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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 3-七月-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
Abstract
After 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-group
2. 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.html
3. 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_ecosystem
5. 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.html
6. 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.shtml
7. 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.html
8. 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-meeker
9. 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/46999183
10. 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-percent
11. 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#.Wp0wOWYW5R0
12. 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.html
13. Jheng Wei Ciao(2008),遊戲產業新門派(一):Casual Game,猴子靈藥部落格
http://blog.monkeypotion.net/gamedev/industry/game-industry-new-branch-casual-game
14. 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.htm
15. 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/20150427004070-260412
16. 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.html
18. 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 (作者) 顏毓恆zh_TW
dc.contributor.author (作者) Yan, Yu-Hengen_US
dc.creator (作者) 顏毓恆zh_TW
dc.creator (作者) Yan, Yu-Hengen_US
dc.date (日期) 2018en_US
dc.date.accessioned 3-七月-2018 17:38:56 (UTC+8)-
dc.date.available 3-七月-2018 17:38:56 (UTC+8)-
dc.date.issued (上傳時間) 3-七月-2018 17:38:56 (UTC+8)-
dc.identifier (其他 識別碼) G0105363097en_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) 105363097zh_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
Abstract
After 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/#G0105363097en_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 gamesen_US
dc.subject (關鍵詞) Playing motivationen_US
dc.subject (關鍵詞) Deposit motivationen_US
dc.subject (關鍵詞) Flow theoryen_US
dc.subject (關鍵詞) Involvement theoryen_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 Examplesen_US
dc.type (資料類型) thesisen_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-group
2. 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.html
3. 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_ecosystem
5. 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.html
6. 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.shtml
7. 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.html
8. 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-meeker
9. 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/46999183
10. 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-percent
11. 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#.Wp0wOWYW5R0
12. 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.html
13. Jheng Wei Ciao(2008),遊戲產業新門派(一):Casual Game,猴子靈藥部落格
http://blog.monkeypotion.net/gamedev/industry/game-industry-new-branch-casual-game
14. 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.htm
15. 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/20150427004070-260412
16. 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
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18. 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.
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dc.identifier.doi (DOI) 10.6814/THE.NCCU.MBA.003.2018.F08-