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題名 從沉浸理論與涉入理論中探討行動遊戲玩家之遊玩與儲值動機:以LINE旗下代理之三款遊戲為例
Extending Flow Theory And Involvement Theory To Explore The Mobile Games Players` Playing And Deposit Motivation, Taking 3 Games of LINE For Examples作者 顏毓恆
Yan, Yu-Heng貢獻者 白佩玉
顏毓恆
Yan, Yu-Heng關鍵詞 行動遊戲
遊玩動機
儲值動機
沉浸理論
涉入理論
Mobile games
Playing motivation
Deposit motivation
Flow theory
Involvement theory日期 2018 上傳時間 3-Jul-2018 17:38:56 (UTC+8) 摘要 中文摘要智慧型手機等行動載具於國內普遍盛行後,行動遊戲(Mobile Game)也成為許多用戶於日常休閒中不可或缺的娛樂,隨著行動遊戲產業已日漸成熟,不論是高端硬體需求或軟體本身的豐富與精緻度,都快追上以往個人電腦、家用主機遊戲的遊戲內容與畫面呈現,以致於遊戲研發或營運公司要開發或代理一款遊戲都必須付出龐大的成本。因此近年已漸有學者開始從企業端或玩家端出發,探討理論與實務間之關聯性,即遊戲公司該開發何種類型之遊戲、或玩家特別偏愛何種類型之遊戲二面向,但此部分文獻多以量化方法為主。本研究欲以質化研究方式,並以LINE旗下三款休閒類(Casual)遊戲:Rangers、熊大農場、Bubble 2為情境,深度訪談10位受訪者,探討這些資深玩家對於行動遊戲之選擇原因、選擇後為什麼持續遊玩、遊玩後又為何願意在遊戲中儲值的實際原因,及這些因素與沉浸理論、涉入理論間的連結,並試圖了解休閒類遊戲之市場表現如何能與角色扮演、多人線上競技或模擬策略類等重度遊戲分庭抗禮。結論發現大部分受訪者皆以朋友推薦為選擇主因、社群互動為持續遊玩主因、其他得以加速遊戲進行或增進遊戲體驗之功能為儲值主因。且本研究推斷透過三款遊戲內的功能設計加上行銷曝光的推動下,是可以持續引導大部分的玩家進入沉浸狀態,並提高其涉入程度而造成正向的迴圈。實務建議則包含:休閒類行動遊戲品項可作為市場初步選擇、社群連結與遊戲內互動機制、預算內適量的行銷曝光、成就機制與適中遊戲難度之設計、以角色蒐集為盈利點並配合IP作為遊戲開發題材或合作活動夥伴、跨行動遊戲品項與整體遊戲平台之整合等。
英文摘要AbstractAfter the widespread adoption of mobile devices in Taiwan, mobile game becomes part of many users’ indispensable entertainment. Nowadays, this mobile game industry is matured: In terms of the demands for high-end hardware as well as the richness and exquisiteness of the software itself, the mobile game industry will quickly catch up with the game content and exquisite screen display of the personal computer and console games. Thus, game developers and operating companies have to invest a lot to develop or license a game.Therefore, over the past decade, scholars started to explore the relevance between theory and practice from the enterprise side or the player side, such as what type of games companies should develop, or what kind of games that players prefer to play. The research contexts include LINE`s three casual games: Rangers, Brown Farm and Bubble 2. Ten interviews were conducted. This research aims to explain the motivation and behaviors of these interviewees, based on flow theory and involvement theory, and to understand the main reasons why these players started playing, stayed engaged, and deposited in these games. This research aims to figure out how these casual mobile games compete against other kinds of mobile games in the fierce market.This research comes out with following results: First, the main factor affects one to start playing a mobile game is the recommendation from their friends. Second, social factors can lead player to keep engaging in one game. Last but not the least, gamers deposited especially for chasing better gaming experience or rising their achievement in games. According to research, good qualities of function designed and UX, and the high exposures in social media will lead game players into flow status, and therefore increase their involvement.Practical implications include: First, casual mobile games can be a good entry for starting a game business. Second, adding social functions, rising exposure in social media, developing the optimal level of game difficulties, and introducing accomplishment-earning system can all rise the involvement of players. Third, the desire for collection and achievement drives players to deposit money in games. Finally, it’s important to create the synergy between different games and platform.參考文獻 參考文獻一、 相關網路資料1. 何佩珊(2018),《天堂M》會員數破300萬,橘子看好將帶來集團事業發展契機,數位時代 https://www.bnext.com.tw/article/47856/gamania-see-mobile-game-lineage-m-good-opportunity-for-the-whole-group2. 行業報告研究院(2017),網路遊戲產業研究報告,每日頭條https://kknews.cc/zh-tw/game/nmmkm35.html3. 科技新報(2017),遊戲產業行動趨勢與虛擬實境之變革https://technews.tw/2017/04/25/the-game-industry-is-facing-mobile-trends-and-vr-challenges/4. 詹子嫻(2017),六張圖解析遊戲與電競生態,數位時代https://www.bnext.com.tw/article/42112/gaming_esports_market_ecosystem5. 遊戲日報(2017),中國網路遊戲行業價值鏈,遊戲觀察http://www.youxiguancha.com/chuangyeguanli/36402.html6. 聯合債券面對面(2017),移動遊戲價值鏈研究,金融界http://bond.jrj.com.cn/2017/11/09162723362871.shtml7. 行業報告研究院(2017),遊戲行業研究報告,每日頭條https://kknews.cc/zh-tw/game/r9je8y4.html8. 翁婉瑩(2017),七大數據層面觀測台港澳手遊商機,數位時代 https://www.bnext.com.tw/article/45748/mobile-game-big-data-mary-meeker9. 快樂的大頭(2017),[ 手機遊戲 ] LINE Brown Farm 熊大農場 (十) -- 店鋪總整理,痞客邦部落格http://jollybighead2.pixnet.net/blog/post/4699918310. 曾靉 (2016),1,700萬台灣人都在用!LINE的使用者分析,數位時代https://www.bnext.com.tw/article/41433/line-user-in-taiwan-is-more-than-90-percent11. 17173(2016),遊戲中的MOBA元素為何如此受歡迎?,壹讀https://read01.com/zh-tw/47Km3a.html#.Wp0wOWYW5R012. 南溟之野(2007),遊戲專業術語中英對照解釋,新浪博客http://blog.sina.com.cn/s/blog_413e533c010009yv.html13. 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APP01(2013),【專訪】LINE GAME勢力爆紅成長大揭密!,ETtoday新聞雲https://www.ettoday.net/news/20130412/191600.htm15. 黃慧雯(2015),經典手遊「LINE Bubble 2」回歸,在台上線,中時電子報http://www.chinatimes.com/realtimenews/20150427004070-26041216. 楊寧芷(2016),LINE推新遊戲 揪玩家當熊大開農場,蘋果日報https://tw.appledaily.com/new/realtime/20160608/881511/17. 小灰(2014),《LINE Rangers》與LINE好友一起救莎莉,魔方網http://www.mofang.com.tw/NGnews/10000056-10007303-1.html18. 黃慧雯(2014),不留情面 LINE大砍20款遊戲,中時電子報http://www.chinatimes.com/realtimenews/20140604002716-260412二、 中文文獻1. 劉曼綺(2017),消費者觀看美妝Youtube之動機與業配影音對購買意願之影響效果,國立政治大學企業管理研究所,碩士論文2. 謝佳蓉(2017),直播電商對消費者購買決策流程之影響,國立政治大學企業管理研究所,碩士論文3. 裘富凱(2016),動機與偏好對手機遊戲消費行為之影響,國立政治大學國際經營與貿易研究所,碩士論文4. 黃秀茵(2016),以科技接受模式與沉浸理論探討手機遊戲使用意圖,國立屏東大學行銷與流通管理學系碩士班,碩士論文5. 王未來(2015),移動遊戲產品屬性對消費者長期體驗意願之影響-以中國大陸地區為例,國立政治大學企業管理研究所,碩士論文6. 張宗榮(2012),以整合性科技接受模式及沉浸理論探討 App 之使用行為模式-以行動社群 App 為例,國立臺中教育大學數位內容科技學系碩士在職專班,碩士論文7. 林瑞琳(2012),線上遊戲玩家的涉入程度、滿意度及忠誠度對商城道具購買意願之影響 ,國立東華大學社會暨公共行政學系社會學碩士班,碩士論文8. 呂建緯(2010),手機遊戲產業經營模式與策略之探索性研究,實踐大學資訊科技與管理學系碩士班,碩士論文9. 曾琳(2010)臉書遊戲社交性研究:玩家團體「角色」 與人際「關係類型」觀點 ,國立交通大學傳播研究所,碩士論文10. 黃惠渝(2009),探討Web2.0網站之互動性、社會臨場感以及心流之關係-以線上唱歌網站為例,國立政治大學企業管理研究所,碩士論文11. 李來錫,謝明晃(2006),社群信任、產品涉入與認知風險對於虛擬社群、購買動機之影響研究,行銷評論,第3卷,第2期,第149-168頁12. 王宗立(2002),個人沉浸體驗、任務╱科技配適度及科技接受之實徵研究-以電子郵件使用為例,私立樹德科技大學資訊管理研所,碩士論文13. 黃瓊慧(2000),從沉浸理論探討台灣大專學生之網路使用行為,國立交通大學傳播研究所,碩士論文 三、 英文文獻1. Cheng Zhang, Chee Wei Phang, Qingsheng Wu, Xueming Luo (2017), Nonlinear Effects of Social Connections and Interactions on Individual Goal Attainment and Spending : Evidences from Online Gaming Markets, Journal of Marketing, 81(6), 131-155.2. Shyue-Ran Li (2017), Exploring the Attractiveness Factors of Mobile Games with Involvement of Players, National Pingtung University.3. Yu-Shan Su, Wei-Lun Chiang, Chin-Tarn James Lee, Han Chao Chang (2016), The effect of flow experience on player loyalty in mobile game application, Computers in Human Behavior, 63, 240-248.4. Hsin-Ke Lu, Peng-Chun Lin, and Yi-Chen Lin (2016), A Study of the Factors Affecting the Purchase Intention on Mobile Game Apps, Journal of Advances in Information Technology, 7(4), 239-244.5. Yong-Qiang Sun,Yang Zhao, Shi-Qi Jia, Ding-Yi Zheng (2015), Understanding the Antecedents of Mobile Game Addiction : The Roles of Perceived Visibility, Perceived Enjoyment and Flow, Wuhan University, School of Information Management.6. V.Kumar, Lerzan Aksoy, Bas Donkers, Rajkumar Venkatesan, Thorsten Wiesel, and Sebastian Tillmanns (2010), Undervalued or Overvalued Customers : Capturing Total Customer Engagement Value, Journal of Service Research, 13(3), 297-310.7. Esko Penttinen, Matti Rossi, Virpi Kristiina Tuunainen (2010), Mobile games : Analyzing the needs and values of the consumers, Journal of Information Technology Theory & Application, 11(1), 5-22.8. Kevin P. Gwinner, Dwayne D. Gremler and Mary Jo Bitner (1998), Relational Benefits in Services Industries : The Customer’s Perspective, Journal of the Academy of Marketing Science, 26(2), 101-114.9. M. Csikszentmihalyi (1990), Flow-The psychology of optimal experience. New York : Harper& Row Publisher.10. M. Csikszentmihalyi, I. Csikszentmihalyi (1988), Introduction to part IV. In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.), “Optimal experience: Psychological studies of flow in consciousness,” New York : Cambridge University Press.11. Bernard (1988), Research Methods in Cultural Anthropology, pp. 204-205.12. J.N. Kapferer & G. Laurent (1993), Further Evidence on the Consumer Involvement Profile Five Antecedents of Involvement. Psychology and Marketing, 10(4), 347-355.13. G. Laurent & J.N. Kapferer (1985), Measuring Consumer Involvement Profiles. Journal of Marketing Research, 22(1), 41-53.14. J. L. Zaichkowsky (1985), Measuring the Involvement Construct. Journal of Consumer Research, 12(3), 341-352.15. H. E. Krugman (1965), The Impact of Television Advertising: Learning Without Involvement. The Public Opinion Quarterly, 29(3), 349-356. 描述 碩士
國立政治大學
企業管理研究所(MBA學位學程)
105363097資料來源 http://thesis.lib.nccu.edu.tw/record/#G0105363097 資料類型 thesis dc.contributor.advisor 白佩玉 zh_TW dc.contributor.author (Authors) 顏毓恆 zh_TW dc.contributor.author (Authors) Yan, Yu-Heng en_US dc.creator (作者) 顏毓恆 zh_TW dc.creator (作者) Yan, Yu-Heng en_US dc.date (日期) 2018 en_US dc.date.accessioned 3-Jul-2018 17:38:56 (UTC+8) - dc.date.available 3-Jul-2018 17:38:56 (UTC+8) - dc.date.issued (上傳時間) 3-Jul-2018 17:38:56 (UTC+8) - dc.identifier (Other Identifiers) G0105363097 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/118319 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 企業管理研究所(MBA學位學程) zh_TW dc.description (描述) 105363097 zh_TW dc.description.abstract (摘要) 中文摘要智慧型手機等行動載具於國內普遍盛行後,行動遊戲(Mobile Game)也成為許多用戶於日常休閒中不可或缺的娛樂,隨著行動遊戲產業已日漸成熟,不論是高端硬體需求或軟體本身的豐富與精緻度,都快追上以往個人電腦、家用主機遊戲的遊戲內容與畫面呈現,以致於遊戲研發或營運公司要開發或代理一款遊戲都必須付出龐大的成本。因此近年已漸有學者開始從企業端或玩家端出發,探討理論與實務間之關聯性,即遊戲公司該開發何種類型之遊戲、或玩家特別偏愛何種類型之遊戲二面向,但此部分文獻多以量化方法為主。本研究欲以質化研究方式,並以LINE旗下三款休閒類(Casual)遊戲:Rangers、熊大農場、Bubble 2為情境,深度訪談10位受訪者,探討這些資深玩家對於行動遊戲之選擇原因、選擇後為什麼持續遊玩、遊玩後又為何願意在遊戲中儲值的實際原因,及這些因素與沉浸理論、涉入理論間的連結,並試圖了解休閒類遊戲之市場表現如何能與角色扮演、多人線上競技或模擬策略類等重度遊戲分庭抗禮。結論發現大部分受訪者皆以朋友推薦為選擇主因、社群互動為持續遊玩主因、其他得以加速遊戲進行或增進遊戲體驗之功能為儲值主因。且本研究推斷透過三款遊戲內的功能設計加上行銷曝光的推動下,是可以持續引導大部分的玩家進入沉浸狀態,並提高其涉入程度而造成正向的迴圈。實務建議則包含:休閒類行動遊戲品項可作為市場初步選擇、社群連結與遊戲內互動機制、預算內適量的行銷曝光、成就機制與適中遊戲難度之設計、以角色蒐集為盈利點並配合IP作為遊戲開發題材或合作活動夥伴、跨行動遊戲品項與整體遊戲平台之整合等。 zh_TW dc.description.abstract (摘要) 英文摘要AbstractAfter the widespread adoption of mobile devices in Taiwan, mobile game becomes part of many users’ indispensable entertainment. Nowadays, this mobile game industry is matured: In terms of the demands for high-end hardware as well as the richness and exquisiteness of the software itself, the mobile game industry will quickly catch up with the game content and exquisite screen display of the personal computer and console games. Thus, game developers and operating companies have to invest a lot to develop or license a game.Therefore, over the past decade, scholars started to explore the relevance between theory and practice from the enterprise side or the player side, such as what type of games companies should develop, or what kind of games that players prefer to play. The research contexts include LINE`s three casual games: Rangers, Brown Farm and Bubble 2. Ten interviews were conducted. This research aims to explain the motivation and behaviors of these interviewees, based on flow theory and involvement theory, and to understand the main reasons why these players started playing, stayed engaged, and deposited in these games. This research aims to figure out how these casual mobile games compete against other kinds of mobile games in the fierce market.This research comes out with following results: First, the main factor affects one to start playing a mobile game is the recommendation from their friends. Second, social factors can lead player to keep engaging in one game. Last but not the least, gamers deposited especially for chasing better gaming experience or rising their achievement in games. According to research, good qualities of function designed and UX, and the high exposures in social media will lead game players into flow status, and therefore increase their involvement.Practical implications include: First, casual mobile games can be a good entry for starting a game business. Second, adding social functions, rising exposure in social media, developing the optimal level of game difficulties, and introducing accomplishment-earning system can all rise the involvement of players. Third, the desire for collection and achievement drives players to deposit money in games. Finally, it’s important to create the synergy between different games and platform. en_US dc.description.tableofcontents 目 錄第一章 緒論 1第一節 研究背景與動機 1第二節 研究目的與問題 3第三節 研究流程 4第二章 文獻探討 6第一節 數位遊戲 6第二節 沉浸理論 12第三節 涉入理論 25第三章 研究方法 28第一節 訪談法 28第二節 研究情境 29第三節 訪談對象 48第四節 訪談問題 49第四章 研究結果與分析 52第一節 受訪者基本資料與習慣概述 52第二節 行動遊戲之選擇與遊玩動機 56第三節 遊戲內代幣或虛寶之儲值動機 67第四節 遊戲中造成玩家沉浸之因素探討 74第五節 影響玩家涉入程度改變之因素探討 83第六節 與LINE其他功能或應用程式之連動程度 85第五章 結論與建議 87第一節 研究結論 87第二節 實務建議 89第三節 研究限制 93參考文獻 94附錄 100 zh_TW dc.format.extent 2670766 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0105363097 en_US dc.subject (關鍵詞) 行動遊戲 zh_TW dc.subject (關鍵詞) 遊玩動機 zh_TW dc.subject (關鍵詞) 儲值動機 zh_TW dc.subject (關鍵詞) 沉浸理論 zh_TW dc.subject (關鍵詞) 涉入理論 zh_TW dc.subject (關鍵詞) Mobile games en_US dc.subject (關鍵詞) Playing motivation en_US dc.subject (關鍵詞) Deposit motivation en_US dc.subject (關鍵詞) Flow theory en_US dc.subject (關鍵詞) Involvement theory en_US dc.title (題名) 從沉浸理論與涉入理論中探討行動遊戲玩家之遊玩與儲值動機:以LINE旗下代理之三款遊戲為例 zh_TW dc.title (題名) Extending Flow Theory And Involvement Theory To Explore The Mobile Games Players` Playing And Deposit Motivation, Taking 3 Games of LINE For Examples en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 參考文獻一、 相關網路資料1. 何佩珊(2018),《天堂M》會員數破300萬,橘子看好將帶來集團事業發展契機,數位時代 https://www.bnext.com.tw/article/47856/gamania-see-mobile-game-lineage-m-good-opportunity-for-the-whole-group2. 行業報告研究院(2017),網路遊戲產業研究報告,每日頭條https://kknews.cc/zh-tw/game/nmmkm35.html3. 科技新報(2017),遊戲產業行動趨勢與虛擬實境之變革https://technews.tw/2017/04/25/the-game-industry-is-facing-mobile-trends-and-vr-challenges/4. 詹子嫻(2017),六張圖解析遊戲與電競生態,數位時代https://www.bnext.com.tw/article/42112/gaming_esports_market_ecosystem5. 遊戲日報(2017),中國網路遊戲行業價值鏈,遊戲觀察http://www.youxiguancha.com/chuangyeguanli/36402.html6. 聯合債券面對面(2017),移動遊戲價值鏈研究,金融界http://bond.jrj.com.cn/2017/11/09162723362871.shtml7. 行業報告研究院(2017),遊戲行業研究報告,每日頭條https://kknews.cc/zh-tw/game/r9je8y4.html8. 翁婉瑩(2017),七大數據層面觀測台港澳手遊商機,數位時代 https://www.bnext.com.tw/article/45748/mobile-game-big-data-mary-meeker9. 快樂的大頭(2017),[ 手機遊戲 ] LINE Brown Farm 熊大農場 (十) -- 店鋪總整理,痞客邦部落格http://jollybighead2.pixnet.net/blog/post/4699918310. 曾靉 (2016),1,700萬台灣人都在用!LINE的使用者分析,數位時代https://www.bnext.com.tw/article/41433/line-user-in-taiwan-is-more-than-90-percent11. 17173(2016),遊戲中的MOBA元素為何如此受歡迎?,壹讀https://read01.com/zh-tw/47Km3a.html#.Wp0wOWYW5R012. 南溟之野(2007),遊戲專業術語中英對照解釋,新浪博客http://blog.sina.com.cn/s/blog_413e533c010009yv.html13. 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