跳到主要內容

臺灣博碩士論文加值系統

(44.220.249.141) 您好!臺灣時間:2023/12/11 20:38
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:何碩
研究生(外文):Ho, Shuo
論文名稱:虛擬實境遊戲發展遇瓶頸?玩家採用虛擬實境遊戲之原因探討
論文名稱(外文):The Development of Virtual Reality Games Hit a Plateau ? Examining the Factors Consumers Adopt Virtual Reality Games
指導教授:蔡欣怡蔡欣怡引用關係
指導教授(外文):Tsai, Hsin-Yi
口試委員:鄭琨鴻吳岱芸蔡欣怡
口試委員(外文):Cheng, Kun-HungWu, Dai-YunTsai, Hsin-Yi
口試日期:2022-5-19
學位類別:碩士
校院名稱:國立陽明交通大學
系所名稱:客家學院傳播與科技學系碩士班
學門:傳播學門
學類:一般大眾傳播學類
論文種類:學術論文
論文出版年:2023
畢業學年度:111
語文別:中文
論文頁數:118
中文關鍵詞:虛擬實境遊戲科技接受模式知覺成本信任主觀規範知覺群聚效應知覺沉浸電腦病症
外文關鍵詞:Virtual Reality GamesTechnology Acceptance ModelPerceived CostTrustSubjective NormPerceived Critical MassPerceived ImmersionCybersickness
相關次數:
  • 被引用被引用:0
  • 點閱點閱:65
  • 評分評分:
  • 下載下載:17
  • 收藏至我的研究室書目清單書目收藏:0
虛擬實境(Virtual Reality, VR)技術迭代更新,在許多領域中都有創新及突破性的應用,其中以遊戲領域的應用範疇最廣,但虛擬實境遊戲的發展卻並非如數年前虛擬實境剛誕生時所預測的那般快速。故本研究希望了解使用者採用虛擬實境遊戲與否的因素,為了更加通盤了解其背後因素,本研究採用科技接受模式(Davis, 1989)增加相關變項所發展出的延伸科技接受模式,討論各相關變項對於使用意圖的影響。
本研究採用網路問卷調查法施測,探討使用者採納或不採納虛擬實境遊戲的因素,結果發現:一、在虛擬實境遊戲領域中各變項之間的關係在納入「使用態度」後與原科技接受模式之變項關係研究結果相同;二、對於「使用意圖」的直接效果,「主觀規範」、「知覺沉浸」的正向影響,「知覺成本」、「電腦病症」的負向影響皆獲得支持,至於「信任」、「知覺群聚效應」的正向影響則沒有獲得支持;三、對於「使用意圖」的間接效果,「使用態度」中介「信任」、「主觀規範」、「知覺群聚效應」對於「使用意圖」的關係皆獲得支持;四、「知覺成本」中介「信任」對於「使用意圖」的關係則沒有獲得支持;五、「主觀規範」在模型中的調節式中介效果沒有獲得支持。
本研究希望可以提供遊戲開發商、相關研究者、虛擬實境遊戲玩家對於遊戲設計、相關領域研究、科技採用上參考之方向。
Virtual Reality (VR) technology has undergone updates and breakthroughs in many fields, and the widest application is the gaming industry. However, the development of VR games has not progressed as quickly as expected when VR technology was first introduced several years ago. This study aims to understand the factors that influence users' decisions whether to use VR games technology. In order to understand the factors to this question more comprehensively, this study adopts Extended Technology Acceptance Model, which is developed by adding technology related variables from Technology Acceptance Model (Davis, 1989), to discuss the impact of each related variable on the “intention to use”.
This research conducted an online survey, results show that: First, the relationship between the various variables of the original TAM in the VR game industry field were supported after considering the variable “usage attitude”. Second, for the “direct effect on intention to use”, the positive effect of “subjective norm”, “perceived immersion”, and the negative effect of “perceived cost”, “cybersickness” were supported, while the positive effects of “trust”, “perceived critical mass” were not supported. Third, for the “indirect effect on intention to use”, the mediating role of “usage attitude” in the effect of “trust”, “subjective norm”, “perceived critical mass” on “intention to use” were supported. Fourth, the mediating role of “perceived cost” in the effect of “trust” on “intention to use” was not supported. Fifth, the moderating mediation effect of “subjective norm” was not supported.
We hoped that this study can provide guidance for game developers, researchers, and VR game players in terms of game design, related researches and technology acceptance.
中文摘要…………………………………………………………………………………i
英文摘要………………………………………………………………………………ii
誌謝………………………………………………………………………………………iii
目錄.……………………………………………………………………………………iv
圖目錄……………………………………………………………………………………ix
表目錄………………………………………………………………………………………x
第一章 緒論……………………………………………………………………………1
第一節 研究背景……………………………………………………………………1
一、虛擬實境科技……………………………………………………………………1
二、虛擬實境現況……………………………………………………………………3
三、虛擬實境遊戲現況……………………………………………………………5
第二節 研究目的………………………………………………………………………6
第二章 文獻探討………………………………………………………………………9
第一節 虛擬實境遊戲………………………………………………………………9
一、虛擬實境………………………………………………………………………………9
二、虛擬實境遊戲……………………………………………………………………10
三、虛擬實境使用意願……………………………………………………………11
四、虛擬實境遊戲科技採用……………………………………………………13
五、小結………………………………………………………………………………………17
第二節 科技接受模式………………………………………………………………17
一、科技接受模式………………………………………………………………………17
二、科技接受模式變項………………………………………………………………19
三、小結…………………………………………………………………………………………23
第三節 延伸科技接受模式………………………………………………………24
一、延伸科技接受模式…………………………………………………………………24
二、延伸科技接受模式研究變項………………………………………………26
(一)知覺成本………………………………………………………………………………26
(二)信任………………………………………………………………………………………30
1.信任對於使用意圖之直接效果………………………………………………30
2.信任對於使用意圖之間接效果………………………………………………31
3.知覺中介信任與使用意圖之關係……………………………………………32
(三)主觀規範…………………………………………………………………………………33
1.主觀規範對於使用意圖之直接效果…………………………………………35
2.主觀規範對於使用意圖之間接效果…………………………………………35
3.主觀規範之調節效果……………………………………………………………………36
(四)知覺群聚效應…………………………………………………………………………38
(五)知覺沉浸……………………………………………………………………………………41
(六)電腦病症……………………………………………………………………………………44
第四節 研究架構與假設…………………………………………………………………47
一、研究架構圖……………………………………………………………………………………47
二、研究假設…..…………………………………………………………………………………48
第三章 研究方法…………………………………………………………………………………49
第一節 研究設計…………………………………………………………………………………49
第二節 變項測量…………………………………………………………………………………51
一、自變項……………………………………………………………………………………………51
(一)知覺有用性………………………………………………………………………………51
(二)知覺易用性………………………………………………………………………………51
(三)知覺成本……………………………………………………………………………………52
(四)信任……………………………………………………………………………………………52
(五)主觀規範……………………………………………………………………………………52
(六)知覺群聚效應…………………………………………………………………………53
(七)知覺沉浸…………………………………………………………………………………53
(八)電腦病症…………………………………………………………………………………53
二、中介變項………………………………………………………………………………………54
(一)使用態度……………………………………………………………………………………54
三、調節變項…………………………………………………………………………………………54
(一)主觀規範……………………………………………………………………………………54
四、依變項……………………………………………………………………………………………55
(一)使用意圖……………………………………………………………………………………55
第四章 研究結果…………………………………………………………………………………59
第一節 樣本敘述與描述性統計………………………………………………………59
第二節 變項檢測…………………………………………………………………………………60
一、變項量表信度檢測………………………………………………………………………60
二、皮爾森相關分析……………………………………………………………………………61
第三節 假設檢驗…………………………………………………………………………………61
一、方差擴大因子檢驗………………………………………………………………………62
二、階層迴歸分析…………………………………………………………………………………62
三、原科技接受模式假設驗證……………………………………………………………65
四、延伸科技接受模式假設驗證………………………………………………………68
五、假設驗證小結…………………………………………………………………………………80
第五章 結論與建議………………………………………………………………………………82
第一節 原科技接受模式發現……………………………………………………………83
第二節 延伸科技接受模式發現………………………………………………………85
一、知覺成本…………………………………………………………………………………………86
二、信任……………………………………………………………………………………………………87
三、主觀規範……………………………………………………………………………………………90
四、知覺群聚效應……………………………………………………………………………………92
五、知覺沉浸……………………………………………………………………………………………94
六、電腦病症………………………………………………………………………………………………95
第三節 學術與實務貢獻…………………………………………………………………………96
一、學術貢獻……………………………………………………………………………………………96
二、實務貢獻……………………………………………………………………………………………99
第四節 研究限制與未來建議………………………………………………………………101
參考文獻……………………………………………………………………………………………………104
附錄一:研究問卷…………………………………………………………………………………115
Agag, G. M., Khashan, M. A., & ElGayaar, M. H. (2019). Understanding online gamers' intentions to play games online and effects on their loyalty: An integration of IDT, TAM and TPB. Journal of Customer Behaviour, 18(2), 101-130
Ajzen, I., & Fishbein, M. (1975). A Bayesian analysis of attribution processes. Psychological bulletin, 82(2), 261.

Alalwan, A. A., Baabdullah, A. M., Rana, N. P., Tamilmani, K., & Dwivedi, Y. K. (2018). Examining adoption of mobile internet in Saudi Arabia: Extending TAM with perceived enjoyment, innovativeness and trust. Technology in Society, 55, 100-110.

Almaiah, M. A., Jalil, M. A., & Man, M. (2016). Extending the TAM to examine the effects of quality features on mobile learning acceptance. Journal of Computers in Education, 3(4), 453-485.

Bailey, J. O., Bailenson, J. N., & Casasanto, D. (2016). When does virtual embodiment change our minds?. Presence, 25(3), 222-233.

Bass, F. M. (1969). A new product growth for model consumer durables. Management science, 15(5), 215-227.

Bhatti, A., & Akram, H. (2020). The moderating role of subjective norms between online shopping behaviour and its determinants. International Journal of Social Sciences and Economic Review, 2(2), 1-09.

Biocca, F. (1997). The cyborg's dilemma: Progressive embodiment in virtual environments. Journal of computer-mediated communication, 3(2), JCMC324.

Cabero-Almenara, J., Fernandez-Batanero, J. M., & Barroso-Osuna, J. (2019). Adoption of augmented reality technology by university students. Heliyon, 5(5), e01597.

Castiblanco Jimenez, I. A., Cepeda García, L. C., Violante, M. G., Marcolin, F., & Vezzetti, E. (2020). Commonly Used External TAM Variables in e-Learning, Agriculture and Virtual Reality Applications. Future Internet, 13(1), 7.

Chen, K., & Chan, A. H. S. (2014). Gerontechnology acceptance by elderly Hong Kong Chinese: a senior technology acceptance model (STAM). Ergonomics, 57(5), 635-652.

Chi, H., Yeh, H., & Hung, W. C. (2012). The moderating effect of subjective norm on cloud computing users' perceived risk and usage intention. International Journal of Marketing Studies, 4(6), 95.


Cobb, S. V., Nichols, S., Ramsey, A., & Wilson, J. R. (1999). Virtual reality-induced symptoms and effects (VRISE). Presence: Teleoperators & Virtual Environments, 8(2), 169-186.

Cowan, K., & Ketron, S. (2019). A dual model of product involvement for effective virtual reality: The roles of imagination, co-creation, telepresence, and interactivity. Journal of Business Research, 100, 483-492.

Csikszentmihalyi, M. (2014). Play and Intrinsic Rewards. In Flow and the Foundations of Positive Psychology (pp. 135-153).

Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS quarterly, 319-340.

Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User Acceptance of Computer Technology: A Comparison of Two Theoretical Models. Management Science, 35(8), 982-1003.

Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1992). Extrinsic and intrinsic motivation to use computers in the workplace 1. Journal of applied social psychology, 22(14), 1111-1132.

Diels, C., & Howarth, P. A. (2013). Frequency characteristics of visually induced motion sickness. Human factors, 55(3), 595-604.

Disztinger, P., Schlögl, S., & Groth, A. (2017). Technology Acceptance of Virtual Reality for Travel Planning. In Information and Communication Technologies in Tourism 2017 (pp. 255-268).

Eiris, R., Gheisari, M., & Esmaeili, B. (2020). Desktop-based safety train- ing using 360-degree panorama and static virtual reality techniques: a comparative experimental study, 109(1), 1-14.

Engel, J. F., Blackwell, R. D., & Miniard, P. W. (1990). Customer behavior. Hinsdale, IL: Dryden.
Evans, J. R., & Mathur, A. (2005). The value of online surveys. Internet research, 15(2), 195-219.


Finances Online (Feb 20, 2023) 98 Vital Augmented Reality Statistics: 2023 Market Share & Data Analysis. Finances Online. Retrieved from: https://financesonline.com/augmented-reality-statistics/

Raj Vardhman (June 7, 2021) Virtual Reality Statistucs and Facts - 2021. Findly.In. Retrieved from: https://findly.in/virtual-reality-statistics/

Flavián, C., Ibáñez-Sánchez, S., & Orús, C. (2019). The impact of virtual, augmented and mixed reality technologies on the customer experience. Journal of business research, 100, 547-560.

Game Designing (May 19, 2022) The Worlds Largest Virtual Reality Companies: Meet The Studios Dominating The Industry. Game Designing. Retrieved from: https://www.gamedesigning.org/category/gaming/

Gefen, D., Karahanna, E., & Straub, D. W. . (2003). Trust and TAM in online shopping: An integrated model. MIS quarterly, 51-90.

Grafa (December 22,2021) Global AR and VR market to grow to US$209.2 bn by 2022. Grafa. Retrieved from: https://grafa.io/news/global-ar-and-vr-market-to-grow-to-us209-2bn-by-2022/

Grudin J (1994) Groupware and social dynamics: eight challenges for developers. Communications of the ACM 37(1), 93–105.

Guttentag, D. A. (2010). Virtual reality: Applications and implications for tourism. Tourism management, 31(5), 637-651.

Ha, N., & Nguyen, T. (2019). The effect of trust on consumers’ online purchase intention: An integration of TAM and TPB. Management Science Letters, 9(9), 1451-1460.

Hammad, A., Q. Bataineh, A., Alshurideh, M. T., & Salhab, H. A. (2022). Factors affecting healthcare providers to accept digital marketing: The moderating role of subjective norms. International Journal of Data and Network Science, 6(4), 1085-1098.


Hewson, C., Yule, P., Laurent, D., & Vogel, C. (2003). Internet research methods: A practical guide for the social and behavioral sciences. London: Sage.

Ho, S. M., Ocasio-Velázquez, M., & Booth, C. (2017). Trust or consequences? Causal effects of perceived risk and subjective norms on cloud technology adoption. Computers & Security, 70, 581-595.

Holbrook, M. B., Chestnut, R. W., Oliva, T. A., & Greenleaf, E. A. (1984). Play as a consumption experience: The roles of emotions, performance, and personality in the enjoyment of games. Journal of consumer research, 11(2), 728-739.

Huijts, N. M. A., Molin, E. J. E., & Steg, L. (2012). Psychological factors influencing sustainable energy technology acceptance: A review-based comprehensive framework. Renewable and Sustainable Energy Reviews, 16(1), 525-531.

Hussin, N. H., Jaafar, J., & Downe, A. G. (2011). Assessing educators’ acceptance of Virtual Reality (VR) in the classroom using the Unified Theory of Acceptance and Use of Technology (UTAUT). In Visual Informatics: Sustaining Research and Innovations: Second International Visual Informatics Conference, IVIC 2011, Selangor, Malaysia, November 9-11, 2011, Proceedings, Part I 2 (pp. 216-225). Springer Berlin Heidelberg.

Hsiao, C. H., & Yang, C. (2011). The intellectual development of the technology acceptance model: A co-citation analysis. International Journal of Information Management, 31(2), 128-136.

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.

Hsu, Y.-C., Shiue, Y.-M., & Liu, C.-G. (2021). Evaluation of the effects of a virtual reality game for anti-drug awareness and prevention in Taiwan. Paper presented at the 2021 5th International Conference on Medical and Health Informatics.

Intel (2021) VR vs. AR vs. MR: What You Need to Know. Intel. Retrieved from: https://www.intel.in/content/www/in/en/tech-tips-and-tricks/virtual-reality-vs-augmented-reality.html
Ivan Blagojević(2023)Virtual Reality Statistic. 99firms. Retrieved from: https://99firms.com/blog/virtual-reality-statistics/#gref


Kamal, S. A., Shafiq, M., & Kakria, P. (2020). Investigating acceptance of telemedicine services through an extended technology acceptance model (TAM). Technology in Society, 60, 10212.

LaViola Jr, J. J. (2000). A discussion of cybersickness in virtual environments. ACM Sigchi Bulletin, 32(1), 47-56.

Lee, J., Kim, J., & Choi, J. Y. (2019). The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties. Telematics and Informatics, 39, 37-48.

Lin, J. J. W., & Parker, D. E. (2007). User experience modeling and enhancement for virtual environments that employ wide-field displays. In Digital Human Modeling (pp. 423–433). Berlin, Heidelberg: Springer Berlin Heidelberg.

Liu, Z., & Wei, Z. (2019, January). Research on Chinese College Students’ using behavior towards E-learning services based on improved TAM model. In 2nd International Conference on Social Science, Public Health and Education (SSPHE 2018) (pp. 68-71). Atlantis Press.

Lou, H., Luo, W., & Strong, D. (2000). Perceived critical mass effect on groupware acceptance. European journal of information systems, 9(2), 91-103.

Luna-Nevarez, C., & McGovern, E. (2021). The Rise of the Virtual Reality (VR) Marketplace: Exploring the Antecedents and Consequences of Consumer Attitudes toward V-Commerce. Journal of Internet Commerce, 20(2), 167-194.

Ma, Q., Chan, A. H., & Chen, K. (2016). Personal and other factors affecting acceptance of smartphone technology by older Chinese adults. Appl Ergon, 54, 62-71. doi:10.1016/j.apergo.2015.11.015


Markus, M. L. (1987). Toward a “critical mass” theory of interactive media: Universal access, interdependence and diffusion. Communication research, 14(5), 491-511.

Mahajan, V., Muller, E., & Bass, F. M. (1990). New product diffusion models in marketing: A review and directions for research. Journal of marketing, 54(1), 1-2

Manis, K. T., & Choi, D. (2019). The virtual reality hardware acceptance model (VR-HAM): Extending and individuating the technology acceptance model (TAM) for virtual reality hardware. Journal of Business Research, 100, 503-513.

Lynne Markus, M., & Connolly, T. (1990, September). Why CSCW applications fail: Problems in the adoption of interdependent work tools. In Proceedings of the 1990 ACM conference on Computer-supported cooperative work (pp. 371-380).

Marks, B., & Thomas, J. (2022). Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory. Educ Inf Technol (Dordr), 27(1), 1287-1305.

Martins, J., Gonçalves, R., Branco, F., Barbosa, L., Melo, M., & Bessa, M. (2017). A multisensory virtual experience model for thematic tourism: A Port wine tourism application proposal. Journal of Destination Marketing & Management, 6(2), 103-109.

Maslow, A. H. (1962). Lessons from the peak-experiences. Journal of humanistic psychology, 2(1), 9-18.

Mizanur, R. M., & Sloan, T. R. (2017). User adoption of mobile commerce in Bangladesh: Integrating perceived risk, perceived cost and personal awareness with TAM. International Technology Management Review, 103-124.

Monteiro, D., Liang, H. N., Tang, X., & Irani, P. (2021, October). Using trajectory compression rate to predict changes in cybersickness in virtual reality games. In 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (pp. 138-146). IEEE.

Oliver, P., Marwell, G., & Teixeira, R. (1985). A theory of the critical mass. I. Interdependence, group heterogeneity, and the production of collective action. American journal of Sociology, 91(3), 522-556.


ÖZbek, A. P. V., GÜNalan, L. M., KoÇ, A. P. F., ŞAhİN, N. K., & KaŞ, E. (2015). The Effects of Perceived Risk and Cost on Technology Acceptance: A Study on Tourists’ Use of Online Booking. Celal Bayar Üniversitesi Sosyal Bilimler Dergisi, 13(2).



Park, H. J., & Park, S. H. (2011). The effects of fashion and beauty consumption behavior on self-satisfaction. Journal of the Korean Society of Clothing and Textiles, 35(11), 1285-1296.

Pavlou, P. A. (2003). Consumer Acceptance of Electronic Commerce: Integrating Trust and Risk with the Technology Acceptance Model.

Pew Research Center (June 30, 2022) The Metaverse in 2040. Retrieved December 18, 2022 from https://www.pewresearch.org/internet/2022/06/30/the-metaverse-in-2040/

Rosenblum, L. D. (2011). See what I'm saying: The extraordinary powers of our five senses. WW Norton & Company.

Sagnier, C., Loup-Escande, E., Lourdeaux, D., Thouvenin, I., & Valléry, G. (2020). User acceptance of virtual reality: an extended technology acceptance model. International Journal of Human–Computer Interaction, 36(11), 993-1007.

Salloum, S. A., & Al-Emran, M. . (2018). Factors affecting the adoption of E-payment systems by university students: Extending the TAM with trust. International Journal of Electronic Business, 14(4), 371-390.

Schepers, J., & Wetzels, M. (2007). A meta-analysis of the technology acceptance model: Investigating subjective norm and moderation effects. Information & management, 44(1), 90-103.

Scott Hayden (Jan, 2023) Value reveals top selling VR games on steamin 2022. Roadtovr. Retrieved from: https://www.roadtovr.com/valve-reveals-top-selling-vr-games-on-steam-2022/

Servotte, J. C., Goosse, M., Campbell, S. H., Dardenne, N., Pilote, B., Si- moneau, I. L., Guillaume, M., Bra- gard, I., & Ghuysen, A. (2020). Virtual reality experience: immer- sion, sense of presence, and cyber- sickness. Clinical Simulation in Nursing, 38(1), 35-43.

Shi, R., Liang, H. N., Wu, Y., Yu, D., & Xu, W. (2021). Virtual reality sickness mitigation methods: A comparative study in a racing game. Proceedings of the ACM on Computer Graphics and Interactive Techniques, 4(1), 1-16.
Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators & Virtual Environments, 6(6), 603-616.

Software Testing Help (December 5, 2022) What Is Virtual Reality And How Does It Work? Software Testing Help. Retrieved from: https://www.softwaretestinghelp.com/what-is-virtual-reality/

Statista (October 20, 2022) Virtual reality (VR) - statistics & facts. Statista.Retrieved from: https://www.statista.com/topics/2532/virtual-reality-vr/#topicHeader__wrapper

Tiwari, P. (2020). Measuring the impact of students attitude towards adoption of online classes during COVID 19: integrating UTAUT model with perceived cost. Education, 1673968(6), 1759790.

Tiwari, P., & Tiwari, S. K. (2020). Integration of technology acceptance model with perceived risk, perceived trust and perceived cost: Customers’ adoption of m-banking. International Journal on Emerging Technologies, 11(2), 447-452.

Tsai, J. C., Chen, L. Y., & Peng, H. Y. (2021). Exploring the factors influencing consumer's attitude toward using and use intention of virtual reality games. International Journal of Organizational Innovation (Online), 13(4), 160-175.

Venkatesh, V., & Davis, F. D. (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management science, 46(2), 186-204.

Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User acceptance of information technology: Toward a unified view. MIS quarterly, 425-478.

Venkatesh, V., Thong, J. Y., & Xu, X. (2012). Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. MIS quarterly, 157-178.

Sophie Thompson (March 01, 2022) VR Applications: 23 Industries using Virtual Reality. Virtual speech. Retrieved from: https://virtualspeech.com/blog/vr-applications
Wang, J., Zhao, S., Zhang, W., & Evans, R. (2021). Why people adopt smart transportation services: an integrated model of TAM, trust and perceived risk. Transportation Planning and Technology, 44(6), 629-646.

Watt, J. (1997). Using the Internet for quantitative survey research. Quirk’s Marketing Research Review, 248, 1-5.

Wu, I.-L., & Chen, J.-L. (2005). An extension of Trust and TAM model with TPB in the initial adoption of on-line tax: An empirical study. International Journal of Human-Computer Studies, 62(6), 784-808.

Wu, J.-H., & Wang, S.-C. (2005). What drives mobile commerce? Information & Management, 42(5), 719-729.

Xu, W., Liang, H.-N., Yu, K., Wen, S., Baghaei, N., & Tu, H. (2022). Acceptance of Virtual Reality Exergames Among Chinese Older Adults. International Journal of Human–Computer Interaction, 1-15.

Yu, K. P. (2009). A study on use intention of Thin Client in e-government environment. Unpublished master’s thesis, National Kaohsiung First University of Science and Technology.

Yu, J., Ha, I., Choi, M., & Rho, J. (2005). Extending the TAM for a t-commerce. Information & management, 42(7), 965-976.

Zainab, B., Awais Bhatti, M., & Alshagawi, M. (2017). Factors affecting e-training adoption: an examination of perceived cost, computer self-efficacy and the technology acceptance model. Behaviour & Information Technology, 36(12), 1261-1273.

Zhai, X., Asmi, F., Yuan, J., Anwar, M. A., Siddiquei, N. L., Ahmad, I., . . . Ahmad, A. (2021). The Role of Motivation and Desire in Explaining Students’ VR Games Addiction: A Cognitive-Behavioral Perspective. Mathematical Problems in Engineering, 2021, 1-10.

Zhai, X., Asmi, F., Zhou, R., Ahmad, I., Anwar, M. A., Saneinia, S., & Li, M. (2020). Investigating the Mediation and Moderation Effect of Students’ Addiction to Virtual Reality Games: A Perspective of Structural Equation Modeling. Discrete Dynamics in Nature and Society, 2020, 1-13.

Zhu, D. S., Lin, T. C. T., & Hsu, Y. C. (2012). Using the technology acceptance model to evaluate user attitude and intention of use for online games. Total Quality Management & Business Excellence, 23(7-8), 965-980.

連結至畢業學校之論文網頁點我開啟連結
註: 此連結為研究生畢業學校所提供,不一定有電子全文可供下載,若連結有誤,請點選上方之〝勘誤回報〞功能,我們會盡快修正,謝謝!
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
無相關期刊