簡易檢索 / 詳目顯示

研究生: 何佩芸
Pei-Yun Ho
論文名稱: 手機線上遊戲遊玩動機與購買意願之探討:個人特質與自我效能的影響
A Study on Mobile Online Gaming Motivations and Purchase Intention: the Effect of Personal Traits and Self Efficacy
指導教授: 吳克振
Ke-Zhen Wu
口試委員: 張順教
Shun-Jiao Zhang
王蕙芝
Hui-Zhi Wang
學位類別: 碩士
Master
系所名稱: 管理學院 - 企業管理系
Department of Business Administration
論文出版年: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 64
中文關鍵詞: 自尊寂寞急躁角色認同社會認同知覺價值知覺便利自我效能購買意願幫助他人意願
外文關鍵詞: esteem, impatience, loneliness, character identity, society identity, perceived value, perceived convenience, self efficacy, willingness to pay, willingness to help others
相關次數: 點閱:289下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 隨著手機的普及性愈來愈普及,現代人人手一支智慧型手機,手機已不再只有
    通訊功能。手機的可及性、普及性與即時性改變了遊戲產業的生態,手機線上遊戲
    (以下簡稱手遊)的消費模式也隨之改變,而手遊的使用會受到玩家內外在因素的
    影響。研究一首先檢測三種人格特質與三種遊玩手機遊戲的動機,分別為自尊和成
    就感、寂寞和社交性與急躁和沈浸感之間的關係,而玩手遊的動機也會正向增強角
    色認同,再加上現今行動支付的所帶來的知覺價值與知覺便利,是否對在手遊上消
    費有更高額的影響。研究二則是探討在遊戲中獲得的認同,會增加玩家的自我效
    能,自我效能的提升,則會增加幫助他人意願。
    研究一結果顯示,個人特質中的自尊會正向影響成就感、急躁會負向影響沈浸
    感,但寂寞影響社交性則是不顯著,而玩手遊的動機也會正向影響角色認同。在影
    響購買意願的部分,知覺價值正向影響購買意願,但是角色認同與知覺便利並無顯
    著影響玩家投物金錢意願。本研究希望透過探討玩家內外在因素,以提供手遊開發
    商設計遊戲與擬定策略。研究二結果顯示,在手遊中的角色認同與社會認同,會增
    加玩家的自我效能,並且在信念增強的情況下,會增加幫助他人的意願,本研究希
    望能透過手機遊戲,傳達好的一面給社會,而不只是有傳統上的負面印象。


    As mobile phones become widespread and popular, everyone have mobile phone nowadays and cellphones are no longer only for communication. The accessibility, popularity and immediacy of mobile phones change the game industry as well as the consumption pattern of mobile games. How the players use mobile phones will be affected by the both inner and external factors. In study 1, we examine the relations between three types of personality traits, esteem, impatience, and loneliness and the three online gaming motivations, achievement, immersion, and society. The online gaming motivations will also positively influence players’ character identity. In addition, we also examine wether players will have more willingness to pay in mobile games with the perceived value and perceived convenience brought by mobile payment. In study 2, we test if the players attain identity from peers, his or her self efficacy will increase or not. When his or her self efficacy increase, he or she will has more willingness to help others.
    The result of study 1 shows that esteem will positively affect achievement; impatience will negatively affect immersion; there is no significant difference between loneliness and society. Online gaming motivations positively affect character identity. In the part of willingness to pay in mobile games, perceived value positively influence willingness to pay in mobile games; however, there is no significant difference between character identity and perceived convenience. The aim of the study is to provide some insights into marketing strategies for the game designers and the sellers through examining the inner and external factors which influence players. The result of study 2 shows that character identity and society identity will increase players’ self efficacy. In this situation, players will also increase the willingness to help others. The purpose of this study is to convey that mobile games has a good part to the society as well, instead of traditional negative image.

    摘要 i Abstract ii 謝誌 iv 圖目錄 vii 表目錄 vii 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 3 第三節 研究流程 4 第二章 文獻探討 5 第一節 手機遊戲 5 第一項 手機遊戲介紹 5 第二項 手機遊戲付費模式介紹 5 第三項手機遊戲種類 6 第二節 個人特質與手機使用的關係 6 第一項 自尊的定義 6 第二項 自尊與手機使用的關係 7 第三項 寂寞的定義 8 第四項 寂寞與手機使用的關係 8 第五項 急躁的定義 9 第六項 急躁與手機使用的關係 9 第三節 手機遊戲遊玩動機 10 第一項 成就感 10 第二項 社交性 11 第三項 沈浸感 12 第四節 角色認同 13 第五節 知覺感知 13 第一項 知覺價值 13 第二項 知覺便利 14 第六節 購買意願 14 第七節 社會認同 15 第八節 自我效能 16 第九節 幫助他人意願 17 第三章 研究一 18 第一節 研究目的與方向 18 第二節 研究架構與假設 18 第三節 研究方法 19 第一項 研究流程與樣本收集 19 第二項 量表編制 20 第四節 研究結果 22 第一項 敘述性統計分析 22 第二項 信、效度分析 24 第三項 驗證式因素分析與SEM路徑分析 25 第四項 配適度分析 27 第五項 研究一假說結果檢驗 28 第五節 討論 30 第四章 研究二 32 第一節 研究目的與方向 32 第二節 研究架構與假設 32 第三節 研究方法 32 第一項 研究流程與樣本收集 32 第二項 量表編制 33 第四節 研究結果 34 第一項 敘述性統計分析 34 第二項 信、效度分析 36 第三項 皮爾森相關分析 38 第四項 研究二假說檢驗與迴歸分析 39 第五項 研究二假說檢驗與T檢定 41 第五節 討論 43 第五章 結論與建議 44 第一節 研究結論 44 第二節 管理意涵與貢獻 45 第三節 研究限制與建議 47 參考文獻 48

    ㄧ. 中文文獻
    1. 謝承哲 (2015)。使用現實貨幣購買行動遊戲中虛擬物品之研究。國立中山大學資訊管理學系碩士論文。高雄市。購買意圖量表。 

    二. 英文文獻
    Lescop, D., & Lescop, E. (2014). Exploring mobile gaming revenues: The price tag of impatience, stress and release. Digiworld Economic Journal, (94), 103.
    Manocha, U. (2017). MMORPGs and Their Effect on Players. ART 108: Introduction to Games Studies.
    James, W. (1890). The perception of reality. Principles of psychology, 2, 283-324.
    Noronha, L., Monteiro, M., & Pinto, N. (2018). A study on the self esteem and academic performance among the students. International Journal of Health Sciences and Pharmacy (IJHSP), 2(1).
    Gecas, V. (1982). The Self-Concept. Annual Review of Sociology 8:1–33.
    Baumeister, R. F., Campbell, J. D., Krueger, J. I., & Vohs, K. D. (2003). Does high self-esteem cause better performance, interpersonal success, happiness, or healthier lifestyles?. Psychological science in the public interest, 4(1), 1-44.
    Chen, W. & Lee, K. (2013). Sharing, liking, commenting, and distressed? The pathway between Facebook interaction and psychological distress. Cyberpsychology, Behavior, and Social Networking, 16(10), 728-734
    Jan, M., Soomro, S., & Ahmad, N. (2017). Impact of social media on self-esteem. European Scientific Journal, 13(23), 329-341.
    De-Sola, J., Talledo, H., Rubio, G., & de Fonseca, F. R. (2017). Psychological Factors and Alcohol Use in Problematic Mobile Phone Use in the Spanish Population. Frontiers in psychiatry, 8, 11.
    You Z, Zhang Y, Zhang L, Xu Y, & Chen X. (2019). How does self-esteem affect mobile phone addiction? The mediating role of social anxiety and interpersonal sensitivity. Psychiatry Res. 2019 Jan;271:526-531.
    Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., & Yen, C. F. (2005). Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. J. Nervous Mental Dis. 193, 273–277.
    Yang, YS., Yen, JY., & Ko, CH. (2010). The association between problematic cellular phone use and risky behaviors and low self-esteem among Taiwanese adolescents. BMC Public Health 10, 217.
    Li, C., Liu, D., & Dong, Y. (2019). Self-Esteem and Problematic Smartphone Use Among Adolescents: A Moderated Mediation Model of Depression and Interpersonal Trust. Frontiers in psychology, 10, 2872.
    Koopmans, T. C. (1960). Stationary ordinal utility and impatience. Econometrica: Journal of the Econometric Society, 287-309.
    Prelec, D., & Rohde, K. (2017). Dual Exponential Weighting-Impatience and Patience within a Single Decision Maker.
    Dohmen, T., Falk, A., Huffman, D., & Sunde, U. (2010). Are Risk Aversion and Impatience Related to Cognitive Ability? The American Economic Review, 100(3), 1238-1260. Retrieved June 5, 2021
    Sutter, M., Kocher, M.G., Ruetzler, D., Trautmann, S.T. (2013). Impatience and uncertainty: Experimental decisions predict adolescents’ field behavior. American Economic Review 103 (1), 510–531.
    Billieux, J., Van der Linden, M., & Rochat, L. (2008). The role of impulsivity in actual and problematic use of the mobile phone. Applied Cognitive Psychology: The Official Journal of the Society for Applied Research in Memory and Cognition, 22(9), 1195-1210.
    Evans, E. (2016). The economics of free: Freemium games, branding and the impatience economy. Convergence, 22(6), 563-580
    Taquet, P., Romo, L., Cottencin, O., Ortiz, D., & Hautekeete, M. (2017). Video game addiction: cognitive, emotional, and behavioral determinants for CBT treatment. Journal de Thérapie Comportementale et Cognitive, 27(3), 118-128. Lam L.T., Peng Z. (2008). Effect of Pathological Use of the Internet on Adolescent Mental Health: A Prospective Study. Arch Pediatr Adolesc Med. 2010;164(10):901–906.
    Peplau, L. A., & Perlman, D. (1979). Blueprint for a social psychological theory of loneliness. In Love and attraction: An interpersonal conference (pp. 101-110). New York: Pergamon Press.
    Hawkley, L.C., & Cacioppo J.T. (2010). Loneliness Matters: A Theoretical and Empirical Review of Consequences and Mechanisms. Annals of Behavioral Medicine, 40 (2), 218-227
    Cacioppo, J. T., & Cacioppo, S. (2018). The growing problem of loneliness. The Lancet, 391(10119), 426.
    Sermat, V., & Smyth, M. (1973). Content analysis of verbal communication in the development of relationship: Conditions influencing self-disclosure. Journal of Personality and Social Psychology, 26(3), 332.
    Laramie, D. J. (2007). Emotional and behavioral aspects of mobile phone use. Dissert. Abstr. Intern. 68:4136.
    Van Rooij, A. J., Kuss, D. J., Griffiths, M. D., Shorter, G. W., Schoenmakers, T. M., & Van De Mheen, D. (2014). The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents. Journal of behavioral addictions, 3(3), 157–165.
    Wang, J. L., Sheng, J. R., & Wang, H. Z. (2019). The Association Between Mobile Game Addiction and Depression, Social Anxiety, and Loneliness. Frontiers in Public Health.
    Campbell, D. J. (1982). Determinants of choice of goal difficulty level: A review of situational and personality influences. Journal of Occupational Psychology, 55(2), 79-95.
    Blair, L. (2011). The Use Of Video Game Achievements To Enhance Player Performance, Self-efficacy, And Motivation. Electronic Theses and Dissertations, 2004-2019. 1827.
    Drach-Zahavy, A., & Erez, M. (2002). Challenge versus threat effects on the goal–performance relationship. Organizational Behavior and Human Decision Processes, 88(2), 667-682.
    Deci, E. L., & Cascio, W. F. (1972). Changes in intrinsic motivation as a function of negative feedback and threats.
    Hsu, C. L., & Lu, H. P. (2007). Consumer behavior in online game communities: A motivational factor perspective. Computers in Human Behavior, 23(3), 1642-1659.
    Sik-Lanyi, C., Shirmohammmadi, S., Guzsvinecz, T., Abersek, B., Szucs, V., Van Isacker, K., ... & Boru, B. (2017, September). How to develop serious games for social and cognitive competence of children with learning difficulties. In 2017 8th IEEE International Conference on Cognitive Infocommunications (CogInfoCom) (pp. 000321-000326). IEEE.
    Quwaider, M., Alabed, A., & Duwairi, R. (2019). The impact of video games on the players behaviors: A survey. Procedia Computer Science, 151, 575-582
    Bayraktar, F. & Amca, H. (2012). Interrelations between virtual-world and real-world activities: comparison of genders, age groups, and pathological and nonpathological Internet users. Cyberpsychology Behav. Soc. Netw., vol. 15, no. 5, 263–269
    Zhang, F., & Kaufman, D. (2015). The impacts of social interactions in MMORPGs on older adults’ social capital. Computers in Human Behavior, 51, 495-503.
    Martončik, M., & Lokša, J. (2016). Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)?. Computers in Human Behavior, 56, 127-134.
    Kim , K. H., Park, J. Y., Kim, D. Y., Moon, H. I., & Chun, H. C. (2002). E-lifestyle and motives to use online games. Irish Marketing Review, 15920, 71-77
    Dickey, M.D. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 253-27
    Kowert, R., Domahidi, E., & Quandt, T. (2014). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, and Social Networking, 17(7), 447-453.
    Brown, E., & Cairns, P. (2004). A grounded investigation of game immersion. In CHI'04 extended abstracts on Human factors in computing systems (pp. 1297-1300).
    Chen, KT., Jiang, JW., & Huang, P. (2008). Identifying MMORPG Bots: A Traffic Analysis Approach. EURASIP J. Adv. Signal Process. 2009, 797159.
    Hefner D., Klimmt C., & Vorderer P. (2007). Identification with the Player Character as Determinant of Video Game Enjoyment. Lecture Notes in Computer Science, vol 4740. Springer, Berlin, Heidelberg.
    Ho, C. H. (2012). Factors Affecting Intent to Purchase Virtual Goods in Online Games. International Journal of Electronic Business Management
    Parise, S., Kiesler, S., Sproull, L., & Waters, K. (1999). Cooperating with life-like interface agents. Computers in Human Behavior 15, 123–142
    Carter, M., Gibbs, M., & Harrop, M. (2012). Metagames, paragames and orthogames. A New Vocabulary, Proc. FDG’12.
    Rouse, R. (2000). Game Design: Theory and Practice. Wordware Publishing, Inc.,, Plano:Texas
    Zeithaml, V. A. (1988). Consumer perceptions of price, quality, and value: A means-end model and synthesis of evidence. Journal of Marketing, 52, 2–22.
    Park, S. B., & Lee, K. C. (2011). Exploring the value of purchasing online game items. Computers in Human Behavior, 27, 2178-2185
    Gupta, S., & Kim, H. W. (2010). Value‐driven Internet shopping: The mental accounting theory perspective. Psychology & Marketing, 27(1), 13-35.
    Chen, Z. S., Li, R., Chen, X., & Xu, H. (2011). A survey study on consumer perception of mobile-commerce applications. Procedia Environmental Sciences, 11, 118-124.
    Saprikis, V., & Antoniadis, I. (2019). An Empirical Investigation on University Students' Perceptions toward Contactless Card Adoption and Use for Financial Transactions.
    Dodds, W. B., Monroe, K. B., & Grewal, D. (1991). Effects of price, brand, and store information on buyers’ product evaluations. Journal of marketing research, 28(3), 307-319.
    Engel, J. F., Blackwell , R. D. & Miniard, P. W. (1990). Consumer Behavior. (6th ed.).
    Wu, C. S., & Tsai, L. F. (2013). The research on relationship among online game endorsement, adolescent involvement and game purchase intention. International Journal of Management, Economics and Social Sciences, 2(3), 205-216.
    Shaw, N., & Sergueeva, K. (2016). Convenient or useful? Consumer adoption of smartphones for mobile commerce.
    Chang, K. T. T., Koh, A. T. T., Low, B. Y. Y., Onghanseng, D. J. S., Tanoto, K., & Thuong, T. S. T. (2008). Why I love this online game: The MMORPG stickiness factor.
    Schwarzer, R., & Jerusalem, M. (1995). Generalized Self-Efficacy scale.
    Webb, D., Green, C., & Brashear, T. (2000). Development and Validation of Scales to Measure Attitudes Influencing Monetary Donations to Charitable Organizations. Journal of the Academy of Marketing Science
    Tajfel, H. (1974). Social identity and intergroup behaviour. Social Science Information, 13(2), 65–93.
    Ashforth, B. E., & Mael, F. (1989). Social identity theory and the organization. Academy of management review, 14(1), 20-39.
    Bhattacharya, C. B., Sen, S. (2003). Consumer-companyidentification: a framework for understanding consumers’ relationships with companies. Journal of Marketing, 67 (2), 76-88
    Bandura, A. (2012). On the functional properties of perceived efficacy revisited. Journal of Management, 2012, vol. 38, no. 1, 9-44.
    Lee, H., & Jeong, E. (2015). Associations between Game Users and Life Satisfaction: Role of Self-Esteem, Self-Efficacy and Social Capital. World Academy of Science, Engineering and Technology, Open Science Index 103, International Journal of Psychological and Behavioral Sciences, 9(7), 2457 - 2461.
    Bandura, A., & Locke, E. (2009). Cultivate self-efficacy for personal and organizational effectiveness. Handbook of Principles of Organization Behavior, 2, 179–200.
    Rosenberg, R.S., Baughman, S.L., Bailenson, J.N. (2013). Virtual superheroes: using superpowers in virtual reality to encourage prosocial behavior. PLoS One. 2013;8(1):e55003
    Eisenberg, N., Fabes, R.A, Spinrad, T.L. (2006). Prosocial behavior. In: Eisenberg N, Damon W, Lerner RM, editors. Handbook of child psychology: Volume 3 Social, emotional, and personality development. 6. New York: Wiley; 2006. pp. 646–718.
    Alessandri, G., Caprara, G. V., Eisenberg, N., & Steca, P. (2009). Reciprocal relations among self-efficacy beliefs and prosociality across time. Journal of personality, 77(4), 1229–1259.
    Johnson, D. W., & Johnson, R. T. (2005). Cooperative learning, values, and culturally plural classrooms. In Classroom Issues (pp. 29-47). Routledge.
    Caprara, G.V., & Steca, P. (2005). Self-efficacy beliefs as determinants of prosocial behavior conducive to life satisfaction across ages. Journal of Social and Clinical Psychology, 24:191-217.
    Bandura, C., Gian Vittorio, B., Claudio, G., & Pastorelli, C. (2003). Role of affective self-regulatory efficacy in diverse spheres of psychosocial functioning. Child Development , 74, 769-782
    Snyder, C. R. (1992). Product scarcity by need for uniqueness interaction: a consumer 
catch - 22 carousel?. Basic and Applied Social Psychology, (13:1), 9-24
    Wang, R., Hempton, B., Dugan, J. P., & Komives, S. R. (2008). Cultural differences: Why do Asians avoid extreme responses?. Survey Practice, 1(3), 2913.

    三. 網站
    APP ANNIE (2020) ,聚焦遊戲領域:2020年回顧報告。 
。檢自https://www.appannie.com/cn/insights/market-data/gaming-spotlight-2020-review/ (Jun. 29, 2021) 。
    4GAMERS (2021) ,2020年手遊累積營收達767億美元,橫跨多平台成趨勢。 
檢自: https://www.4gamers.com.tw/news/detail/46989/2021-mobile-game-growing-trend (Jun. 29, 2021) 。
    SUPERDATA (2021),2020 YEAR IN REVIEW DIGITAL GAMES AND INTERACTIVE MEDIA。檢自: https://www.digitalmusicnews.com/wp-content/uploads/2021/01/SuperData2020YearinReview.pdf (Jun. 29, 2021) 。
    林蔚文 (2008) ,IDC:玩家需求多元化使台灣線上遊戲市場持續成長。檢自: 
https://netmag.tw/2008/07/16/idc%EF%BC%9A%E7%8E%A9%E5%AE%B6%E9%9C%80%E6%B1%82%E5%A4%9A%E5%85%83%E5%8C%96%E4%BD%BF%E5%8F%B0%E7%81%A3%E7%B7%9A%E4%B8%8A%E9%81%8A%E6%88%B2%E5%B8%82%E5%A0%B4%E6%8C%81%E7%BA%8C%E6%88%90%E9%95%B7 (Jun. 29, 2021) 。
    Sunny Money (2020),日盛投顧,歷經四分之一個世紀,手機遊戲的成長與M化
檢自: https://www.etf168.com.tw/etf168/Article/Article?articleID=868 (Jun. 29, 2021) 。
    DFC Intelligence (2017),MOBILE GAME REVENUE GREW 32% IN 2016, SURPASSES PC AND CONSOLE GAMES
檢自: https://www.dfcint.com/mobile-game-companies/ (Jun. 29, 2021) 。
    維基百科,電子遊戲
檢自:https://zh.wikipedia.org/wiki/%E7%94%B5%E5%AD%90%E6%B8%B8%E6%88%8F (Jun. 29, 2021) 。

    無法下載圖示 全文公開日期 2024/08/06 (校內網路)
    全文公開日期 本全文未授權公開 (校外網路)
    全文公開日期 本全文未授權公開 (國家圖書館:臺灣博碩士論文系統)
    QR CODE