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題名 從虛擬社群意識探討線上遊戲使用者的行為影響因素
作者 陳縵緽
貢獻者 賴士葆<br>林宏遠
陳縵緽
關鍵詞 線上遊戲
虛擬社群意識
信任感
娛樂性
沉迷
日期 2007
上傳時間 11-Sep-2009 17:00:56 (UTC+8)
摘要 線上遊戲的市場隨著科技的發展與網路普及,遊戲人口逐年不斷地增加,產業的急速成長,無論是在全球或是台灣,都是不容忽視的,故也吸引了產學界許多關注。多人互動的線上遊戲,透過網路無地域性限制的特性,各地遊戲玩家都可透過遊戲提供業者的伺服器平台,在網路上連線對戰或互動分享,而這種遊戲玩家間有共同的嗜好或目的,自發或半自發性而產生的群聚,可被視為是虛擬社群的一種。
      在線上遊戲相關文獻裡,以使用者的科技接納角度去處理遊戲玩家行為的問題時,大多由遊戲軟體設計本身,或線上遊戲玩家的個人經驗等方面進行分析,鮮少有研究是以線上遊戲的多人即時互動特色,亦即遊戲玩家全體所構成的虛擬社群意識角度去進行探討。
      因此本研究主要以虛擬社群角度切入,對於線上遊戲玩家的虛擬社群意識與其行為間相關性,採科技接受模型為基礎進行分析,並輔以其他相關構念,如:信任感、娛樂性與沉迷行為等,證實線上遊戲玩家的行為所受到的影響。
參考文獻 中文參考文獻
邱皓政 (2003)。結構方程式模型—LISREL的理論、技術與應用。雙葉書廊有限公司。
林家瑋 (2007)。台灣線上遊戲產業動態研究。高雄應用科技大學資訊管理研究所碩士論文,未出版。
陳怡安 (2003)。線上遊戲的魅力—以重度玩家為例。南華大學社會研究所碩士論文,未出版。
陳淑惠 (2003)。中文網路成癮量表之編製與心理計量特性之研究。中華心理學刊,45(3),279-294。
陳淑惠 (2004)。擬像世界中的真實心理問題?從心理病理實徵研究談起。學生輔導,86,16-33。
陳妍伶 (2005)。虛擬社群中的組織公民行為之研究-以線上遊戲團隊為例。淡江大學資訊管理學研究所碩士論文,未出版。
許晉龍 (2004)。線上遊戲使用者行為研究。臺灣科技大學資訊管理研究所博士論文,未出版。
傅家薰 (2007)。線上遊戲使用者之消費行為研究。世新大學公共關係暨廣告學研究所碩士論文,未出版。
蘇芬媛 (1996)。網路虛擬社區的形成—MUD之初探性研究。國立交通大學傳播新聞研究所碩士論文,未出版。
經濟部技術處(2006)。創新資訊應用研究計畫。
網路參考文獻
DFC Intelligence, http://www.dfcint.com.
IDC, http://www.idc.com.
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描述 碩士
國立政治大學
企業管理研究所
93355067
96
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0933550671
資料類型 thesis
dc.contributor.advisor 賴士葆<br>林宏遠zh_TW
dc.contributor.author (Authors) 陳縵緽zh_TW
dc.creator (作者) 陳縵緽zh_TW
dc.date (日期) 2007en_US
dc.date.accessioned 11-Sep-2009 17:00:56 (UTC+8)-
dc.date.available 11-Sep-2009 17:00:56 (UTC+8)-
dc.date.issued (上傳時間) 11-Sep-2009 17:00:56 (UTC+8)-
dc.identifier (Other Identifiers) G0933550671en_US
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/29994-
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zh_TW
dc.description (描述) 93355067zh_TW
dc.description (描述) 96zh_TW
dc.description.abstract (摘要) 線上遊戲的市場隨著科技的發展與網路普及,遊戲人口逐年不斷地增加,產業的急速成長,無論是在全球或是台灣,都是不容忽視的,故也吸引了產學界許多關注。多人互動的線上遊戲,透過網路無地域性限制的特性,各地遊戲玩家都可透過遊戲提供業者的伺服器平台,在網路上連線對戰或互動分享,而這種遊戲玩家間有共同的嗜好或目的,自發或半自發性而產生的群聚,可被視為是虛擬社群的一種。
      在線上遊戲相關文獻裡,以使用者的科技接納角度去處理遊戲玩家行為的問題時,大多由遊戲軟體設計本身,或線上遊戲玩家的個人經驗等方面進行分析,鮮少有研究是以線上遊戲的多人即時互動特色,亦即遊戲玩家全體所構成的虛擬社群意識角度去進行探討。
      因此本研究主要以虛擬社群角度切入,對於線上遊戲玩家的虛擬社群意識與其行為間相關性,採科技接受模型為基礎進行分析,並輔以其他相關構念,如:信任感、娛樂性與沉迷行為等,證實線上遊戲玩家的行為所受到的影響。
zh_TW
dc.description.tableofcontents 目錄
     第一章 緒論 1
     第一節 研究背景與研究動機 1
     第二節 研究問題界定與研究目的 3
     第三節 研究範圍與限制 4
     第四節 研究流程與論文章節架構 5
     第二章 文獻探討 7
     第一節 線上遊戲相關文獻探討 8
     第二節 虛擬社群相關文獻探討 13
     第三節 其他相關理論構念 19
     第三章 研究架構 26
     第一節 假說發展 27
     第二節 研究方法 32
     第三節 分析方法 42
     第四節 樣本結構 45
     第四章 研究結果分析 48
     第一節 驗證性因素分析 48
     第二節 信度效度分析 54
     第三節 整體概念結構模型分析 58
     第四節 研究結果討論 62
     第五章 結論與建議 65
     第一節 研究結論 65
     第二節 理論貢獻與實務意涵 68
     參考文獻 73
     附錄一 論文問卷量表 80
     附錄二 問卷量表引用原文 84
     
     
     表目錄
     表2.1 社群意識構成要素 14
     表2.2 虛擬社群需求滿足類型區分 15
     表2.3 信任感建立機制 21
     表2.4 網路沉迷型為衡量指標 24
     表2.5 重要參考文獻與相關構念彙總表 25
     表3.1 社群意識衡量指標 34
     表3.2 虛擬社群意識之操作型定義與量表問項 35
     表3.3 信任感之操作型定義與量表問項 37
     表3.4 娛樂性之操作型定義與量表問項 38
     表3.5 線上遊戲玩家態度與行為意圖之操作型定義與量表問項 39
     表3.6 線上遊戲沉迷之操作型定義與量表問項 40
     表3.7 結構方程模式各種契合度指數比較 43
     表3.8 樣本年齡分配表 45
     表3.9 樣本性別分配表 46
     表3.10 樣本教育程度分配表 46
     表3.11 樣本參與線上遊戲經歷分配表 47
     表3.12 樣本參與線上遊戲類型分配表 47
     表4.1 測量變項修正結果彙總表 51
     表4.2 模型契合度指標 52
     表4.3 量表問項與構念間參數關係估計結果 52
     表4.4 量表問項樣本之平均數與標準差 54
     表4.5 問卷量表信度之衡量 56
     表4.6 研究假說路徑分析驗證結果彙總表 59
     表4.7 各構念間之直接效果與間接效果 60
     表4.8 整體模型契合度指標 61
     
     
     圖目錄
     圖1.1 研究流程與論文章節 5
     圖2.1 線上遊戲玩家職業區隔比例 10
     圖2.2 線上遊戲玩家年齡區隔比例 10
     圖2.3 虛擬社群意識的形成過程 17
     圖2.4 科技接受模型 19
     圖2.5 網際網路成癮現象的強烈循環模式 24
     圖3.1 研究架構 26
     圖3.2 結構方程模式發展基本程序 43
     圖4.1 驗證性因素分析模型參數路徑圖 49
     圖4.2 整體模型路徑分析配適結果 58
zh_TW
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0933550671en_US
dc.subject (關鍵詞) 線上遊戲zh_TW
dc.subject (關鍵詞) 虛擬社群意識zh_TW
dc.subject (關鍵詞) 信任感zh_TW
dc.subject (關鍵詞) 娛樂性zh_TW
dc.subject (關鍵詞) 沉迷zh_TW
dc.title (題名) 從虛擬社群意識探討線上遊戲使用者的行為影響因素zh_TW
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) 中文參考文獻zh_TW
dc.relation.reference (參考文獻) 邱皓政 (2003)。結構方程式模型—LISREL的理論、技術與應用。雙葉書廊有限公司。zh_TW
dc.relation.reference (參考文獻) 林家瑋 (2007)。台灣線上遊戲產業動態研究。高雄應用科技大學資訊管理研究所碩士論文,未出版。zh_TW
dc.relation.reference (參考文獻) 陳怡安 (2003)。線上遊戲的魅力—以重度玩家為例。南華大學社會研究所碩士論文,未出版。zh_TW
dc.relation.reference (參考文獻) 陳淑惠 (2003)。中文網路成癮量表之編製與心理計量特性之研究。中華心理學刊,45(3),279-294。zh_TW
dc.relation.reference (參考文獻) 陳淑惠 (2004)。擬像世界中的真實心理問題?從心理病理實徵研究談起。學生輔導,86,16-33。zh_TW
dc.relation.reference (參考文獻) 陳妍伶 (2005)。虛擬社群中的組織公民行為之研究-以線上遊戲團隊為例。淡江大學資訊管理學研究所碩士論文,未出版。zh_TW
dc.relation.reference (參考文獻) 許晉龍 (2004)。線上遊戲使用者行為研究。臺灣科技大學資訊管理研究所博士論文,未出版。zh_TW
dc.relation.reference (參考文獻) 傅家薰 (2007)。線上遊戲使用者之消費行為研究。世新大學公共關係暨廣告學研究所碩士論文,未出版。zh_TW
dc.relation.reference (參考文獻) 蘇芬媛 (1996)。網路虛擬社區的形成—MUD之初探性研究。國立交通大學傳播新聞研究所碩士論文,未出版。zh_TW
dc.relation.reference (參考文獻) 經濟部技術處(2006)。創新資訊應用研究計畫。zh_TW
dc.relation.reference (參考文獻) 網路參考文獻zh_TW
dc.relation.reference (參考文獻) DFC Intelligence, http://www.dfcint.com.zh_TW
dc.relation.reference (參考文獻) IDC, http://www.idc.com.zh_TW
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