questionnaires were collected and analyzed by Smart PLS 3.0. The results showed that most of the hypotheses were supported. The results suggest that users’ continuance intention is determined by user satisfaction, which in turn is jointly determined by information quality, service quality, system quality, perceived ease of use and perceived usefulness. Perceived usefulness is also determined by perceived ease of use. The results of this study will help digital game distribution platform operators to better understand the needs of users and increase their intention to continue using the platform.

摘要 i
誌謝 iii
目錄 iv
表目錄 vii
圖目錄 viii
第壹章 緒論 1
第一節 研究背景 1
第二節 研究動機 4
第三節 研究目的 6
第四節 研究流程 7
第貳章 文獻探討 8
第一節 IS成功模型 8
第二節 知覺品質 9
一、資訊品質 9
二、服務品質 11
三、系統品質 13
第三節 科技接受模型 14
一、知覺有用性 15
二、知覺易用性 15
第四節 主觀規範 16
第五節 使用者滿意度 17
第六節 持續使用意圖 18
第參章 研究方法 19
第一節 研究案例 19
一、數位遊戲發行平台 19
二、Steam 20
第二節 研究模型 23
第三節 研究假說 24
一、資訊品質與使用者滿意度之關係 24
二、服務品質與使用者滿意度之關係 24
三、系統品質與使用者滿意度之關係 25
四、知覺有用性、知覺易用性與使用者滿意度之關係 26
五、知覺有用性與知覺易用性之關係 26
六、主觀規範與使用者滿意度之關係 27
七、使用者滿意度與持續使用意圖之關係 27
第四節 研究變數之操作型定義 28
一、資訊品質 28
二、服務品質 28
三、系統品質 29
四、知覺有用性 29
五、知覺易用性 29
六、主觀規範 30
七、使用者滿意度 30
八、持續使用意圖 30
第五節 研究設計 32
一、問卷設計 32
二、研究對象 32
三、樣本收集方式 32
四、資料分析工具與方法 32
第六節 前測 35
第肆章 資料分析 37
第一節 敘述性分析 37
一、基本資料分析 37
二、Steam使用者行為分析 38
第二節 問卷信校度分析 40
第三節 假說與驗證 43
第伍章 結論與建議 45
第一節 研究結論 45
第二節 研究意涵 47
第三節 研究限制 48
第四節 未來研究建議 48
參考文獻 49
附錄 64

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