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研究生: Marzelino Givsan Geraldo Malintoi
Marzelino Givsan Geraldo Malintoi
論文名稱: 以SOR模型探討電玩結構特徵、知覺價值及購買意圖之關係
Exploring the Relationship of Video Game Structural Characteristics, Perceived Value, and Intention to Play and Purchase: An SOR Approach
指導教授: 張恩欣
An-Hsin Chang
口試委員: 何建韋
Chien-Wei Ho
成力庚
Cheng Ligeng
學位類別: 碩士
Master
系所名稱: 管理學院 - 管理學院MBA
School of Management International (MBA)
論文出版年: 2022
畢業學年度: 110
語文別: 英文
論文頁數: 59
外文關鍵詞: video game structural characteristics, hedonic and utilitarian values, intention to play, Indonesian gaming market
相關次數: 點閱:379下載:14
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  • Video gaming industry is booming recently and have become one of the major entertainment industry in the world. Indonesian gaming market is one of the most promising one. A player’s action to play video game and spend money inside it is affected by his/her emotional state. This study applies SOR framework and explores the relationship between video game structural characteristics (stimulus), perceived value (organism), and intention to play and purchase (responses). By using quantitative survey measurements, Indonesian players’ responses are recorded and analyzed using multiple linear regression, descriptive analysis, and ANOVA. The result indicates that video game features affect players’ hedonic and utilitarian values. While both perceived values influence gamers’ intention to purchase, only hedonic value significantly affect their intention to play. It is also found that perceived value partially mediates the relationship between video game structural characteristics (VGSC) and intention to play and purchase. Lastly, possible moderation effect of engagement is found to influence hedonic value and intention to play. The study contributes to the expansion of video gaming research in marketing field.

    ABSTRACT 2 ACKNOWLEDGEMENT 3 LIST OF FIGURES 6 LIST OF TABLES 7 CHAPTER I 1 INTRODUCTION 1 1.1. Background and Motivation 1 1.2. Research Objectives and Contents 1 CHAPTER II 3 LITERATURE REVIEW 3 2.1. Video Game in General 3 2.2. Indonesian Gaming Market 4 2.3. Types of Video Games 5 2.4. Research Framework 8 2.5. Hypothesis Development 16 CHAPTER III 21 METHODOLOGY 21 3.1. Construct Operational Definitions 21 3.2. Measurement Items 22 3.3. Procedure 24 3.4. Data Analysis 27 CHAPTER IV 29 RESULTS 29 4.1. Descriptive Analysis 29 4.2. Reliability Validity Test 30 4.3. Correlation Test 32 4.4. Multiple Regression Analysis 32 4.5. Additional Analyses 35 4.6. Discussion 40 CHAPTER V 43 CONCLUSION 43 5.1. Summary of Key Finding 43 5.2. Theoretical Implications 44 5.3. Methodological Implications 45 5.4. Managerial Implications 45 5.5. Limitations and Future Study 46 REFERENCES 48 APPENDIX 57

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