簡易檢索 / 詳目顯示

研究生: 李思穎
Szu-ying Lee
論文名稱: 手機社交遊戲之不持續使用意圖研究─以Candy Crush 為例
An Intention Study of Discontinuing Usage on Mobile Social Game-The Case of Candy Crush
指導教授: 盧希鵬
Hsi-Peng Lu
口試委員: 羅天一
Tain-Yi Luor
黃世禎
Sun-Jen Huang
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: 2014
畢業學年度: 102
語文別: 中文
論文頁數: 82
中文關鍵詞: 手機社交遊戲知覺價值不持續使用
外文關鍵詞: mobile social game, perceived value, discontinuing usage
相關次數: 點閱:389下載:1
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
  • 社群網絡、智慧型手機及平板的發展改變了人們的習慣,融合移動、社交及在短時間便可滿足使用者達到娛樂、打發時間、紓壓的手機社交遊戲也因此迅速竄紅,其魅力造就許多手機不離手的潛在玩家們被開發出來,尤其女性。同時,遊戲數量隨著潮流發展而爆炸式的增長,也因複製容易因此同質性的遊戲相當多,導致手機社交遊戲業者處於競爭激烈的戰場中。另一方面受限於硬體系統設備及網路流量,造成遊戲精緻度或系統穩定度的不足,讓玩家對遊戲之投入感不高,亦不想對其付出太多金錢跟時間。再者,多數業者採免費下載經由販賣遊戲中的道具及虛擬貨幣的微交易獲利模式,更提供玩家有利於隨意轉換新遊戲之契機,此乃所有手機App遊戲業者的最痛處。
    許多學者皆探討正向誘因以留住玩家,紛紛提出加強社交互動連結性、玩家與業者間之良好互動、內容保持新鮮及創新等建議,而對於在遊戲過程中容易使玩家不想繼續玩的因素卻鮮少被重視到。因此本研究以反向觀點試著探究當玩家在享受遊戲帶來的利益時,同時會產生哪些犧牲感而讓玩家產生不想繼續玩的念頭。經由觀察及問卷收集資料,並利用PLS分析方法進行模型驗證,研究結果顯示大多數手機社交遊戲玩家重視的利益為「功利性利益」、「享樂性利益」及「自尊性利益」,同時「時間犧牲」及「隱私犧牲」會影響並降低玩家的「知覺價值」,增長「不持續使用意願」,且「時間犧牲」是直接影響玩家產生「不持續使用意願」的關鍵因素。而由仍在使用玩家組中得到「隱私犧牲」會直接正向影響「不持續使用意願」的結果。同時亦發現,在已停止使用玩家的認知中,利益構面僅有「享樂性利益」具有影響「知覺價值」之作用。期望此研究結果能給各手機App遊戲業者做營運策略之參考。


    The development of social network, smartphone, and tablet computer has changed people’s habits. Mobile social games, which converged mobile and social abilities and satisficing users’ needs for entertainment, time killing, and pressure released, have gained popularity dramatically. The attraction makes many potential players to be developed, especially female users who have phones in their hands all the time. At the same time, the industry of mobile social games is very competing since the quantity of games grows as the trend is developing. There are a lot of similar games have been created due to easy replication. On the other hand, players’ interest level varies because the hardware system equipment and network traffic is limited, which resulting in lack of delicacy of the game or the system stability. Not willing to pay too much money and time is another reason. In addition, most operators provide free download for the game but make profits through selling the items that players might use for the game. It offers players an opportunity to favor free conversion of new games, which hurts the most of all mobile phone game operators.
    Many researchers discussed how to use positive incentives to keep players playing the game, and they suggested strengthening the link between social interaction, good interaction between the player and the Operators, to keep the content fresh and innovative. However, factors for players’ intention of discontinuing usage are rarely mentioned. Therefore, this study worked backwards trying to explore which sacrifices might affect players to discontinue playing the game while they are enjoying the benefits from it. Data collected through observation and questionnaire and PLS analysis is used to verify my models. Research finding shows that most mobile social game players value “Utilitarian benefit,” “Hedonic benefit,” and “Self-esteem benefit” while “time sacrificing” and “privacy sacrificing” affects and lowers their “perceived value,” which increases their “discontinuing usage intention.” “Time sacrificing” is the key factor that directly affects players to generate the “discontinuing usage intention.” Outcome from current players indicate that “privacy sacrificing” directly affects their results of “discontinuing usage intention.” It was also found that only “Hedonic benefit” affects their “perceived value” for not-playing-anymore players. I expected results of this study will give the mobile phone game operators as a reference for their operational strategy.

    摘要 i Abstract ii 目錄 iii 表目錄 v 圖目錄 vi 第一章 緒論 1 1.1 研究背景 1 1.2 研究動機 3 1.3 研究目的 5 1.4 研究流程 7 第二章 文獻探討 8 2.1 手機社交遊戲 9 2.2 知覺利益 14 2.3 知覺價值 16 2.4 知覺犧牲 19 2.5 不持續使用意圖 21 第三章 研究方法 22 3.1 研究架構 23 3.2 研究假設 24 3.3 研究變數定義與衡量 25 3.4 研究設計與研究工具 28 3.5 資料分析方法 32 第四章 研究結果 34 4.1 敘述統計分析 35 4.2 問卷信度及效度分析 38 4.2.1 信度分析 38 4.2.2 效度分析 38 4.3 模型結構分析與假說檢定 44 4.4 討論 50 第五章 結論與建議 55 5.1 研究結論 56 5.2 研究貢獻 62 5.2.1 學術貢獻 62 5.2.2 實務貢獻 63 5.3 研究限制與後續研究發展 64 參考文獻 65 中文部分 65 英文部分 66 附錄:正式問卷 72

    中文部分
    丁鴻裕與楊政霖 (2013). 2013年台灣網友遊戲暨行動娛樂調查. 2012 網路購物與娛樂趨勢分享會, 台北, 資策會產業情報研究所(MIC).
    田韻青 (2012). "社交模擬遊戲玩家之助人行為研究-以道德與利益之觀點探討." 碩士論文, 國立台灣科技大學
    林聰哲 (2008). "中部地區高爾夫球場服務品質, 消費者知覺價值, 滿意度與行爲意向之研究." 管理實務與理論研究 2(4): 196-214.
    姜漢儀 (2012). 行動遊戲發展現況與消費趨勢. 2012 網路購物與娛樂趨勢分享會, 台北, 資策會產業情報研究所(MIC).
    陳金城 (2013). 企業管理 (含大意), 千華數位文化.
    程瑞南 (2003). "網路購物之顧客價值對關係品質之影響." 碩士論文, 國立嘉義大學
    廖正雄 (2012). "電子遊戲的遊戲性分類研究─以APP STORE遊戲為例." 碩士論文, 國立中央大學.


    英文部分
    Acquisti, A. and R. Gross (2006). Imagined communities: Awareness, information sharing, and privacy on the Facebook. Privacy enhancing technologies, Springer: 36-58.
    Agarwal, R. and J. Prasad (1999). Are individual differences germane to the acceptance of new information technologies?, Wiley Online Library. 30: 361-391.
    Anderson, J. C., D. C. Jain and P. K. Chintagunta (1992). Customer value assessment in business markets: A state-of-practice study, Taylor & Francis. 1: 3-29.
    Baumeister, R. F., J. D. Campbell, J. I. Krueger and K. D. Vohs (2003). Does high self-esteem cause better performance, interpersonal success, happiness, or healthier lifestyles?, Sage Publications. 4: 1-44.
    Bloom, P. N., G. R. Milne and R. Adler (1994). Avoiding misuse of new information technologies: legal and societal considerations, JSTOR: 98-110.
    Cases, A.-S. (2002). Perceived risk and risk-reduction strategies in Internet shopping, Taylor & Francis. 12: 375-394.
    Chang, C.-C. (2013). "Examining users' intention to continue using social network games: A flow experience perspective." Telematics and Informatics 30(4): 311-321.
    Chang, K. T.-T., A. T.-T. Koh, B. Y.-Y. Low, D. J. S. Onghanseng, K. Tanoto and T. S. T. Thuong (2008). "Why I Love This Online Game: The MMORPG Stickiness Factor." ICIS 2008 Proceedings: 88.
    Chang, T.-S., C.-Y. Ku and H.-P. Fu (2013). "Grey theory analysis of online population and online game industry revenue in Taiwan." Technological Forecasting and Social Change 80(1): 175-185.
    Chen, S. (2009). "The social network game boom." blog]. Gamasutra. Available at: http://www. gamasutra. com/view/feature/4009/the_social_network_ game_boom. php (accessed Apr. 2011).
    Chin, W. W. (1998). The partial least squares approach to structural equation modeling, Lawrence Erlbaum Associates Mahwah, NJ. 295: 295-336.
    Chin, W. W. (2010). How to write up and report PLS analyses. Handbook of partial least squares, Springer: 655-690.
    Choi, D. and J. Kim (2004). "Why people continue to play online games: in search of critical design factors to increase customer loyalty to online contents." Cyberpsychol Behav 7(1): 11-24.
    Cronin, J. J. and M. H. Morris (1989). Satisfying customer expectations: the effect on conflict and repurchase intentions in industrial marketing channels, Springer. 17: 41-49.
    Cronin Jr, J. J., M. K. Brady and G. T. M. Hult (2000). Assessing the effects of quality, value, and customer satisfaction on consumer behavioral intentions in service environments, Elsevier. 76: 193-218.
    Davis, R. and B. Lang (2012). "Modeling game usage, purchase behavior and ease of use." Entertainment Computing 3(2): 27-36.
    Dodds, W. B. and K. B. Monroe (1985). "The effect of brand and price information on subjective product evaluations." Advances in consumer research 12(1): 85-90.
    Dodds, W. B., K. B. Monroe and D. Grewal (1991). Effects of price, brand, and store information on buyers' product evaluations, JSTOR: 307-319.
    Drennan, J., G. Sullivan and J. Previte (2006). Privacy, risk perception, and expert online behavior: an exploratory study of household end users, IGI Global. 18: 1-22.
    Dwyer, C. (2007). Digital relationships in the" myspace" generation: Results from a qualitative study. System Sciences, 2007. HICSS 2007. 40th Annual Hawaii International Conference on, IEEE: 19-19.
    Fishbein, M. and I. Ajzen (1975). Belief, attitude, intention and behavior: An introduction to theory and research.
    Fornell, C. (1992). A national customer satisfaction barometer: the Swedish experience, JSTOR: 6-21.
    Fornell, C. and D. F. Larcker (1981). Evaluating structural equation models with unobservable variables and measurement error, JSTOR: 39-50.
    Geistfeld, L. V., G. B. Sproles and S. B. Badenhop (1977). THE CONCEPT AND MEASUREMENT OF A HIERARCHY OF PRODUCT CHARACTERISTICS. 4.
    Griffin, M., B. J. Babin and D. Modianos (2000). Shopping values of Russian consumers: the impact of habituation in a developing economy, Elsevier. 76: 33-52.
    Guindon, M. H. (2002). Toward Accountability in the Use of the Self?steem Construct, Wiley Online Library. 80: 204-214.
    Ha, I., Y. Yoon and M. Choi (2007). Determinants of adoption of mobile games under mobile broadband wireless access environment, Elsevier. 44: 276-286.
    Hair Jr, J. F., G. T. M. Hult, C. Ringle and M. Sarstedt (2013). A primer on partial least squares structural equation modeling (PLS-SEM), SAGE Publications, Incorporated.
    Hauser, J. R. and G. L. Urban (1986). The value priority hypotheses for consumer budget plans, JSTOR: 446-462.
    Hellier, P. K., G. M. Geursen, R. A. Carr and J. A. Rickard (2003). Customer repurchase intention: a general structural equation model, MCB UP Ltd. 37: 1762-1800.
    Hsu, C.-L. and H.-P. Lu (2004). "Why do people play on-line games? An extended TAM with social influences and flow experience." Information & Management 41(7): 853-868.
    Jarvinen, A. (2009). Workshop: game design for social networks. Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, ACM.
    Jieun, S., B. Torger, L. Yu-hao and D. Y. Wohn (2010). Social network games: exploring audience traits. CHI '10 Extended Abstracts on Human Factors in Computing Systems. Atlanta, Georgia, USA, ACM.
    Kim, D. J., C. Steinfield and Y.-J. Lai (2008). Revisiting the role of web assurance seals in business-to-consumer electronic commerce, Elsevier. 44: 1000-1015.
    Kim, H.-W., H. C. Chan and S. Gupta (2007). "Value-based adoption of mobile internet: an empirical investigation." Decision Support Systems 43(1): 111-126.
    Kim, J., Y. Chang and M.-C. Park (2013). "Why Do People Like to Play Social Network Games with Their Friends? A Focus on Sociability and Playability."
    Kleinman, Z. (2009). Social network games catch the eye of computer giants. BBC News. UK.
    Kuo, Y.-F. and L.-H. Feng (2013). Relationships among community interaction characteristics, perceived benefits, community commitment, and oppositional brand loyalty in online brand communities, Elsevier. 33: 948-962.
    Lapierre, J. (2000). Customer-perceived value in industrial contexts, MCB UP Ltd. 15: 122-145.
    Lee, J., M. Lee and I. H. Choi (2012). "Social network games uncovered: motivations and their attitudinal and behavioral outcomes." Cyberpsychology, Behavior, and Social Networking 15(12): 643-648.
    Lee, J., M. Lee and I. H. Choi (2012). "Social network games uncovered: motivations and their attitudinal and behavioral outcomes." Cyberpsychol Behav Soc Netw 15(12): 643-648.
    Lee, S. and C.-f. Quan (2013). "Factors affecting Chinese Ubiquitous Game Service usage intention." International Journal of Mobile Communications 11(2): 194-212.
    Liang, T.-P. and Y.-H. Yeh (2011). "Effect of use contexts on the continuous use of mobile services: the case of mobile games." Personal and Ubiquitous Computing 15(2): 187-196.
    Linck, K., K. Pousttchi and D. G. Wiedemann (2006). Security issues in mobile payment from the customer viewpoint, University of Augsburg.
    Lovelock, C. H. (2001). Services marketing, (4th ed.), Prentice Hall Englewood Cliffs, NJ.
    Malhotra, N. K., S. S. Kim and J. Agarwal (2004). Internet users' information privacy concerns (IUIPC): the construct, the scale, and a causal model, Informs. 15: 336-355.
    Malone, T. W. and M. R. Lepper (1987). "Making learning fun: A taxonomy of intrinsic motivations for learning | Mendeley." Aptitude learning and instruction 3(3): 223-253.
    Monroe, K. B. and J. D. Chapman (1987). "Framing effects on buyers’ subjective product evaluations." Advances in consumer research 14(1): 193-197.
    Monroe, K. B. and R. Krishnan (1985). The effect of price on subjective product evaluations, Lexington Books Lexington, MA: 209-232.
    Nambisan, S. and R. A. Baron (2009). Virtual customer environments: Testing a model of voluntary participation in value Co?reation activities, Wiley Online Library. 26: 388-406.
    Oh, H. (2000). The effect of brand class, brand awareness, and price on customer value and behavioral intentions, Sage Publications. 24: 136-162.
    Oliver, R. L. (1981). "Measurement and evaluation of satisfaction processes in retail settings." Journal of retailing.
    Parasuraman, A. (1997). "Reflections on gaining competitive advantage through customer value." Journal of the Academy of marketing Science 25(2): 154-161.
    Parasuraman, A. and D. Grewal (2000). The impact of technology on the quality-value-loyalty chain: a research agenda, Sage Publications. 28: 168-174.
    Park, C. W., B. J. Jaworski and D. J. Maclnnis (1986). Strategic brand concept-image management, JSTOR: 135-145.
    Park, E., S. Baek, J. Ohm and H. J. Chang (2014). "Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model." Telematics and Informatics 31(1): 3-15.
    Park, J., Y. Song and C.-I. Teng (2011). "Exploring the links between personality traits and motivations to play online games." Cyberpsychology, Behavior, and Social Networking 14(12): 747-751.
    Partala, T. (2011). "Psychological needs and virtual worlds: Case Second Life." International Journal of Human-Computer Studies 69(12): 787-800.
    Peppers, D. (1993). "The one to one future: Building relationship one customer at a time."
    Petrick, J. F. (2002). Development of a multi-dimensional scale for measuring the perceived value of a service, National Recreation & Park Assn.
    Petty, R. D. (2000). Marketing without consent: Consumer choice and costs, privacy, and public policy, American Marketing Association. 19: 42-53.
    Prensky, M. (2001). Fun, play and games: What makes games engaging, McGraw-Hill, California. 5: 1-05.
    Rau, P.-L. P., Q. Gao and Y. Ding (2008). "Relationship between the level of intimacy and lurking in online social network services." Computers in Human Behavior 24(6): 2757-2770.
    Ravald, A. and C. Gronroos (1996). "The value concept and relationship marketing." European journal of marketing 30(2): 19-30.
    Rezaei, S. and S. S. Ghodsi (2014). "Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs)." Computers in Human Behavior 35(0): 252-266.
    Ringle, C. M., M. Sarstedt and D. W. Straub (2012). "Editor's comments: a critical look at the use of PLS-SEM in MIS quarterly." MIS quarterly 36(1): iii-xiv.
    Rossi, L. (2009). "Playing your network: gaming in social network sites." Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory.
    Salancik, G. R. and J. Pfeffer (1977). An examination of need-satisfaction models of job attitudes, JSTOR: 427-456.
    Sawyer, A. G. and P. R. Dickson (1984). Psychological perspectives on consumer response to sales promotion, Marketing Science Institute Cambridge, MA: 1-21.
    Seiders, K., G. B. Voss, D. Grewal and A. L. Godfrey (2005). Do satisfied customers buy more? Examining moderating influences in a retailing context, American Marketing Association. 69: 26-43.
    Sheth, J. N., B. I. Newman and B. L. Gross (1991). "Why we buy what we buy: a theory of consumption values." Journal of business research 22(2): 159-170.
    Shin, D.-H. and Y.-J. Shin (2011). "Why do people play social network games?" Computers in Human Behavior 27(2): 852-861.
    Slater, S. F. and J. C. Narver (2000). Intelligence generation and superior customer value, Springer. 28: 120-127.
    Sweeney, J. C., G. N. Soutar and L. W. Johnson (1997). "Retail service quality and perceived value: a comparison of two models." Journal of Retailing and Consumer Services 4(1): 39-48.
    Teas, R. K. and S. Agarwal (2000). The effects of extrinsic product cues on consumers' perceptions of quality, sacrifice, and value, Springer. 28: 278-290.
    Teo, T. S. H. (2001). Demographic and motivation variables associated with Internet usage activities, MCB UP Ltd. 11: 125-137.
    Tsang, E. W. (2002). "Acquiring knowledge by foreign partners from international joint ventures in a transition economy: learning‐by‐doing and learning myopia." Strategic management journal 23(9): 835-854.

    Urbach, N. and F. Ahlemann (2010). Structural equation modeling in information systems research using partial least squares, Pearson Education Inc. 11: 5-40.
    Wohn, D., Y.-H. Lee, J. Sung and T. Bjornrud (2010). Building common ground and reciprocity through social network games. CHI'10 Extended Abstracts on Human Factors in Computing Systems, ACM.
    Wohn, D. Y., C. Lampe, R. Wash, N. Ellison and J. Vitak (2011). The" S" in Social Network Games: Initiating, Maintaining, and Enhancing Relationships. System Sciences (HICSS), 2011 44th Hawaii International Conference on, IEEE.
    Wood, C. M. and L. K. Scheer (1996). "Incorporating perceived risk into models of consumer deal assessment and purchase intent." Advances in Consumer research 23: 399-404.
    Woodruff, R. B. (1997). "Customer value: the next source for competitive advantage." Journal of the academy of marketing science 25(2): 139-153.
    Woodruff, R. B. and S. Gardial (1996). Know your customer: new approaches to customer value and satisfaction, Blackwell Business Cambridge, MA.
    Yen, H. R., S. H.-Y. Hsu and C.-Y. Huang (2011). "Good soldiers on the web: understanding the drivers of participation in online communities of consumption." International Journal of Electronic Commerce 15(4): 89-120.
    Young, S. and B. Feigin (1975). "Using the benefit chain for improved strategy formulation." The Journal of Marketing: 72-74.
    Zeithaml, V. A. (1988). Consumer perceptions of price, quality, and value: a means-end model and synthesis of evidence, JSTOR: 2-22.
    Zeithaml, V. A., L. L. Berry and A. Parasuraman (1996). The behavioral consequences of service quality, JSTOR: 31-46.
    Zhou, Z., X.-L. Jin and Y. Fang (2014). Moderating role of gender in the relationships between perceived benefits and satisfaction in social virtual world continuance, Elsevier.
    Zuckerman, D. M. (1985). "Confidence and aspirations: Self‐esteem and self‐concepts as predictors of students' life goals." Journal of Personality 53(4): 543-560.
    Zynga (2012) "Zynga Announces Preliminary Financial Results for for the Third Quarter and Lowers Outlook for Full Year 2012."

    無法下載圖示 全文公開日期 2019/07/18 (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