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題名 Continued usage intention of novice and expert players in social network games
作者 洪為璽
Hung, Wei-His;Chuang, Kai-Ju
貢獻者 資管系
關鍵詞 Social network game; Novice player; Expert player; Continued usage intention; Perceived enjoyment; Technostress
日期 2024-06
上傳時間 2024-12-12
摘要 Nowadays, social network game platforms have gathered a large number of young players. This study adopted a technological–personal–environmental framework to explain the continued usage intention and related influential factors for two major player groups (novice and expert game players) of social network games. Two models include 13 influential factors, which affected the players’ continued usage intention, were proposed. The questionnaire method (in total, 817 valid questionnaires) was adopted for testing the models. The results showed many differences between the two groups (novice and expert players) in many aspects. Particularly, technostress was not found to positively affect or change the intention to continue playing social network games for both the novice and the expert players. Generally, the research results provide useful inspiration and contributions to the development of social network games.
關聯 Universal Access in the Information Society, pp.1-15
資料類型 article
DOI https://doi.org/10.1007/s10209-024-01126-x
dc.contributor 資管系
dc.creator (作者) 洪為璽
dc.creator (作者) Hung, Wei-His;Chuang, Kai-Ju
dc.date (日期) 2024-06
dc.date.accessioned 2024-12-12-
dc.date.available 2024-12-12-
dc.date.issued (上傳時間) 2024-12-12-
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/154714-
dc.description.abstract (摘要) Nowadays, social network game platforms have gathered a large number of young players. This study adopted a technological–personal–environmental framework to explain the continued usage intention and related influential factors for two major player groups (novice and expert game players) of social network games. Two models include 13 influential factors, which affected the players’ continued usage intention, were proposed. The questionnaire method (in total, 817 valid questionnaires) was adopted for testing the models. The results showed many differences between the two groups (novice and expert players) in many aspects. Particularly, technostress was not found to positively affect or change the intention to continue playing social network games for both the novice and the expert players. Generally, the research results provide useful inspiration and contributions to the development of social network games.
dc.format.extent 106 bytes-
dc.format.mimetype text/html-
dc.relation (關聯) Universal Access in the Information Society, pp.1-15
dc.subject (關鍵詞) Social network game; Novice player; Expert player; Continued usage intention; Perceived enjoyment; Technostress
dc.title (題名) Continued usage intention of novice and expert players in social network games
dc.type (資料類型) article
dc.identifier.doi (DOI) 10.1007/s10209-024-01126-x
dc.doi.uri (DOI) https://doi.org/10.1007/s10209-024-01126-x