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研究生: 蔡靜誼
Chin-Yi Tsai
論文名稱: 影響線上遊戲玩家行為意願之研究
A study on the factors which affect the intention behavior to on-line game
指導教授: 盧希鵬
Hsi-Peng Lu
口試委員: 李國光
Gwo-Guang Lee
欒斌
Pin Luarn
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: 2005
畢業學年度: 93
語文別: 中文
論文頁數: 160
中文關鍵詞: 認知娛樂性內在動機社會影響認知關鍵多數認知凝聚力群體影響神迷經驗認知關鍵小眾科技接受模型線上遊戲
外文關鍵詞: Perceived Critical Mass, TAM, Online Game, Perceived Cohesiveness, Flow experience, Perceived Playfulness, Perceived Meaningful Less, Social Influence, Group Influence, Intrinsic Motivation
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  • 線上遊戲是目前最具有前景之網路相關產業之一。過去相關研究大多偏向產業分析與經營模式、線上遊戲設計與實作、遊戲對社會影響之研究。在玩家行為方面,線上遊戲業者關心的是如何才能提昇玩家再度參與線上遊戲的意願,國內外文獻均較為缺乏或侷限於單一層面探討。此外,近年來相關研究指出性別造成玩家在線上遊戲行為有所差異。因此,本研究目的為二:
    1. 以多層面考量,探討影響玩家未來再度參與線上遊戲的因素。
    2. 探討影響玩家未來再度參與線上遊戲的因素是否因性別有所差異。
    本研究歸納相關文獻,以「科技接受模型」(認知易用性、認知有用性)為理論基礎,加入「社會影響」(認知關鍵多數、認知關鍵小眾)、「群體影響」(認知凝聚力),以及「內在動機」(認知娛樂性、神迷經驗)來探討影響玩家行為之因素,並針對性別加以探討。
    為驗證理論模型,本研究以網頁問卷進行實證研究,以目前台灣最大之bbs站「批踢踢實業坊」、國內各大知名遊戲討論區-巴哈姆特及遊戲基地等之網友為抽樣調查對象,有效回收樣本646份。根據研究結果,本研究得出以下二點結論,提供給研究者及業界做為參考。
    一、學術上:
    本研究以TAM為基礎,發展以多層面考量影響玩家行為之理論模型,對於衡量玩家行為有可接受之解釋效果,而且對「態度」及「行為意願」的解釋能力上,本研究模型比TAM 為佳。本研究的貢獻在於找出其他會影響玩家行為的重要因素,如「社會影響」、「群體影響」,以及「內在動機」。
    不同性別存在認知差異。相對而言,「男性玩家」比較重視「內在動機」,而「女性玩家」則比較重視「社會影響」及「群體影響」。
    二、實務上:
    建議遊戲設計應加強操作介面的友善性,會有助於提升態度及認知有用性。經營者可以大眾媒體、試用式行銷,讓關鍵多數快速形成,以吸引更多玩家加入,讓玩家自行受到關鍵小眾的影響;舉辦大小型交友聚會或競賽活動,將有助玩家凝聚力的提昇;加強遊戲設計也有助於提昇玩家的認知娛樂性及神迷經驗。


    In the internet-related industries, the online game industry grew rapidly both in revenue and the number of player. The phenomenon shows the huge potential of the online game. Most of the related studies were focused on industry analysis, business model, game design , implementation or how online game impact the society. In player's behavior, what the on-line game industry cared about is how to promote the player participates in the on-line game again. The domestic and foreign literature of player behavior was lacked or focused on only a portion of the online game. In addition, relevant research point out that the gender causes players to participate in the on-line game behavior different to some extent in recent years. Therefore , the purposes of this research are:
    1. To investigate the factors influencing player behavior with multiple perspective.
    2. Is there any differences between players in gender.
    Based on the TAM (Perceived Ease of Use, Perceived Usefulness), this study purposed: ”Social Influence”(Perceived Critical Mass, Perceived Meaningful Less), “Group Influence”(Perceived Cohesiveness), ”Intrinsic Motivation”( Perceived Playfulness, flow experience) as the research framework and classified players into gender.
    In this study, a web-based questionnaire was designed to verify the theoretical model. 646 samples were collected from PTT(the biggest BBS in Taiwan) and www.gamer.com.tw (the most famous website of game). The implications of findings for practitioners and academicians are:
    1. Base on TAM, this study purposed the multiple-perspective framework to investigate the phenomenon of online game player behavior with acceptable explaining power, and the framework has better R2 on ”Attitude” and “Intention to play ”. This study contributes to find other important factors that influence player’s behavior, such as “Social Influence”, “Group Influence”, and “Intrinsic Motivation”.
    2. Player’s behavior is different on gender. Male players concern about “Intrinsic Motivation” more, but female players concern about “Social Influence” and ”Group Influence” more.
    3. The results presented suggest that developers of online games should design friendly interface that will improve attitude and perceived usefulness. The administrator can use mass medium or free trial marketing to attract more players to join. Players will be affected by meaningful less’s power. Organize a periodic party or contest to create users’ cohesive feelings. To strengthen online game design will contribute to improve player’s perceived playfulness and flow experience, too.

    摘要I AbstractII 誌謝III 目錄 IV 圖目錄VI 表目錄VII 第一章 緒論1 第一節 研究背景1 第二節 研究動機3 第三節 研究目的5 第四節 研究範圍6 第五節 研究流程7 第六節 章節架構8 第二章 文獻探討9 第一節 線上遊戲介紹9 2.1.1 遊戲9 2.1.2 線上遊戲12 2.1.3 線上遊戲的相關研究13 第二節 虛擬社群:線上遊戲社群19 2.2.1 虛擬社群的定義19 2.2.2 虛擬社群的相關研究20 2.2.3 影響使用者參與虛擬社群的因素21 第三節 科技接受模型23 2.3.1 科技接受模型(Technology Acceptance Model,TAM)23 2.3.2 科技接受模型(TAM)的相關研究24 第四節 社會影響26 2.4.1 理性行為理論(Theory of Reasoned Action,TRA)26 2.4.2 社會心理學(Social Psychology)27 2.4.3 經濟學(Economics)27 2.4.5 認知關鍵多數28 2.4.6 認知關鍵小眾29 第五節 群體影響30 2.5.1 認知凝聚力30 第六節 內在動機32 2.6.1 認知娛樂性32 2.6.2 神迷經驗34 第七節 小結38 第三章 研究方法39 第一節 研究架構39 第二節 研究變數與操作型定義41 3.2.1 自變數41 3.2.2 中介變數42 3.2.3 依變數43 第三節 研究問題與研究假設45 第四節 問卷設計50 3.4.1 初稿設計50 3.4.2 問卷結構50 3.4.3 衡量尺度55 第五節 研究設計56 3.5.1 研究目標56 3.5.2 研究對象56 3.5.3 研究工具56 3.5.4 抽樣設計56 3.5.5 量表驗證-前測與先導測試56 3.5.6 資料收集59 第六節 資料分析方法61 第四章 資料分析與結果64 第一節 實證分析架構64 第二節 量表驗證65 4.2.1 信度分析65 4.2.2 效度分析65 第三節 基本資料分析69 4.3.1 敘述統計69 4.3.2 變異數分析78 第四節 研究假說與架構驗證108 4.4.1 研究假設檢定-相關分析108 4.4.2 研究函式-複迴歸分析113 4.4.3 研究架構驗證-路徑分析114 第五節 研究結果與討論122 第五章 結論與建議129 第一節 研究結論129 第二節 研究貢獻與建議132 5.2.1 學術貢獻132 5.2.2 實務建議132 第三節 研究限制139 第四節 未來研究方向141 附錄一:正式問卷142 附錄二:訪談記錄 147 參考文獻149

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