Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/113927
題名: 行動遊戲滿意度之因素分析研究-以青少年為例
作者: 曾煜壿
江憲坤
關鍵詞: 青少年;行動遊戲;滿意度;數位內容
teenagers;mobile games;satisfaction;digital content
日期: 2005
上傳時間: 23-Oct-2017
摘要: 由於政府近些年來積極地推動「數位內容產業」的發展,加上手持式設備技術的大幅提昇,使得運作於手機、PDA或smart phone平台的行動遊戲成為遊戲市場中成長最為快速且最具發展潛力的一個遊戲產業。當人們調查並預估行動遊戲市場的商機無限之際,影響青少年對行動遊戲滿意度之因素探討,是一項非常值得研究的工作,而目前相關性之研究卻非常的稀少。\n本研究模式係根據滿意度相關文獻之探討來設計的,計有「系統介面」、「系統效能」、「資訊品質」、遊戲性」、「使利性」、「獨特性」、「價值性」及「投入程度」等八個因素可能會影響青少年對行動遊戲之滿意度。本研究藉由問卷調查的方式來收集樣本資料,總共發放問卷980份,回收樣本為895份,回收率為91.3%,扣除出現遺漏值的無效樣本145份,共得到有效樣本750份。最後,經過研究分析的結果顯示,「系統介面」、「資訊品質」「遊戲性」、「使利性」、「獨特性」及「投入程度」等六個因素對青少年使用行動遊戲之滿意度有正向顯著的影響。本研究之結果與其意涵可為行動遊戲相關業者營運之重要參考。
The emergence of advanced wireless network and the popularity of mobile devices have created a new application paradigm – the Digital Content Industry (DCI). Of DCI applications, the mobile gaming has shown great potential as one of the killer applications in mobile commerce. Before companies invest resources into the mobile gaming market, an understanding of factors affecting teenagers’ satisfaction towards mobile gaming is worthwhile. Our research model extended the TAM model and studied many literature regarding users’ satisfaction models. Eight factors that might influence teenagers’satisfaction were constructed. Questionnaires collected from 750 teenagers were analyzed and six out of the eight factors showed significance. They are “system interface”, “information quality”, “game play”, “convenience”, “uniqueness”, and “degree of immersion”. Results and implications were discussed, and future studies were suggested.
關聯: TANET 2005 台灣網際網路研討會論文集
資訊社會與數位落差
資料類型: conference
Appears in Collections:會議論文

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