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博碩士論文 etd-0527122-143920 詳細資訊
Title page for etd-0527122-143920
論文名稱
Title
天堂W玩家的持續遊玩與消費意圖之研究
An Empirical Study On Lineage W players’ Intention To Continue Playing And Purchasing
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
74
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2022-06-09
繳交日期
Date of Submission
2022-06-27
關鍵字
Keywords
天堂W、使用與滿足理論、IS接受後持續使用模型、懷舊感、預期成長、持續遊玩意圖、遊戲內消費意圖
LineageW, Use and gratification theory, Post-acceptance Model of IS continuance, Nostalgia, Expectancy For Growth, Continuance intention to play, In-App purchase intenion
統計
Statistics
本論文已被瀏覽 430 次,被下載 93
The thesis/dissertation has been browsed 430 times, has been downloaded 93 times.
中文摘要
這幾年雖然Covid-19對全球金融造成嚴重的影響,但是2021年11月由南韓NC Soft推出的天堂W卻在上線兩天就在全球取得4億台幣的營收,可以看出手遊市場並未受疫情嚴重影響以及其在未來的發展潛力。但是近年對於線上遊戲或手機遊戲的研究都著重在玩家的心理需求對持續遊玩意圖的影響,鮮少有研究同時探討玩家心理與玩家對於遊戲與遊戲開發商的滿意度對於持續遊玩意圖的影響。因此,本研究希望可以透過使用與滿足理論結合IS接受後持續使用模型來探討天堂W玩家的持續遊玩意圖以及消費意圖,並且根據情境加入懷舊感以及嘗試將預期成長取代原本IS接受後持續使用模型中的知覺有用性。

本研究在許多天堂W的社群中進行網路問卷的發放,經過篩選後剩305份有效問卷。研究結果發現僅有享樂性滿足對持續使用意圖具有正向影響,社會性滿足與實務性滿足不會對持續遊玩意圖產生顯著影響。另外,滿意度、預期成長、懷舊感皆會正向影響玩家持續遊玩意圖,持續遊玩意圖也會正向影響遊戲內消費意圖。
Abstract
Although Covid-19 has posed serious impact to the global finance, NC Soft from South Korea released Lineage W on November 4,2021 in East Asia and earned over 400 million NT dollar at the first two days. The mobile game market seemed not to be seriously influenced by the Covid-19 and still got a great potential to grow. Previous studies only put emphasis on the players’ psychological needs which motivate their continuance intention to play in these years but few studies have explored the players’ psychological needs and the satisfaction with game content and game agency at the same time.Therefore, the aim of this study is to investigate LineageW players’ continuance intention to play and In-App purchase intention by Use and Gratification and Post-acceptance Model of IS continuance and explores whether nostalgia is positively associated with the continuance intention to play. Finally, this study tries to replace the construct named perceived usefulness from Post-acceptance Model of IS continuance with expectancy for growth.
There are 305 valid samples collected from several popular communities on the internet. According to the result of this study, hedonic gratification is positively associated with continuance intention to play. Social gratification and utilitarian gratification are not positively associated with continuance intention to play. Moreover, satisfaction, expectancy for growth, nostalgia are positively associated with continuance intention to play. Finally, continuance intention to play is positively associated with In-App purchase intenion.
目次 Table of Contents
論文審定書 i
摘要 ii
英文摘要 iii
目錄 iv
圖目錄 v
表目錄 vi
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 研究流程 5
第二章 文獻探討 6
第一節 使用與滿足理論 6
第二節 IS接受後持續使用模型 7
第三節 預期成長 8
第四節 懷舊感 9
第三章 研究方法 10
第一節 研究模型 10
第二節 研究假說 11
第三節 操作型定義 16
第四節 研究設計 19
第四章 資料分析 28
第一節 樣本基本資料分析 28
第二節 衡量模型 31
第三節 模型與假說驗證 42
第五章 結論與建議 46
第一節 研究結果與建議 46
第二節 理論與實務意涵 49
第三節 研究限制 51
第四節 未來研究方向 52
參考文獻 53
附錄一、正式問卷 60


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