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研究生: Dieta Volita Tucker
Dieta Volita Tucker
論文名稱: 使用遊戲化和虛擬現實技術重新想像目的地旅行-有一款適合您的遊戲!
Destination travel re-imagined using gamification and Virtual Reality technology – there’s a game for that!
指導教授: 曾盛恕
Seng-Su Tsang
口試委員: 呂志豪
Shih-Hao Lu
陳家祥
Ja-Shen Chen
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: 2020
畢業學年度: 108
語文別: 英文
論文頁數: 62
中文關鍵詞: GamificationVirtual RealityGamingDestination Travel MarketingNoveltyHexad Player Type
外文關鍵詞: Gamification, Virtual Reality, Gaming, Destination Travel Marketing, Novelty, Hexad Player Type
相關次數: 點閱:300下載:7
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  • ABSTRACT
    “Well begun is half done”
    ~Aristotle~
    Gamification has been a fast growing phenomenon that will reshape the business world. Travel intentions and planning are synonymously coupled to destination awareness, the potential travelers’ image of a destination and their personal preferences and innovation. For the success of a destination’s marketing strategy, monitoring the intentions to travel is important to sustain high visitor arrivals and to manage their tourism offering.
    Given the research interest and emerging trend of applications with game features, the literature on gamification for the travel industry integrating other technologies like Virtual Reality lacks theory to understand the behavioral intention of players to book a travel service while in a game or after playing a game.
    We present a research literature review with the goal of identifying the main factors that would support the aforementioned theory. This study adopted the Technology Acceptance Model (TAM) framework integrated with player type and novelty in a gamified virtual reality context.
    Using a quantitative method, the findings of 300 participants revealed that Novelty and Perceived Ease of Use (PEOU) highly relies on the user’s player type. Support is given for Novelty as a factor influencing users Perceived Usefulness (PU) and Perceived Enjoyment (PE) as predictors of intention to book a travel service.
    Moreover, this study implies that research on gamification for travel games/apps are still in an embryonic stage, hence, it is the opportune time to develop a prototype that can manipulate, manage and commercialize the tourism and travel sector using technologies like Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR).

    Table of Contents 1. INTRODUCTION 9 1.1. Background of Research Topic 9 1.2. Research Objectives 9 1.1. Significance of the Study 10 1.3. Structure of the project 12 2. LITERATURE REVIEW AND HYPOTHESIS DEVELOPMENT 13 2.1. Gamification and Virtual Reality Travel Games 13 2.2. Theoretical Perspective 17 1.1. Research Hypotheses and Model 19 3. RESEARCH METHODOLOGY 30 3.1. Research target population 30 3.2. Survey Instrument and Measurement 32 4. FINDINGS AND DISCUSSION 34 4.1. Descriptive Statistics 34 4.2. Confirmatory Factor Analysis 36 1.1. Structural Equation Modeling 44 1.2. Discussion 46 5. CONCLUSION AND RECOMMENDATION 48 5.1. Limitations of the Thesis 49 5.2. Academic Contribution 49 5.3. Future Research 51 5.4. Managerial Implications 52

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