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研究生: 何恭齊
Kung-Chi Ho
論文名稱: 應用結構方程式於擴增實境遊戲之社會行為分析-個案研究
Social Behavior Analysis for Augmented Reality Games by Structural Equation Modeling - A Case Study
指導教授: 羅士哲
Shih-Che Lo
口試委員: 蔡鴻旭
Hung-Hsu Tsai
郭伯勳
Po-Hsun Kuo
羅士哲
Shih-Che Lo
學位類別: 碩士
Master
系所名稱: 管理學院 - 工業管理系
Department of Industrial Management
論文出版年: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 44
中文關鍵詞: 手機遊戲精靈寶可夢科技接受模型延伸整合型科技接受模型結構方程式
外文關鍵詞: Mobile game, Pokémon GO, Technology Acceptance Model, Extended Unified Theory of Acceptance and Use of Technology, Structural Equation Modeling
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  • 現今進入智慧生活的時代,智慧型手機變成生活必需品,人手一隻或以上,智慧型手機除了提供手機遊戲APP的盛行,也帶來了手機遊戲開發商前所未有的商業模式。本研究以科技接受模型(Technology Acceptance Model, TAM)和延伸整合型科技接受模型(Extended Unified Theory of Acceptance and Use of Technology, UTAUT2)為基礎,建立一個概念模型用來探討個案手機遊戲精靈寶可夢(Pokémon GO)玩家對於使用Pokémon GO的行為意圖。本研究使用5個因素:感知易用性(Perceived Ease of Use)、社會影響(Social Influence)、享樂動機(Hedonic Motivation)、習慣(Habit)和行為意圖(Behavior Intention),和4項假設來衡量Pokémon GO玩家的行為意圖。
    本研究以線上及紙本問卷的方式收集資料,並使用結構方程式(Structural Equation Modeling, SEM)分析,結果顯示,習慣影響Pokémon GO玩家的行為意圖最為顯著,本研究的結果可以提供手機遊戲開發商對於手機遊戲改良的方向。


    In today's era of smart life, smart phones have become necessities of life, people with one or more. In addition to the popularity of mobile game apps, smart phones have brought unprecedented business models to mobile game developers. Based on the Technology Acceptance Model (TAM) and the Extended Unified Theory of Acceptance and Use of Technology (UTAUT2), this study builds a conceptual model to explore the case of mobile games players' intent to use the Pokémon GOTM. This study used five factors: Perceived Ease of Use, Social Influence, Hedonic Motivation, Habit, and Behavior Intention, and four hypotheses to evaluate Pokémon GOTM player's behavioral intentions.
    This study collected data on the basis of online and paper-based questionnaires, and used Structural Equation Modeling (SEM) to analyze. The results showed that Habits affect Pokémon GOTM players' behavioral intentions most significantly. The results of this study can provide mobile game developers with the direction of mobile game improvement.

    摘要 I Abstract II 致謝 III 目錄 IV 圖目錄 VI 表目錄 VII 第一章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的 2 1.3 研究流程 2 第二章 文獻探討 4 2.1 擴增實境 4 2.2 Pokémon GO 5 2.3 科技接受模型 6 2.4 延伸整合型科技接受模型 8 2.5 結構方程式 9 2.6 模型適配度 11 第三章 研究方法 14 3.1 信度和效度分析方法 16 3.2 研究架構 18 3.3 研究假說 18 3.3.1感知易用性 19 3.3.2社會影響 19 3.3.3享樂動機 19 3.3.4習慣 20 3.3.5行為意圖 20 3.4 問卷設計 20 第四章 研究結果 22 4.1問卷的信度和效度分析 22 4.2 模型結果 28 4.2.1 模型適配度 28 4.2.2 假設驗證 29 第五章 結論 31 參考文獻 32 附錄 36

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