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題名 企業校園招募活動導入桌上型虛擬實境之Z世代使用意圖與行為分析
An analysis of user intention and behavior of Gen Z using campus recruiting event websites based on desktop virtual reality作者 鄭伃均
Cheng, Yu-Chun貢獻者 陳聖智<br>蔡子傑
Chen, Sheng-Chih<br>Tsai, Tzu-Chieh
鄭伃均
Cheng, Yu-Chun關鍵詞 企業招募
校園招募
桌上型虛擬實境
延伸行整合性科技接受模型
知覺有趣性
資訊領域個人創新特性
Recruitment
Campus Recruitment
Desktop Virtual Reality
Unified Theory of Acceptance and Use of Technology (UTAUT2)
Perceived Enjoyment
Personal Innovativeness in the domain of Technology (PIIT)日期 2023 上傳時間 2-Aug-2023 14:38:16 (UTC+8) 摘要 在COVID疫情期間,實體企業校園徵才博覽會轉為線上招募活動逐漸成為主流,而在後疫情時代,先前的數位招募活動經驗更推進了企業開創新型態校園招募行銷方式的基石。許多國內外企業相繼推出不同形式之桌上型虛擬實境校園招募活動,依活動內容屬性可分成四種類別:虛擬企業參訪、虛擬實境企業說明會、虛擬實境招募展覽以及整合型虛擬招募空間。本研究基於改良後之延伸型整合科技接受模型為研究架構,以探討2023至2024年之企業校園招募目標對象:Z世代對於桌上型虛擬實境校園招募活動之使用意圖及行為。由於先前缺乏企業桌上型虛擬實境校園招募活動的相關研究,因此研究方法首先與4位企業招募與管理專家進行半結構式訪談,透過SWOT分析整理企業對於桌上型虛擬實境校園招募活動的招募策略;也利用問卷調查法搜集318份有效問卷,以改良後之UTAUT2研究模型為基礎進行問項設計,探討Z世代之使用意向及行為;接著邀請5位Z世代填答者進行測試與訪談,以更深入了解Z世代意向之背後原因並觀察、統計其使用行為,更從訪談中梳理Z世代對於桌上型虛擬實境招募空間之期待與未來實務上能改善的方向。研究結果發現,企業導入桌上型虛擬實境可有效提升該企業對Z世代之僱主品牌形象;「知覺有趣性」是影響Z世代使用桌上型虛擬實境校園招募平台意願之關鍵因素;「資訊領域個人創新特性」驅使Z世代嘗試企業推出的新招募方法。在使用行為上,Z世代認為「方便性」為其最重要之使用因素,而互動行為則以「娛樂感」為最滿意的項目。期望及改善層面,Z世代則是期望於桌上型虛擬實境校園招募空間有一對一導覽者帶領,並於體驗上提升自由移動之能力,遊戲化之設計亦有助於提升知覺有趣程度,提升使用意願及使用體驗。
During the COVID pandemic, physical on-campus job fairs transformed into online recruitment events, making the on-campus and online hybrid method the main recruiting approach. In the post-pandemic era, previous digital recruitment experience has further propelled companies to explore new forms of campus recruitment events.Companies around the world have introduced different forms of desktop virtual reality campus recruitment activities, which can be categorized into four types based on their activity type: virtual company visits, virtual reality company presentations, virtual reality recruitment exhibitions, and integrated virtual recruitment spaces. This study utilizes an extended and modified version of the Unified Theory of Acceptance and Use of Technology (UTAUT2) model as the research framework. The primary objective is to examine the user intentions and behaviors of Generation Z, who are the target audience for corporate campus recruitment activities using desktop virtual reality.Due to the lack of prior research on desktop virtual reality campus recruitment activities, the research methodology initially involved interviews with four recruitment and management experts to gather recruitment strategies using SWOT analysis. Additionally, a questionnaire survey based on the modified UTAUT2 model was conducted, collecting 318 valid responses to explore the user intentions and behaviors of Generation Z. Furthermore, five Gen Z respondents were invited for testing and interviews to gain a deeper understanding of the underlying reasons behind their intentions and to analyze their usage behaviors.The research made a deeper dive into Gen Z`s expectations for desktop virtual reality recruitment spaces and directions for future improvements. The research findings indicate that the adoption of desktop virtual reality can effectively enhance an employer brand`s image among Gen Z. Furthermore, "Perceived enjoyment" was identified as the key factor influencing Gen Z`s willingness to use these platforms, while their "Personal Innovativeness in the Domain of Information Technology" drives their interest in trying out new recruitment methods.In terms of usage behavior, Gen Z considers "convenience" as the most important factor, while "entertainment value" was the most satisfying aspect in terms of interactive experiences. When it comes to expectations and areas for improvement, Gen Z desires a one-on-one tour guide and seeks enhanced freedom of movement during the experience. 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Individual motivations and demographic differences in social virtual world uses: An exploratory investigation in Second Life. International Journal of Information Management, 31(3), 261-271. 描述 碩士
國立政治大學
數位內容碩士學位學程
110462004資料來源 http://thesis.lib.nccu.edu.tw/record/#G0110462004 資料類型 thesis dc.contributor.advisor 陳聖智<br>蔡子傑 zh_TW dc.contributor.advisor Chen, Sheng-Chih<br>Tsai, Tzu-Chieh en_US dc.contributor.author (Authors) 鄭伃均 zh_TW dc.contributor.author (Authors) Cheng, Yu-Chun en_US dc.creator (作者) 鄭伃均 zh_TW dc.creator (作者) Cheng, Yu-Chun en_US dc.date (日期) 2023 en_US dc.date.accessioned 2-Aug-2023 14:38:16 (UTC+8) - dc.date.available 2-Aug-2023 14:38:16 (UTC+8) - dc.date.issued (上傳時間) 2-Aug-2023 14:38:16 (UTC+8) - dc.identifier (Other Identifiers) G0110462004 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/146716 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 數位內容碩士學位學程 zh_TW dc.description (描述) 110462004 zh_TW dc.description.abstract (摘要) 在COVID疫情期間,實體企業校園徵才博覽會轉為線上招募活動逐漸成為主流,而在後疫情時代,先前的數位招募活動經驗更推進了企業開創新型態校園招募行銷方式的基石。許多國內外企業相繼推出不同形式之桌上型虛擬實境校園招募活動,依活動內容屬性可分成四種類別:虛擬企業參訪、虛擬實境企業說明會、虛擬實境招募展覽以及整合型虛擬招募空間。本研究基於改良後之延伸型整合科技接受模型為研究架構,以探討2023至2024年之企業校園招募目標對象:Z世代對於桌上型虛擬實境校園招募活動之使用意圖及行為。由於先前缺乏企業桌上型虛擬實境校園招募活動的相關研究,因此研究方法首先與4位企業招募與管理專家進行半結構式訪談,透過SWOT分析整理企業對於桌上型虛擬實境校園招募活動的招募策略;也利用問卷調查法搜集318份有效問卷,以改良後之UTAUT2研究模型為基礎進行問項設計,探討Z世代之使用意向及行為;接著邀請5位Z世代填答者進行測試與訪談,以更深入了解Z世代意向之背後原因並觀察、統計其使用行為,更從訪談中梳理Z世代對於桌上型虛擬實境招募空間之期待與未來實務上能改善的方向。研究結果發現,企業導入桌上型虛擬實境可有效提升該企業對Z世代之僱主品牌形象;「知覺有趣性」是影響Z世代使用桌上型虛擬實境校園招募平台意願之關鍵因素;「資訊領域個人創新特性」驅使Z世代嘗試企業推出的新招募方法。在使用行為上,Z世代認為「方便性」為其最重要之使用因素,而互動行為則以「娛樂感」為最滿意的項目。期望及改善層面,Z世代則是期望於桌上型虛擬實境校園招募空間有一對一導覽者帶領,並於體驗上提升自由移動之能力,遊戲化之設計亦有助於提升知覺有趣程度,提升使用意願及使用體驗。 zh_TW dc.description.abstract (摘要) During the COVID pandemic, physical on-campus job fairs transformed into online recruitment events, making the on-campus and online hybrid method the main recruiting approach. In the post-pandemic era, previous digital recruitment experience has further propelled companies to explore new forms of campus recruitment events.Companies around the world have introduced different forms of desktop virtual reality campus recruitment activities, which can be categorized into four types based on their activity type: virtual company visits, virtual reality company presentations, virtual reality recruitment exhibitions, and integrated virtual recruitment spaces. This study utilizes an extended and modified version of the Unified Theory of Acceptance and Use of Technology (UTAUT2) model as the research framework. The primary objective is to examine the user intentions and behaviors of Generation Z, who are the target audience for corporate campus recruitment activities using desktop virtual reality.Due to the lack of prior research on desktop virtual reality campus recruitment activities, the research methodology initially involved interviews with four recruitment and management experts to gather recruitment strategies using SWOT analysis. Additionally, a questionnaire survey based on the modified UTAUT2 model was conducted, collecting 318 valid responses to explore the user intentions and behaviors of Generation Z. Furthermore, five Gen Z respondents were invited for testing and interviews to gain a deeper understanding of the underlying reasons behind their intentions and to analyze their usage behaviors.The research made a deeper dive into Gen Z`s expectations for desktop virtual reality recruitment spaces and directions for future improvements. The research findings indicate that the adoption of desktop virtual reality can effectively enhance an employer brand`s image among Gen Z. Furthermore, "Perceived enjoyment" was identified as the key factor influencing Gen Z`s willingness to use these platforms, while their "Personal Innovativeness in the Domain of Information Technology" drives their interest in trying out new recruitment methods.In terms of usage behavior, Gen Z considers "convenience" as the most important factor, while "entertainment value" was the most satisfying aspect in terms of interactive experiences. When it comes to expectations and areas for improvement, Gen Z desires a one-on-one tour guide and seeks enhanced freedom of movement during the experience. The incorporation of gamification elements also contributes to increasing the perceived enjoyment and improving usage intentions and experiences. en_US dc.description.tableofcontents 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 6第三節 研究架構 7第二章 文獻探討 8第一節 數位招募行銷策略之發展與 Z 世代求職意圖 8第二節 桌上型虛擬實境及其校園招募活動之應用案例研究 18第三節 延伸型整合科技接受模式與使用者行為分析 33第四節 小結 42第三章 研究方法 45第一節 研究對象及架構 46第二節 研究設計 50第三節 小結 74第四章 研究結果與分析 75第一節 專家訪談結果 75第二節 問卷調查結果 89第三節 測試、訪談與分析結果 104第四節 分析與討論 123第五章 結論 127第一節 討論與建議 127第二節 研究限制 137第三節 後續研究與建議 139參考文獻 141附錄文件一:專家訪談逐字稿 153附錄文件二:專家訪談編碼 180附錄文件三:使用者測試及深度訪談逐字稿 182附錄文件四:測試、訪談質性分析編碼 208 zh_TW dc.format.extent 35519545 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0110462004 en_US dc.subject (關鍵詞) 企業招募 zh_TW dc.subject (關鍵詞) 校園招募 zh_TW dc.subject (關鍵詞) 桌上型虛擬實境 zh_TW dc.subject (關鍵詞) 延伸行整合性科技接受模型 zh_TW dc.subject (關鍵詞) 知覺有趣性 zh_TW dc.subject (關鍵詞) 資訊領域個人創新特性 zh_TW dc.subject (關鍵詞) Recruitment en_US dc.subject (關鍵詞) Campus Recruitment en_US dc.subject (關鍵詞) Desktop Virtual Reality en_US dc.subject (關鍵詞) Unified Theory of Acceptance and Use of Technology (UTAUT2) en_US dc.subject (關鍵詞) Perceived Enjoyment en_US dc.subject (關鍵詞) Personal Innovativeness in the domain of Technology (PIIT) en_US dc.title (題名) 企業校園招募活動導入桌上型虛擬實境之Z世代使用意圖與行為分析 zh_TW dc.title (題名) An analysis of user intention and behavior of Gen Z using campus recruiting event websites based on desktop virtual reality en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 行政院主計總處(2022)。111年2月職位空缺統計及110年經常性薪資調升情形。上網日期: 2022年6月6日。檢自:https://www.dgbas.gov.tw/ct.asp?xItem=48516&ctNode=5624吳美玲(2016)。虛擬代言人物的類型對企業形象傳達力的影響-以心理年齡及性別角色之調節效果為例(未出版博士論文)。國立高雄第一科技大學行銷與流通管理研究所,高雄市。李建勳(2007)。以整合性科技接受模式探討影響 ERP 系統使用意向之關鍵因素(未出版碩士論文)。國立台灣科技大學工業管理系,台北市。林育綺(2017)。社群招募中企業形象對組織人才吸引力之影響:以廣告照片應用為調節變數(未出版碩士論文)。國立臺灣師範大學科技應用與人力資源發展學系碩士班,台北市。林青蔚(2003)。招募管道成效之評估研究-以高科技產業之人員職務為例(未出版碩士論文)。國立中央大學人力資源管理研究所碩士在職專班,桃園市。林亮妤(2022)。以延伸型整合性科技接受模型與網路特性探討線上募資課程之使用與購買意圖(未出版碩士論文)。國立政治大學數位內容碩士學位學程,台北市。韋萊韜悅2022年組織與人才前瞻報告(2022)。上網日期: 2022年6月6日。檢自:https://www.wtwco.com/zh-TW/Insights/2022/02/taiwan-insight-digest-2022-future-of-talent-and-organization-report。孫思源、羅月秀、趙珮如、吳章瑤(2008)。人力資源招募網站使用意向影響因素之探討。人力資源管理學報,8(3),1-23。陳家儀(2019)。社群招募關係建立模式對被動求職者應徵意圖之影響-以社群媒體LinkedIn之涉入程度為調節變項(未出版碩士論文)。國立臺灣師範大學科技應用與人力資源發展學系碩士班,台北市。陳聖智(2021)。後疫情時代的數位傳播-科技創新、智慧教育、與數位人文的觀點。人文與社會科學簡訊,22(3),66-72。微軟新聞中心(2021)。微軟在台擴大研發能量 推動台灣成為全球技術研發重要據點。上網日期: 2022年6月6日。檢自:https://news.microsoft.com/zh-tw/rd-engineering-team-hiring/ 。楊文君(2008)。招募網站內容與使用者滿意度之分析(未出版碩士論文)。國立中央大學人力資源管理研究所碩士在職專班,桃園市。廖哲賢(2021)。 探討消費者採用 Apple Watch 之影響因素:UTAUT2 模型的分析(未出版碩士論文)。國立台灣大學國際企業學碩士班,台北市。賴易如(2022)。以UTAUT2模式探討純電動汽車潛在消費者之使用意圖(未出版碩士論文)。國立臺北商業大學國際商務所碩士論文,台北市。賴建都(2022)。台灣廣告產業面對疫情衝擊的競爭契機與營運佈局之研究。中國廣告學刊,(27),73-97。賴靜姿(2008)。企業聲望及其招募策略與招募管道、社會新鮮人應徵意願關係之研究(未出版碩士論文)。國立中央大學人力資源管理研究所碩士在職專班,桃園市。謝懷恕、曾芳代、張蓓琪、徐翊維(2022)應用修正 UTAUT2 探討消費者對於智慧家庭設備之採用意圖。中華管理發展評論,11(1),29-54。魏三峯(2004)。求職者就業資訊媒體的使用與滿足研究-從人力網站求職者探討(未出版碩士論文)。中國文化大學新聞學研究所碩士在職專班,台北市。蘇敏硯(2013)。如何在校園徵才中提高潛在應徵者對業務工作的吸引力(未出版碩士論文)。東海大學企業管理學系碩士班,台中市。Abd Majid, F., & Mohd Shamsudin, N. 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