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研究生: 陳昀萱
Yun-Hsuan Chen
論文名稱: 遊戲化設計對初次使用意圖與持續使用意圖之影響—以 GARMIN 的運動穿戴式裝置為例
The Effect of Gamification on Initial Intention and Continuing Intention: The Case of GARMIN Sports Wearable Device
指導教授: 朱曉萍
Sheau-Pyng Ju
口試委員: 顏敏仁
MIN-REN YAN
葉峻賓
Chun-Ping Yeh
學位類別: 碩士
Master
系所名稱: 管理學院 - 科技管理研究所
Graduate Institute of Technology Management
論文出版年: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 67
中文關鍵詞: 遊戲化運動穿戴式裝置GARMIN初次使用意圖持續使用意圖
外文關鍵詞: Gamification, Sports Wearable Device, GARMIN, Initial Intention, Continuing Intention
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  • 隨著國人健康意識的抬頭以及運動風氣的盛行,進而帶動民眾對運動穿戴式裝置的需求以及造成市場日益競爭的局面,而透過遊戲化的導入,刺激消費者的動機以產生使用行為,將能使企業得以在如此競爭的環境下持續生存與發展。然而,我國在遊戲化的應用上仍有待發展,再加上目前我國在遊戲化領域的學術研究不多,且較少以消費者心理層面之動機剖析科技產品與使用意圖之間存在的關係。基於上述原因,本研究將以GARMIN的運動穿戴式裝置為例,並採用Chou, Yu-kai所提出的遊戲化八角框架,探討遊戲化設計對使用意圖之影響。
    本研究採用問卷調查法,分別以從未使用過GARMIN運動穿戴式裝置的受測者以及使用過GARMIN運動穿戴式裝置的受測者之兩大族群作為本次研究對象,並進行資料收集以深入剖析使命、成就、賦予創造力、所有權、社會影響力、稀缺性、不確定性、避免等八項核心動力對於初次使用意圖和持續使用意圖之影響性。
    本研究使用多元線性迴歸分析,結果顯示對於從未使用過GARMIN運動穿戴式裝置之受測者而言,加強八大核心動力當中的重大使命與呼召、損失與避免等兩項核心動力會讓其對GARMIN運動穿戴式裝置產生初次使用的意願;另一方面,對於使用過GARMIN運動穿戴式裝置之受測者而言,加強八大核心動力當中的不確定性與好奇心會讓其對GARMIN運動穿戴式裝置產生持續使用的意願,然而加強所有權與佔有欲卻會讓其降低對GARMIN運動穿戴式裝置產生持續使用的意願。最終,相信以上研究結果將可作為企業導入遊戲化設計之參考,同時也能使企業更加瞭解遊戲化的概念與其所創造的價值。


    With the rising health consciousness and increasing awareness of physical fitness, the wearable technology becomes more and more prevalent. The enterprises can survive in such a competitive environment by means of taking advantage of gamification which can increase consumer engagement and influence consumer behavior. However, there is still much room for improvement in the application of gamification in Taiwan. Additionally, there is less research on gamification exploring the correlation between the user’s intention and the user’s usage of technological products. Based on those facts, this study aimed to examine the influence of gamification affecting user’s intention by means of employing Octalysis, proposed by Chou, Yu-kai.
    This study has been conducted with a questionnaire survey based on the analysis
    of the following elements: meaning, accomplishment, empowerment, ownership, social
    influence, scarcity, unpredictability, and avoidance. Participants were divided into two
    groups of people: the one who have never used the GARMIN sports wearable device
    and the one who have used GARMIN sports wearable device. Results showed that if
    we strengthen the two core forces, meaning and avoidance, we can make them want to
    use the GARMIN sports wearable device for the first time. On the other hand, for the
    participants who have used the GARMIN sports wearable device, if we strengthen the
    core force, unpredictability, we can produce user’s continuing intention. On the contrary,
    for the participants who have used the GARMIN sports wearable device, if we
    strengthen the core force, ownership, we will decrease user’s continuing intention. It is
    believed that the above research results can be regarded as an example for those
    enterprises to think about the value of using gamification in their business.

    謝誌.....I 摘要.....II ABSTRACT.....III 目錄.....IV 表目錄.....VI 圖目錄.....VII 第一章、緒論.....1 1.1 研究動機.....1 1.2 研究目的.....2 1.3 研究流程.....3 第二章、文獻回顧.....5 2.1 初次使用意圖與持續使用意圖.....5 2.2 遊戲化.....8 2.2.1 發展形成期.....8 2.2.2 發展成長期.....9 2.2.3 發展成熟期.....10 2.2.4 遊戲化之八角框架.....17 第三章、研究方法.....20 3.1 研究架構.....20 3.2 研究假說.....21 3.3 研究設計.....22 第四章、研究結果.....28 4.1 樣本結構分析.....28 4.2 敘述性統計分析.....32 4.3 差異性分析.....38 4.4 信度分析.....43 4.5 效度分析.....45 4.6 PEARSON相關分析.....47 4.7 迴歸分析.....49 第五章、結論.....54 5.1 研究結論與貢獻.....54 5.2 研究限制與建議.....55 參考文獻.....57

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