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研究生: 王亭雅
Ting-Ya Wang
論文名稱: 慈善活動對線上遊戲玩家的影響
The impact of charity events on online gamers
指導教授: 吳克振
Cou-Chen Wu
口試委員: 張順教
Shun-Chiao Chang
王蕙芝
Hui-Chih 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: 2023
畢業學年度: 112
語文別: 中文
論文頁數: 52
中文關鍵詞: 成就感社交互動逃避現實享受感自我效能自豪感
外文關鍵詞: Achievement, social interaction, escapism, enjoyment, self-efficacy, pride
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  • 近年來遊戲產業的成長幅度及營收皆有持續在成長。並且透過報告顯示,預估於2025年,消費者在遊戲是的支出將增長到 2,257億美元(“PC & Console Gaming Report 2023 | Newzoo Free Report,” n.d.)。表示越來越多人願意花時間與金錢在娛樂上面,因此如何將玩家留下及增加儲蓄點數的意圖,是本研究的重點。
    在研究一中的結果顯示,善因行銷的活動中,玩家對花更多時間及金錢在遊戲上有更高的意圖。另外,因為參與慈善活動,玩家不再只沈溺於遊戲中,心流體驗對玩家的行為意圖不再有影響。再者,研究二探討玩家動機是否會影響幫助人時的體會,並影響消費者的行為意圖及參加親社會行為的意願。結果顯示,自我效能及社交互動皆有效影響玩家增加對遊戲及遊戲公司的忠誠度及購買意圖,並且對親社會活動有更高的參與意圖;反之,自豪感則容易造成反效果,如果引發玩家的自豪感並不是真正的自豪,則會降低玩家對公司及產品的忠誠度及購買意圖,且對親社會活動的參與度也不再會受到影響。


    In recent years, the gaming industry has witnessed continuous growth in both its expansion rate and revenue. Reports indicate that by 2025, consumer spending on games is projected to increase to $225.7 billion ("PC & Console Gaming Report 2023 | Newzoo Free Report," n.d.). This indicates a growing willingness among people to invest their time and money in entertainment. Therefore, the focus of this study is to explore how to retain players and enhance their willingness to accumulate in-game currency.
    The results of Study One indicate that in benevolent marketing activities, players who spend more time and money on games exhibit higher intent. Additionally, participation in charitable activities results in players no longer being solely immersed in the game, and the flow experience no longer influences player behavioral intent. Furthermore, Study Two explores whether player motives affect their perception of helping others, influencing consumer behavioral intent and willingness to engage in prosocial behaviors. The findings reveal that self-efficacy and social interaction both effectively impact players' loyalty and purchase intent towards the game and game company, with a higher intent to participate in prosocial activities. Conversely, a sense of pride can have a counterproductive effect. If it triggers a sense of pride that is not genuine, it reduces player loyalty and purchase intent towards the company and product. Moreover, it no longer influences participation in prosocial activities.

    摘要 I ABSTRACT II 目錄 III 圖目錄 V 表目錄 VI 第壹章、 緒論 1 1.1. 研究背景與動機 1 1.2. 研究目的及重要性 1 1.3. 研究流程 3 第貳章、 文獻回顧及探討 4 2.1. 使用滿足理論 4 2.1.1. 成就感 4 2.1.2. 逃避現實 4 2.1.3. 社交互動 5 2.1.4. 享受感 5 2.2. 自豪感 5 2.3. 自我效能 6 2.4. 心流體驗 6 2.5. 善因行銷(CAUSE-RELATED MARKETING) 7 2.6. 親社會行為 7 2.7. 顧客忠誠度 8 2.8. 購買意圖 8 2.9. 持續玩遊戲的意圖 8 第參章、 善因行銷活動對玩家心態轉變的影響 10 3.1. 研究方向 10 3.2. 研究架構 10 3.3. 研究假設 10 3.4. 研究方法 14 3.4.1. 實驗操弄方式及量表設計 14 3.5. 研究結果與探討 17 3.5.1. 敘述性統計 17 3.5.2. 信、效度分析 17 3.5.3. 驗證性因素分析(CFA)與SEM路徑分析 18 3.6. 假設驗證結果 21 3.6.1. 獨立T檢定分析 21 3.6.2. 模型適配度分析 21 3.6.3. 研究一假設結果檢驗 22 3.7. 討論 26 第肆章、 玩家心理層面改變,對行為上的影響 27 4.1 研究方向 27 4.2 研究架構 27 4.3 研究假設 27 4.4 研究方法 30 4.4.1. 量表設計 30 4.5 研究結果與探討 31 4.5.1. 敘述性統計 31 4.5.2. 信、效度分析 31 4.5.3. 驗證性因素分析(CFA)與SEM路徑分析 32 4.6 假設驗證結果 35 4.6.1. 模型適配度分析 35 4.6.2. 研究二假設結果檢驗 35 4.7 討論 38 第伍章、 結論 39 5.1 研究一 39 5.2 研究二 39 第陸章、 管理意涵及貢獻 40 第柒章、 研究限制 41 7.1 受測者限制 41 7.2 對於善因行銷捐款標的及金額限制 41 7.3 自豪感分類問題 41 參考文獻 42 本論文學術發表的狀況 52

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