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研究生: 黃品瑄
Pin-Shiuan Huang
論文名稱: 軟體遊戲化機制影響使用者心理感受與使用意圖之研究—以Line為例
Researching on the Effect of Software Gamification Mechanics on Users' Psychological Emotions and Use Intention — Taking LINE for Example
指導教授: 黃世禎
Sun-Jen Huang
口試委員: 劉俞志
Yu-Chih Liu
周子銓
Tzu-Chuan Chou
學位類別: 碩士
Master
系所名稱: 管理學院 - 資訊管理系
Department of Information Management
論文出版年: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 102
中文關鍵詞: 軟體遊戲化使用者心理感受遊戲化機制行為結果使用軟體意圖遊戲化概念圖
外文關鍵詞: Software Gamification, Gamification Mechanics, User’s Psychological Emotions, Software Use Intention, Behavioral Outcome, Conceptualized Gamification Model
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  • 軟體遊戲化近年來是被高度的關注議題,過去學者對於軟體遊戲化影響使用者心理感受與使用意圖的研究,主要是探討少數幾個機制與心理感受,較沒有做全面性的探討,除此之外,過往的研究多是針對特定的研究對象作探討,較無針對多元的研究對象分類做比較。本研究以遊戲化概念圖為基礎發展研究架構,將軟體遊戲化的過程分為遊戲化機制、心理感受、行為結果三個階段,藉以分析各構面之間的影響關係,目的在探討軟體中遊戲化機制影響使用者的心理感受與使用軟體意圖,以及不同類型(性別/年齡/個性)的使用者對於遊戲化機制感受之差異。本研究以具有LINE行動即時通訊軟體使用經驗之用戶為調查對象,並使用PLS-SEM統計方法對資料進行分析。透過本研究的分析結果發現,社交機制對使用者的趣味感、歸屬感、沉浸產生正向影響,獎賞機制對使用者的成就感、自主性產生正向影響,情境機制對使用者的趣味感、自主性產生正向影響,挑戰機制對使用者的趣味感、成就感、沉浸產生正向影響。趣味感、成就感、自主性會對使用者之使用軟體意圖產生影響。
    在性別分群上,男性使用者對於社交、情境、挑戰機制會影響成就感,進而影響使用軟體意圖,女性使用者對於社交、挑戰機制會影響沉浸,進而影響使用軟體意圖。在年齡分群上,21歲至30歲使用者對於獎賞、挑戰機制會影響成就感,進而影響使用軟體意圖。31至40歲之使用者對於社交機制會影響沉浸,進而影響使用軟體意圖;41歲以上之使用者對於獎賞及挑戰機制會影響成就感,進而影響使用軟體意圖。在個性分群上,分析型使用者對於社交、情境、挑戰機制會影響趣味感,進而影響使用軟體意圖;支配型使用者對於社交、挑戰機制會影響沉浸,進而影響使用軟體意圖;和平型使用者對於獎賞機制會影響自主性,進而影響使用軟體意圖;社交型使用者對於本研究所列出之心理感受,皆不會對使用軟體意圖有影響。
    透過本研究的結果可以補足研究缺口—提出較完整的軟體遊戲化機制對於使用者心理感受與行為意圖的影響,以及不同使用者分群結果上之差異。


    Software Gamification is a popular topic these years. Several empirical studies have examined the effect of software gamification mechanics on users' psychological emotions and use intention. However, they studied only very a few gamification mechanics and psychological emotions. Also, very few studies compared the difference between various user types.
    This research developed a research framework based on a conceptualized gamification model, which includes three stages: gamification mechanics, psychological emotions, and software use intention. The purpose of this research is to investigate the effects of gamification mechanics on users' psychological emotions and software use intentions. We also analyze whether the effects differ among user characteristics including gender, age, and personality. We conducted a questionnaire survey for the individuals using mobile instant messaging application – Line and estimated the proposed research model using PLS-SEM.
    The analysis results are as follows: social-related gamification mechanics influence users’ playfulness, relatedness, and immersion. Reward-related gamification mechanics influence users’ accomplishment and autonomy. Scenario-related gamification mechanics influence users’ playfulness and autonomy. Challenge-related gamification mechanics influence users’ playfulness, accomplishment, and immersion. Users’ playfulness, accomplishment, and autonomy influence users’ software use intention. The results also show the effects differ between users’ characteristics.
    In summary, through the research findings we can have an overview of the effects of various types of gamification mechanics on users’ psychological emotions and software use intentions, and conclude that the analysis results differ among distinct user types.

    目錄 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 1 1.2 研究動機 2 1.3 研究目的 3 1.4 研究流程 3 第二章 文獻探討 5 2.1 軟體遊戲化 5 2.1.1 遊戲化的定義 5 2.1.2 遊戲化機制 6 2.1.3 軟體遊戲化 9 2.2 心理感受 10 2.2.1 成就感、歸屬感、自主性 10 2.2.2 知覺趣味感 16 2.2.3 沉浸理論 16 2.3 使用意圖 18 第三章 研究方法 20 3.1 研究假說 20 3.1.1 遊戲化概念模型 20 3.1.2 遊戲化機制與心理感受 21 3.1.3 心理感受與行為結果 26 3.2 研究架構 28 3.3 變數操作型定義 29 3.4 實驗設計 32 3.4.1 問卷設計 32 3.4.2 問卷調查 37 3.4.3 研究對象 37 3.4.4 資料分析方法 37 第四章 研究結果分析 41 4.1 實驗資料收集 41 4.2 敘述性統計分析 41 4.3 指標適切性檢驗 44 4.3.1 反映性指標檢驗 44 4.3.2 形成性指標檢驗 47 4.4 結構模型檢定結果 50 4.4.1 全部樣本 50 4.4.2 樣本分群之結構模型檢定 54 4.5 研究結果討論 64 4.5.1 軟體遊戲化機制與使用者心理感受 64 4.5.2 使用者心理感受與使用軟體意圖 64 4.5.3 分群分析結果 65 第五章 結論與建議 70 5.1 結論 70 5.2 研究貢獻 70 5.3 研究限制 71 5.4 未來建議 72 參考文獻 74 中文文獻 74 英文文獻 75 附錄、正式問卷 81

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