學術產出-Periodical Articles

Article View/Open

Publication Export

Google ScholarTM

政大圖書館

Citation Infomation

  • No doi shows Citation Infomation
題名 Why do people continue to play mobile game apps? A perspective of individual motivation, social factor and gaming factor
作者 林仁祥
Lin, Ren-Xiang
Yang, Heng-Li
貢獻者 資管博七
日期 2019
上傳時間 2020-05-27
摘要 This study attempts to identify the possible decisive factors of continuance intention and proposes a research model to predict the intention to continue playing mobile game apps based on the motivation theory and TAM framework. 377 valid respondents were collected by conducting an online survey and Partial Least Square (PLS) technique was applied to test our research model. The statistical results indicate that perceived playfulness (intrinsic motivation), perceived convenience (extrinsic motivation), social influence (social factor) and flow experience (gaming factor) are the significant determinants of continuance intention. Among these determinants, the flow experience is the most significant factor and the second one is intrinsic perceived playfulness. Perceived ease of use, does not affect continuance intention directly, but indirectly through perceived convenience and perceived playfulness.
關聯 Journal of Internet Technology, Vol.20, No.6, pp.1925-1936
資料類型 article
dc.contributor 資管博七
dc.creator (作者) 林仁祥
dc.creator (作者) Lin, Ren-Xiang
dc.creator (作者) Yang, Heng-Li
dc.date (日期) 2019
dc.date.accessioned 2020-05-27-
dc.date.available 2020-05-27-
dc.date.issued (上傳時間) 2020-05-27-
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/129973-
dc.description.abstract (摘要) This study attempts to identify the possible decisive factors of continuance intention and proposes a research model to predict the intention to continue playing mobile game apps based on the motivation theory and TAM framework. 377 valid respondents were collected by conducting an online survey and Partial Least Square (PLS) technique was applied to test our research model. The statistical results indicate that perceived playfulness (intrinsic motivation), perceived convenience (extrinsic motivation), social influence (social factor) and flow experience (gaming factor) are the significant determinants of continuance intention. Among these determinants, the flow experience is the most significant factor and the second one is intrinsic perceived playfulness. Perceived ease of use, does not affect continuance intention directly, but indirectly through perceived convenience and perceived playfulness.
dc.format.extent 105 bytes-
dc.format.mimetype text/html-
dc.relation (關聯) Journal of Internet Technology, Vol.20, No.6, pp.1925-1936
dc.title (題名) Why do people continue to play mobile game apps? A perspective of individual motivation, social factor and gaming factor
dc.type (資料類型) article