Responsive image
博碩士論文 etd-0529122-075132 詳細資訊
Title page for etd-0529122-075132
論文名稱
Title
影響國小高年級學生虛擬遊戲產品購買意圖之因素探討
A Study on the Factors Affecting Senior Elementary School Students' Intention to Purchase Virtual Game Products
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
63
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
2022-06-17
繳交日期
Date of Submission
2022-06-29
關鍵字
Keywords
國小高年級學童購買虛擬遊戲產品、課金、社會規範、個人規範、UTAUT
purchase of virtual game products by senior elementary school children, tuition fees, social norms, personal norms, UTAUT
統計
Statistics
本論文已被瀏覽 348 次,被下載 109
The thesis/dissertation has been browsed 348 times, has been downloaded 109 times.
中文摘要
資訊科技蓬勃發展的現今社會,智慧型手機的快速發展更是達到人手一機的狀態。智慧型手機普及率的上升,意味著手機使用年齡的下降。而兒童使用手機除了線上課程、影視娛樂與社群軟體外,手機遊戲也是一大使用目的。Z世代的學童們對於手機遊戲,除了打發時間外,便是用來與同儕間的互動。
過去遊戲業者大多透過販售遊戲光碟或是載點來獲利,現今則是先以免付費遊戲吸引消費者進行下載使用,再透過遊戲內商城販賣道具、通關加值功能或是遊戲廣告的收益等方式來獲利,儼然形成免費增值 (Freemium) 的商業模式與程式內購買的消費行為 (In-App Purchase) 。在遊戲內購買道具或各種通關加值功能的消費行為─也就是俗稱的「課金」,隨著上述手機及行動網路的普及等原因,此種消費行為之年齡層也逐漸往下降低。
本研究以社會規範模型與UTAUT為理論基礎,再加入沉浸理論、功能性、獨特性以及激勵誘因等構面,探討影響國小高年級學童購買虛擬遊戲產品(課金)之消費行為動機。採用紙本問卷進行樣本收集,共回收325份有效問卷,通過統計分析之檢驗,驗證本研究所使用之模型與構面均具有足夠信效度。研究結果顯示,績效期望、個人規範、功能性與獨特性對於購買行為(課金)的影響是顯著的,而沉浸體驗與激勵誘因則是不顯著的。最後,根據研究結果提出理論及實務意涵相關之建議,期望對未來相關之研究能夠有所助益。
Abstract
With the rapid development of information technology in today's society, the rapid development of smart phones has reached the state of one device per person. The rise in smartphone penetration means that the age of mobile phone use is declining. In addition to online courses, film and television entertainment and social software, mobile games are also a major purpose of children's use of mobile phones. Generation Z schoolchildren use mobile games not only to pass the time, but also to interact with their peers.
In the past, most game companies made profits by selling game discs or loading points. Now, they are using free games to attract consumers to download and use them, and then use in-game malls to sell props, customs clearance features, or revenue from game advertisements, etc. The way to profit, just like the formation of the business model of freemium (Freemium) and the consumption behavior of in-app purchase (In-App Purchase). The consumption behavior of purchasing props or various customs clearance value-added functions in the game is also commonly known as "class money". With the above-mentioned reasons such as the popularity of mobile phones and mobile networks, the age group of such consumption behavior is gradually decreasing.
This study is based on the social norm model and UTAUT, and then adds immersion theory, functionality, uniqueness, and incentives and other dimensions to explore the consumption behavior motives that affect the purchase of virtual game products (course money) by senior elementary school children. Paper questionnaires were used for sample collection, and a total of 325 valid questionnaires were recovered. Through statistical analysis, it was verified that the models and dimensions used in this study had sufficient reliability and validity. The results show that performance expectations, personal norms, functionality and uniqueness have a significant impact on purchase behavior (course money), while immersion experience and motivational incentives are not significant. Finally, according to the research results, suggestions related to theoretical and practical implications are put forward, hoping to be helpful for future related research.
目次 Table of Contents
論文審定書 i
誌謝 ii
摘要 iii
ABSTRACT iv
目錄 vi
圖次 viii
表次 ix
第一章 緒論 1
第一節 研究背景 1
第二節 研究動機 2
第三節 研究問題與目的 3
第四節 研究方法與流程 3
第二章 文獻探討 5
第一節 沉浸理論(FLOW THEORY) 5
第二節 UTAUT 7
第三節 社會規範及個人規範 12
第四節 虛擬商品之功能性與獨特性 14
第五節 激勵誘因 15
第三章 研究方法 17
第一節 研究模型 17
第二節 研究假說 18
第三節 操作型定義 22
第四節 研究設計 22
第四章 資料分析 27
第一節 樣本基本資料分析 27
第二節 衡量模型 28
第三節 結構模型及假說驗證 34
第五章 結論與建議 38
第一節 研究結果與建議 38
第二節 理論與實務意涵 39
第三節 研究限制與未來研究方向 40
參考文獻 42
附錄 本研究正式問卷 48
參考文獻 References
財團法人台灣網路資訊中心(2019). 台灣網路報告. 取自https://www.children.org.tw/research/detail/67/1525
陳國威、陳小梅. (2005). 學童欺凌:心理剖析。香港教師中心學報,4,141-149。
李文傑. (2008). 自我效能、沉浸經驗與科技接受模式之研究—以線上遊戲為例
謝承哲. (2015). 使用現實貨幣購買行動遊戲中虛擬物品之研究
鍾沅淇. (2019). 抽卡/轉蛋型手機遊戲之消費(課金)行為與意欲
楊川慧. (2021). 玩家購買遊戲內商品之目標取向對於遊戲玩家滿意度及活力之影響
陳玫菁. (2018). 花蓮縣國小高年級學童使用手機遊戲動機、使用手機遊戲行為與學生生活適應之相關研究
蘇郁珊. (2021). 青少年接觸數位行銷經驗初探
黃昆山. (2012). 以沉浸理論探討臉書遊戲商品購買意願. 中央大學資訊管理學系學位論文, 1-78.
劉楚瑜. (2009). 影響免費線上遊戲玩家購買虛擬商品因素探討. 淡江大學資訊傳播學系碩士班學位論文, 1-202.
吳淑蓉. (2018). 青少年智慧型手機遊戲成癮因素之探討
鄭慧蓮. (2020). 高雄市國小高年級學生手機遊戲的看法與學習態度關係之探究
Aaker, D. A. (1973). Toward a normative model of promotional decision making.Management Science, 19(6), 593-603.
Alvarez Alvarez, B., & Vázquez Casielles, R. (2005). Consumer evaluations of sales promotion: the effect on brand choice. European Journal of Marketing, 39(1/2), 54-70.
Bawa, K., & Shoemaker, R. W. (1987). The coupon-prone consumer: some findings based on purchase behavior across product classes. The Journal of Marketing, 99-110
Chen, L.-L., Kuan, C. J., Lee, Y.-H., & Huang, H.-L. (2011). Applicability of the UTAUT model in playing online game through mobile phones: Moderating effects of user experience. Paper presented at the Technology Management Conference (ITMC), 2011 IEEE International.
Chandy, R. K., & Tellis, G. J. (1998). Organizing for radical product innovation: The overlooked role of willingness to cannibalize. Journal of marketing research, 474-487.
Chin, W. W. (1998). Commentary: Issues and Opinion on Structural Equation Modeling.MIS Quarterly, 22(1), vii-xvi.
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: the experience of play in work and games.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. 1990: New York. Harper.
Dodds, W. B., & Monroe, K. B. (1985). The effect of brand and price information on subjective product evaluations. Advances in consumer research, 12(1), 85-90.
Erikson, E. H. (1982). The life cycle completed: A review. New York:W.W. Norton & Company.
Fam, K.-S., Cyril de Run, E., Shukla, P., Teck Weng, J., & Cyril de Run, E. (2013).Consumers' personal values and sales promotion preferences effect on behavioural intention and purchase satisfaction for consumer product. Asia Pacific Journal of Marketing and Logistics, 25(1), 70-101.
Fornell, C., & Larcker, D. F. (1981a). Evaluating Structural Equation Models with Unobservable Variables and Measurement Error. Journal of Marketing Research, 18(1), 39-50.
Fornell, C., & Larcker, D. F. (1981b). Structural Equation Models with Unobservable Research, 18(3), 382-388.
Guo, Y., & Barnes, S. (2007). Why people buy virtual items in virtual worlds with real money. ACM SIGMIS Database, 38(4), 69-76.
Guo, Y., & Barnes, S. (2009). Virtual item purchase behavior in virtual worlds: an exploratory investigation. Electronic Commerce Research, 9(1-2), 77-96.
Guo, Y., & Barnes, S. J. (2012). Explaining purchasing behavior within World of Warcraft. Journal of Computer Information Systems, 52(3), 18-30.
Gamer, L. (2009). Virtual item monetization: A powerful revenue opportunity for online game publishers and virtual world operators. Accessed at, 14(10).
Gardener, E., & Trivedi, M. (1998). A communications framework to evaluate sales promotion strategies. Journal of Advertising Research, 38(3), 67-71.
Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: conceptual foundations. The Journal of Marketing, 50-68.
Ho, L.-H., Hung, C.-L., & Chen, H.-C. (2012). Examining the Acceptance Behavior of Using Mobile Phone Messaging as a Parent-Teacher Medium Based on TAM and UTAUT Models. AISS: Advances in Information Sciences and Service Sciences, 4(1), 254-263.
Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing: How game mechanics create demand for virtual goods. International Journal of Business Science & Applied Management, 5(1), 14-29.
Hsu, C.-L., & Lin, J. C.-C. (2008). Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation. Information & Management, 45(1), 65-74.
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115-135.
Hair, J. F., Black, W. C., Anderson, R. E., & Tatham, R. L. (1998). Multivariate data analysis.
Hair, J. F., Ringle, C. M., & Sarstedt, M. (2011). PLS-SEM: Indeed a silver bullet. Journal of Marketing theory and Practice, 19(2), 139-152.
Kline, R. B. (2005). Principles and practice of structural equation modeling: Guilford publications.
Lin, J. C.-C., & Lu, H. (2000). Towards an understanding of the behavioural intention to use a web site. International journal of information management, 20(3), 197-208.
Lin, H., & Sun, C.-T. (2007). Cash trade within the magic circle: Free-to-play game challenges and massively multiplayer online game player responses. Paper presented at the Proceedings of DiGRA.
Lin, H., & Sun, C.-T. (2010). Cash trade in free-to-play online games. Games and Culture. Marchewka, J. T., & Kostiwa, K. (2014). An Application of the UTAUT Model for Understanding Student Perceptions Using Course Management Software. Communications of the IIMA, 7(2), 10.
Moneta, B. G. & Csikszentmihalyi, M. (1996). The effect of perceived challenges and skills on the quality of subjective experience. Journal of Personality, 64 (2), 275-310.
Oh, G., & Ryu, T. (2007). Game design on item-selling based payment model in Korean online games. Proceedings of DiGRA 2007, 650-657.
Ong, B. S. (1999). Determinants of purchase intentions and stock-piling tendency of bonus packs. American Business Review, 17(1), 57-64.
Park, B.-W., & Lee, K. C. (2011). Exploring the value of purchasing online game items. Computers in Human Behavior, 27(6), 2178-2185.
Paley, N. (1999). The manager's guide to competitive marketing strategies: CRC Press.
Raghubir, P., & Corfman, K. (1999). When do price promotions affect pretrial brand evaluations? Journal of marketing research, 211-222.
Shen, C.-F. (2009). An empirical study of the purchase intention for digital props sold in online game stores.
Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3-3.
Strahilevitz, M. A., & Myers, J. (1998). Donations to charity as purchase incentives: How well they work may depend on what you are trying to sell. Journal of consumer research, 24(4), 434.
Snyder, C. R., & Fromkin, H. L. (1977). Abnormality as a positive characteristic: The development and validation of a scale measuring need for uniqueness. Journal of Abnormal Psychology, 86(5), 518.
Shimp, T. A. (1997). Advertising, promotion, and supplemental aspects of integrated marketing communications: Harcourt Brace College Publishers.
Streiner, D. L., & Norman, G. R. (1995). Devising the items. Health measurement scales, 15-127.
Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User acceptance of information technology: Toward a unified view. MIS quarterly, 425-478.
Wang, H.-Y., & Wang, S.-H. (2010). User acceptance of mobile internet based on the unified theory of acceptance and use of technology: Investigating the determinants and gender differences. Social Behavior and Personality: an international journal, 38(3), 415-426.
Wu, J., & Liu, D. (2007). The effects of trust and enjoyment on intention to play online games. Journal of Electronic Commerce Research, 8(2), 128-140.
Weng, J. T., & De Run, E. C. (2010). The influence of personal values on sales promotion techniques for convenience products. Segi review, 3(2), 16-24.
Yazdanmehr & Wang (2016). Employees' information security policy compliance: A norm activation perspective.
Yee, N. (2006). Motivations for play in online games. CyberPsychology & behavior, 9(6), 772-775.
Yu, C.-S. (2012). Factors affecting individuals to adopt mobile banking: Empirical evidence from the UTAUT model. Journal of Electronic Commerce Research, 13(2), 104-121.
Zhou, T. (2013). Understanding the effect of flow on user adoption of mobile games.Personal and ubiquitous computing, 17(4), 741-748.
電子全文 Fulltext
本電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。
論文使用權限 Thesis access permission:校內校外完全公開 unrestricted
開放時間 Available:
校內 Campus: 已公開 available
校外 Off-campus: 已公開 available


紙本論文 Printed copies
紙本論文的公開資訊在102學年度以後相對較為完整。如果需要查詢101學年度以前的紙本論文公開資訊,請聯繫圖資處紙本論文服務櫃台。如有不便之處敬請見諒。
開放時間 available 已公開 available

QR Code