學術產出-學位論文
文章檢視/開啟
書目匯出
-
題名 遊戲設計策略對衍生商品購買意願之影響
Effect of game design strategy on purchase intention of extension products作者 林冠宇
Lin, Kuan Yu貢獻者 尚孝純
Shang, Shari S. C.
林冠宇
Lin, Kuan Yu關鍵詞 衍生產品
遊戲設計元素
購買意向
extension product
game design elements
purchase intention日期 2012 上傳時間 2-九月-2013 16:02:20 (UTC+8) 摘要 現今應用程式軟體(APP)不斷推陳出新,吸引不少企業與廠商投入應用程式設計的行列,原因來自於使用者高度熱衷使用這類型的程式,而此高使用度也可能正面影響使用者對贊助品牌的認同度。由於近年來資訊科技與通訊發展迅速,因而帶動應用程式設計業者設計更多動態功能與互動性功能的應用程式以期留住顧客,鼓勵他們重複性購買該應用程式之衍生商品,以提升顧客忠誠度。但隨著有越來越多的社群與手機遊戲應用程式漸漸在現今生活中形成一股重要潮流後,企業應瞭解添加遊戲元素至應用程式中將能夠帶給顧客哪些價值感受,並選取最重要的元素作為主要訴求。本研究中整理不同的遊戲設計元素及不同人口統計特徵與消費行為,用以探討不同類型顧客的消費購買意向,在檢閱過遊戲設計的相關文獻後,本研究歸納出七種遊戲設計元素,並以個案研究方式驗證這些元素後,進而提出研究假設,試圖找出遊戲設計對不同類型顧客的影響。接著,為驗證本研究提出的假設,我們調查五百名受試者對遊戲元素的感受,希望本研究成果能提供應用程式設計者參考,設計出更貼近使用者需求的應用程式,幫助他們從衍生產品中獲得更高的收益。
Applications software (“apps”) have generated substantial interest among marketers, primarily because of their high level of user engagement and the positive impact this presumably has on a customer’s attitude toward the sponsoring brand. Due to the advancement of information and telecommunication technologies, more dynamic and interactive applications have been developed to retain customers and encourage repeat purchasing for extension products and further enhance customer loyalty. As the increasing application of social and mobile games plays an important trend in today’s culture, enterprises need to understand the value of adding frequent game design elements into every customer encounter. This study consolidates different game design elements and demographics to explore the purchase intentions of different types of customers. We have reviewed the game-design literature and identified seven motivational elements. Using a case analysis, we verified these elements and proposed hypotheses on game design for different types of customers. Then the hypotheses was tested by collecting responses from 500 participants regarding their perceptions of the elements of the game activity. We hope that the findings can provide app designer useful references in generating more revenue from extension products.參考文獻 1. Anderson, E. W., & Mittal, V. (2000). Strengthening the satisfaction-profit chain. Journal of Service Research, 3(2), 107-120. 2. Anderson, J. C., & Gerbing, D. W. (1988). Structural equation modeling in practice: A review and recommended two-step approach. Psychological bulletin, 103(3), 411. 3. Andrews, P. and D. B. Kandel. (1979). Attitude and Behaviour: A Specification of the Contingent Consistency Hypothesis. American Sociological Review 44, 298–310.4. Ang, S. H., Cheng, P. S., Lim, E. A. C. and Tambyah, S. K. 2001. Spot the difference: Consumer responses towards counterfeits. Journal of Consumer Marketing,18(3), 219 – 235.5. Baker, S., Thompson, K., & Engelken, J. (2002). Mapping the values driving organic food choice. Germany vs. the UK. European Journal of Marketing, 38(8), 995–1012.6. Beatty, S. E., & Elizabeth Ferrell, M. (1998). Impulse buying: modeling its precursors. Journal of Retailing, 74(2), 169-191. 7. Bellenger, D. N., & Korgaonkar, P. K. (1980). Profiling the recreational shopper. Journal of retailing, 56(3), 77-92. 8. Bhattacharya, C. B., & Sen, S. (2003). Consumer-company identification: a framework for understanding consumers` relationships with companies. Journal of marketing, 76-88. 9. Brewer, M. B. (1991). The social self: On being the same and different at the same time. Personality and Social Psychology Bulletin, 17(5), 475-482. 10. Bunchball Inc. (2010). Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior. http://www.bunchball.com/gamification/ gamification101.pdf.11. Burke, R. R. (2002). Technology and the customer interface: what consumers want in the physical and virtual store. Journal of the Academy of Marketing Science, 30(4), 411-432. 12. Chu, K.-K., & Li, C.-H. (2012). The study of the effects of identity-related judgment, affective identification and continuance commitment on WOM behavior. Quality & Quantity, 46(1), 221-236. 13. Chin, W. W. (1998). The partial least squares approach for structural equation modeling. 14. Chin, W., Marcolin, B., & Newsted, P. (1996). A partial least squares latent variable modeling approach for measuring interaction effects: results from a Monte Carlo simulation study and voice mail emotion/adoption study. 15. Compeau, D. R., & Higgins, C. A. (1995). Computer self-efficacy: Development of a measure and initial test. MIS quarterly, 189-211. 16. Condry, J. (1977). Enemies of exploration: Self-initiated versus other-initiated learning. Journal of Personality and Social Psychology, 35(7), 459. 17. Costa, A., Dekker, M., & Jongen, W. (2004). An overview of means-end theory:Potential application in consumer-oriented food product design. Trends in Food Science & Technology, 15, 403–415.18. Creyer, E. H., & Kozup, J. C. (2003). An examination of the relationships between coping styles, task-related affect, and the desire for decision assistance. Organizational Behavior and Human Decision Processes, 90(1), 37-49. 19. Csikszentmihalyi, M., Larson, R., & Prescott, S. (1977). The ecology of adolescent activity and experience. Journal of youth and adolescence, 6(3), 281-294.20. DeCharms, R. (1972). Personal Causation Training in the Schools. Journal of Applied Social Psychology, 2(2), 95-113. 21. Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., . . . Harmath, E. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior research methods, 43(3), 814-825. 22. Dholakia, R. R. (1999). Going shopping: key determinants of shopping behaviors and motivations. International Journal of Retail & Distribution Management, 27(4), 154-165. 23. Dick, A. S., & Basu, K. (1994). Customer loyalty: toward an integrated conceptual framework. Journal of the Academy of Marketing Science, 22(2), 99-113. 24. Donovan, R. J., Rossiter, J. R., Marcoolyn, G., & Nesdale, A. (1994). Store atmosphere and purchasing behavior. Journal of Retailing, 70(3), 283-294. 25. Ellemers, N., Kortekaas, P., & Ouwerkerk, J. W. (1999). Self‐categorisation, commitment to the group and group self-esteem as related but distinct aspects of social identity. European journal of social psychology, 29(2-3), 371-389. 26. Fishbein, M., & Ajzen, I. (1975). Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research. Reading, MA: Addison-Wesley.27. Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 39-50. 28. Frederick-Recascino, C. M., Schuster-Smith, H., & Frederick-Recascino, C. M. (2003). Competition and intrinsic motivation in physical activity: A comparison of two groups. Journal of Sport Behavior, 26, 3.29. Futopoulos, C., Krystallis, A., & Ness, M. (2003). Wine produced by organic grapes in Greece: Using means-end chains analysis to reveal organic buyers’ purchasing motives in comparison to non-buyers. Food Quality and Preference, 14(2003), 549–566. 30. Gasós, J., & Thoben, K.-D. (2003). E-Business Applications: Technologies for Tomorrow`s Solutions: With 96 Figures: Springer.31. Ghani, J. A., & Deshpande, S. P. (1994). Task characteristics and the experience of optimal flow in human—computer interaction. The Journal of psychology, 128(4), 381-391. 32. Grunert, K. G., & Grunert, S. C. (1995). Measuring subjective meaning structures by the laddering method: Theoretical considerations and methodological problems. International Journal of Research in Marketing, 12(3), 209–225.33. Guiry, M., Mägi, A. W., & Lutz, R. J. (2006). Defining and measuring recreational shopper identity. Journal of the Academy of Marketing Science, 34(1), 74-83. 34. Gutman, J. (1982). A means-end chain model based on consumer categorization processes. Journal of Marketing, 46(2), 60–72.35. Harackiewicz, J. M., & Sansone, C. (1991). Goals and intrinsic motivation: You can get there from here. In M. L. Maehr & P. R. Pintrich (Eds.), Advances in motivation and achievement, 7, 21–49. Greenwich, CT: JAI Press.36. Harter, S. (1978). Effectance motivation reconsidered: Toward a developmental model. Human Development; Human Development. 37. Hawfield, K., & Lyons, E. (1998). Conventional wisdom about women and Internet use: refuting traditional perceptions. Prepare for iVillage.com, available at: www2000.ogsm.vanderbilt.edu/student. Projects/Women/conventionalwisdom.htm (accessed March 12, 2001). 38. Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: conceptual foundations. The Journal of Marketing, 50-68. 39. Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Challenges in Game AI Workshop, AAAI-04: AAAI Technical Report WS-04-04.40. Hunt, J. M. V. (1961). Intelligence and experience. 41. Hunter, J. (Ed.). (2011). The Gamification Handbook – Everything You need to know about Gamification. NY, Emereo Pty Limited.42. Hutton, G., & Rodnick, S. (2009). Smartphone Opens up New Opportunities for Smart Marketing. Admap, 44(11), 22-24. 43. Johnson Jr, A. C., Johnson, M. B., & Buse, R. C. (1987). Econometrics: Basic and applied: Taylor & Francis.44. Keller, K. L., & Sood, S. (2003). Brand equity dilution. MIT Sloan Management Review, 45(1), 12-15. 45. LaRose, R., & Eastin, M. S. (2002). Is online buying out of control? Electronic commerce and consumer self-regulation. Journal of Broadcasting & Electronic Media, 46(4), 549-564. 46. Lazarus, R.S. (1993). Coping theory and research: past, present and future. Psychosomatic Medicine, 55(3), 234-47.47. Li, H., Kuo, C., & Rusell, M. G. (1999). The impact of perceived channel utilities, shopping orientations, and demographics on the consumer`s online buying behavior. Journal of Computer-Mediated Communication, 5(2), 0-0. 48. Liebermann, Y., Stashevsky, S., (2009). Determinants of online shopping: examination of an early-stage online market. Canadian Journal of Administrative Sciences, 26(4), 316–331.49. Lin, Y. L., & Lin, H. W. (2011). A study on the goal value for massively multiplayer online role-playing games players. Computers in Human Behavior, 27(6), 2153-2160. 50. Lo, Y. F., & Wen, M. H. (2010). A fuzzy-AHP-based technique for the decision of design feature selection in Massively Multiplayer Online Role-Playing Game development. Expert Systems with Applications, 37(12), 8685-8693. 51. Locke, E. A., Latham, G. P., Smith, K. J., Wood, R. E., & Bandura, A. (1990). A theory of goal setting & task performance (Vol. 21): Prentice Hall Englewood Cliffs, NJ.52. Lohse, G.L., Bellman, S., Johnson, E.J., (2000). Consumer buying behavior on the Internet: Findings from panel data. Journal of Interactive Marketing, 14, 15-29.53. Luce, M. F., Payne, J. W., & Bettman, J. R. (2000). Coping with unfavorable attribute values in choice. Organizational Behavior and Human Decision Processes, 81(2), 274-299. 54. Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science, 5(4), 333-369. 55. Mannell, R. C., Zuzanek, J., & Larson, R. (1988). Leisure states and" flow" experiences: Testing perceived freedom and intrinsic motivation hypotheses. Journal of Leisure Research. 56. Marakas, G. M., Mun, Y. Y., & Johnson, R. D. (1998). The multilevel and multifaceted character of computer self-efficacy: Toward clarification of the construct and an integrative framework for research. Information systems research, 9(2), 126-163. 57. Martin, R. (1999). Money and the space economy: John Wiley New York.58. Morwitz, V. (2001). Methods for forecasting from intentions data. In J. S. Armstrong (Ed.), Principles of forecasting (pp. 33-56). Norwell, MA, USA: Kluwer Academic Publishers.59. Novak, T. P., Hoffman, D. L., & Yung, Y.-F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing science, 19(1), 22-42. 60. Peter, J. P., & Olson, J. C. (2009). Consumer behavior and marketing strategy (9th ed.). Irwin/Mcgraw-Hill.61. Piaget, J. (1952). The origins of intelligence in children. 62. Prus, R., & Dawson, L. (1991). Shop`til you drop: Shopping as recreational and laborious activity. Canadian Journal of Sociology/Cahiers canadiens de sociologie, 145-164. 63. Rook, D. W., & Fisher, R. J. (1995). Normative influences on impulsive buying behavior. Journal of consumer research, 305-313. 64. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344-360. 65. Scott, S. G., & Lane, V. R. (2000). A stakeholder approach to organizational identity. Academy of Management Review, 43-62. 66. Sfiligoj, E. (1996). Helping the little guy to merchandise. Periscope. 67. Smith, D. N., & Sivakumar, K. (2004). Flow and internet shopping behavior: a conceptual model and research propositions. Journal of Business Research, 57(10), 1199-1208. 68. Stern, H. (1962). The significance of impulse buying today. The Journal of Marketing, 59-62. 69. Swaminathan, V. (2003). Sequential brand extensions and brand choice behavior. Journal of Business Research, 56(6), 431-442. 70. Verplanken, B., & Orbell, S. (2003). Reflections on Past Behavior: A Self‐Report Index of Habit Strength1. Journal of Applied Social Psychology, 33(6), 1313-1330. 71. Vohs, K., & Faber, R. (2003). Self-regulation and impulsive spending patterns. Advances in Consumer Research, 30, 125-126. 72. Walker, B., & Olson, J. C. (1991). Means-end chains: Connecting products with self. Journal of Business Research, 22(2), 111–11873. White, R. W. (1959). Motivation reconsidered: The concept of competence. Psychological review, 66(5), 297. 74. Wood, S. L. (2002). Future fantasies: a social change perspective of retailing in the 21st century. Journal of retailing, 78(1), 77-83. 75. Zeithaml, V. A., Berry, L. L., & Parasuraman, A. (1996). The behavioral consequences of service quality. The Journal of Marketing, 31-46. 描述 碩士
國立政治大學
資訊管理研究所
100356012
101資料來源 http://thesis.lib.nccu.edu.tw/record/#G1003560121 資料類型 thesis dc.contributor.advisor 尚孝純 zh_TW dc.contributor.advisor Shang, Shari S. C. en_US dc.contributor.author (作者) 林冠宇 zh_TW dc.contributor.author (作者) Lin, Kuan Yu en_US dc.creator (作者) 林冠宇 zh_TW dc.creator (作者) Lin, Kuan Yu en_US dc.date (日期) 2012 en_US dc.date.accessioned 2-九月-2013 16:02:20 (UTC+8) - dc.date.available 2-九月-2013 16:02:20 (UTC+8) - dc.date.issued (上傳時間) 2-九月-2013 16:02:20 (UTC+8) - dc.identifier (其他 識別碼) G1003560121 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/59304 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 資訊管理研究所 zh_TW dc.description (描述) 100356012 zh_TW dc.description (描述) 101 zh_TW dc.description.abstract (摘要) 現今應用程式軟體(APP)不斷推陳出新,吸引不少企業與廠商投入應用程式設計的行列,原因來自於使用者高度熱衷使用這類型的程式,而此高使用度也可能正面影響使用者對贊助品牌的認同度。由於近年來資訊科技與通訊發展迅速,因而帶動應用程式設計業者設計更多動態功能與互動性功能的應用程式以期留住顧客,鼓勵他們重複性購買該應用程式之衍生商品,以提升顧客忠誠度。但隨著有越來越多的社群與手機遊戲應用程式漸漸在現今生活中形成一股重要潮流後,企業應瞭解添加遊戲元素至應用程式中將能夠帶給顧客哪些價值感受,並選取最重要的元素作為主要訴求。本研究中整理不同的遊戲設計元素及不同人口統計特徵與消費行為,用以探討不同類型顧客的消費購買意向,在檢閱過遊戲設計的相關文獻後,本研究歸納出七種遊戲設計元素,並以個案研究方式驗證這些元素後,進而提出研究假設,試圖找出遊戲設計對不同類型顧客的影響。接著,為驗證本研究提出的假設,我們調查五百名受試者對遊戲元素的感受,希望本研究成果能提供應用程式設計者參考,設計出更貼近使用者需求的應用程式,幫助他們從衍生產品中獲得更高的收益。 zh_TW dc.description.abstract (摘要) Applications software (“apps”) have generated substantial interest among marketers, primarily because of their high level of user engagement and the positive impact this presumably has on a customer’s attitude toward the sponsoring brand. Due to the advancement of information and telecommunication technologies, more dynamic and interactive applications have been developed to retain customers and encourage repeat purchasing for extension products and further enhance customer loyalty. As the increasing application of social and mobile games plays an important trend in today’s culture, enterprises need to understand the value of adding frequent game design elements into every customer encounter. This study consolidates different game design elements and demographics to explore the purchase intentions of different types of customers. We have reviewed the game-design literature and identified seven motivational elements. Using a case analysis, we verified these elements and proposed hypotheses on game design for different types of customers. Then the hypotheses was tested by collecting responses from 500 participants regarding their perceptions of the elements of the game activity. We hope that the findings can provide app designer useful references in generating more revenue from extension products. en_US dc.description.tableofcontents CHAPTER 1 INTRODUCTION 6CHAPTER 2 LITERATURE REVIEW 92.1 Means-End Chain Model 92.2 The Design of Game 92.3 The Design of Game and Consumer-Purchase Intention for Extension Products 112.4 The Design of Game for Different Types of Consumers 152.5 Demographics 20CHAPTER 3 METHODOLOGY 223.1 Research Framework 223.2 Prototype Design and Data Collection 22CHAPTER 4 RESEARCH RESULTS 254.1 Survey Administration 254.2 Data Analysis 264.2.1 Measurement Model 264.2.2 Structural Model 284.3 Summary Results 29CHAPTER 5 DISCUSSIONS AND LIMITATIONS 315.1 Summary 315.2 Implications for game design strategy 315.3 Limitations 335.4 Conclusion 33REFERENCES 35APPENDIX. QUESTIONNAIRE 40 zh_TW dc.format.extent 945162 bytes - dc.format.mimetype application/pdf - dc.language.iso en_US - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G1003560121 en_US dc.subject (關鍵詞) 衍生產品 zh_TW dc.subject (關鍵詞) 遊戲設計元素 zh_TW dc.subject (關鍵詞) 購買意向 zh_TW dc.subject (關鍵詞) extension product en_US dc.subject (關鍵詞) game design elements en_US dc.subject (關鍵詞) purchase intention en_US dc.title (題名) 遊戲設計策略對衍生商品購買意願之影響 zh_TW dc.title (題名) Effect of game design strategy on purchase intention of extension products en_US dc.type (資料類型) thesis en dc.relation.reference (參考文獻) 1. Anderson, E. W., & Mittal, V. (2000). Strengthening the satisfaction-profit chain. Journal of Service Research, 3(2), 107-120. 2. Anderson, J. C., & Gerbing, D. W. (1988). Structural equation modeling in practice: A review and recommended two-step approach. Psychological bulletin, 103(3), 411. 3. Andrews, P. and D. B. Kandel. (1979). Attitude and Behaviour: A Specification of the Contingent Consistency Hypothesis. American Sociological Review 44, 298–310.4. Ang, S. H., Cheng, P. S., Lim, E. A. C. and Tambyah, S. K. 2001. Spot the difference: Consumer responses towards counterfeits. Journal of Consumer Marketing,18(3), 219 – 235.5. Baker, S., Thompson, K., & Engelken, J. (2002). Mapping the values driving organic food choice. Germany vs. the UK. European Journal of Marketing, 38(8), 995–1012.6. Beatty, S. E., & Elizabeth Ferrell, M. (1998). Impulse buying: modeling its precursors. Journal of Retailing, 74(2), 169-191. 7. Bellenger, D. N., & Korgaonkar, P. K. (1980). Profiling the recreational shopper. Journal of retailing, 56(3), 77-92. 8. Bhattacharya, C. B., & Sen, S. (2003). Consumer-company identification: a framework for understanding consumers` relationships with companies. Journal of marketing, 76-88. 9. Brewer, M. B. (1991). The social self: On being the same and different at the same time. Personality and Social Psychology Bulletin, 17(5), 475-482. 10. Bunchball Inc. (2010). Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior. http://www.bunchball.com/gamification/ gamification101.pdf.11. Burke, R. R. (2002). Technology and the customer interface: what consumers want in the physical and virtual store. Journal of the Academy of Marketing Science, 30(4), 411-432. 12. Chu, K.-K., & Li, C.-H. (2012). The study of the effects of identity-related judgment, affective identification and continuance commitment on WOM behavior. Quality & Quantity, 46(1), 221-236. 13. Chin, W. W. (1998). The partial least squares approach for structural equation modeling. 14. Chin, W., Marcolin, B., & Newsted, P. (1996). A partial least squares latent variable modeling approach for measuring interaction effects: results from a Monte Carlo simulation study and voice mail emotion/adoption study. 15. Compeau, D. R., & Higgins, C. A. (1995). Computer self-efficacy: Development of a measure and initial test. MIS quarterly, 189-211. 16. Condry, J. (1977). Enemies of exploration: Self-initiated versus other-initiated learning. Journal of Personality and Social Psychology, 35(7), 459. 17. Costa, A., Dekker, M., & Jongen, W. (2004). An overview of means-end theory:Potential application in consumer-oriented food product design. Trends in Food Science & Technology, 15, 403–415.18. Creyer, E. H., & Kozup, J. C. (2003). An examination of the relationships between coping styles, task-related affect, and the desire for decision assistance. Organizational Behavior and Human Decision Processes, 90(1), 37-49. 19. Csikszentmihalyi, M., Larson, R., & Prescott, S. (1977). The ecology of adolescent activity and experience. Journal of youth and adolescence, 6(3), 281-294.20. DeCharms, R. (1972). Personal Causation Training in the Schools. Journal of Applied Social Psychology, 2(2), 95-113. 21. Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., . . . Harmath, E. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior research methods, 43(3), 814-825. 22. Dholakia, R. R. (1999). Going shopping: key determinants of shopping behaviors and motivations. International Journal of Retail & Distribution Management, 27(4), 154-165. 23. Dick, A. S., & Basu, K. (1994). Customer loyalty: toward an integrated conceptual framework. Journal of the Academy of Marketing Science, 22(2), 99-113. 24. Donovan, R. J., Rossiter, J. R., Marcoolyn, G., & Nesdale, A. (1994). Store atmosphere and purchasing behavior. Journal of Retailing, 70(3), 283-294. 25. Ellemers, N., Kortekaas, P., & Ouwerkerk, J. W. (1999). Self‐categorisation, commitment to the group and group self-esteem as related but distinct aspects of social identity. European journal of social psychology, 29(2-3), 371-389. 26. Fishbein, M., & Ajzen, I. (1975). Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research. Reading, MA: Addison-Wesley.27. Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 39-50. 28. Frederick-Recascino, C. M., Schuster-Smith, H., & Frederick-Recascino, C. M. (2003). Competition and intrinsic motivation in physical activity: A comparison of two groups. Journal of Sport Behavior, 26, 3.29. Futopoulos, C., Krystallis, A., & Ness, M. (2003). Wine produced by organic grapes in Greece: Using means-end chains analysis to reveal organic buyers’ purchasing motives in comparison to non-buyers. Food Quality and Preference, 14(2003), 549–566. 30. Gasós, J., & Thoben, K.-D. (2003). E-Business Applications: Technologies for Tomorrow`s Solutions: With 96 Figures: Springer.31. Ghani, J. A., & Deshpande, S. P. (1994). Task characteristics and the experience of optimal flow in human—computer interaction. The Journal of psychology, 128(4), 381-391. 32. Grunert, K. G., & Grunert, S. C. (1995). Measuring subjective meaning structures by the laddering method: Theoretical considerations and methodological problems. International Journal of Research in Marketing, 12(3), 209–225.33. Guiry, M., Mägi, A. W., & Lutz, R. J. (2006). Defining and measuring recreational shopper identity. Journal of the Academy of Marketing Science, 34(1), 74-83. 34. Gutman, J. (1982). A means-end chain model based on consumer categorization processes. Journal of Marketing, 46(2), 60–72.35. Harackiewicz, J. M., & Sansone, C. (1991). Goals and intrinsic motivation: You can get there from here. In M. L. Maehr & P. R. Pintrich (Eds.), Advances in motivation and achievement, 7, 21–49. Greenwich, CT: JAI Press.36. Harter, S. (1978). Effectance motivation reconsidered: Toward a developmental model. Human Development; Human Development. 37. Hawfield, K., & Lyons, E. (1998). Conventional wisdom about women and Internet use: refuting traditional perceptions. Prepare for iVillage.com, available at: www2000.ogsm.vanderbilt.edu/student. Projects/Women/conventionalwisdom.htm (accessed March 12, 2001). 38. Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: conceptual foundations. The Journal of Marketing, 50-68. 39. Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Challenges in Game AI Workshop, AAAI-04: AAAI Technical Report WS-04-04.40. Hunt, J. M. V. (1961). Intelligence and experience. 41. Hunter, J. (Ed.). (2011). The Gamification Handbook – Everything You need to know about Gamification. NY, Emereo Pty Limited.42. Hutton, G., & Rodnick, S. (2009). Smartphone Opens up New Opportunities for Smart Marketing. Admap, 44(11), 22-24. 43. Johnson Jr, A. C., Johnson, M. B., & Buse, R. C. (1987). Econometrics: Basic and applied: Taylor & Francis.44. Keller, K. L., & Sood, S. (2003). Brand equity dilution. MIT Sloan Management Review, 45(1), 12-15. 45. LaRose, R., & Eastin, M. S. (2002). Is online buying out of control? Electronic commerce and consumer self-regulation. Journal of Broadcasting & Electronic Media, 46(4), 549-564. 46. Lazarus, R.S. (1993). Coping theory and research: past, present and future. Psychosomatic Medicine, 55(3), 234-47.47. Li, H., Kuo, C., & Rusell, M. G. (1999). The impact of perceived channel utilities, shopping orientations, and demographics on the consumer`s online buying behavior. Journal of Computer-Mediated Communication, 5(2), 0-0. 48. Liebermann, Y., Stashevsky, S., (2009). Determinants of online shopping: examination of an early-stage online market. Canadian Journal of Administrative Sciences, 26(4), 316–331.49. Lin, Y. L., & Lin, H. W. (2011). A study on the goal value for massively multiplayer online role-playing games players. Computers in Human Behavior, 27(6), 2153-2160. 50. Lo, Y. F., & Wen, M. H. (2010). A fuzzy-AHP-based technique for the decision of design feature selection in Massively Multiplayer Online Role-Playing Game development. Expert Systems with Applications, 37(12), 8685-8693. 51. Locke, E. A., Latham, G. P., Smith, K. J., Wood, R. E., & Bandura, A. (1990). A theory of goal setting & task performance (Vol. 21): Prentice Hall Englewood Cliffs, NJ.52. Lohse, G.L., Bellman, S., Johnson, E.J., (2000). Consumer buying behavior on the Internet: Findings from panel data. Journal of Interactive Marketing, 14, 15-29.53. Luce, M. F., Payne, J. W., & Bettman, J. R. (2000). Coping with unfavorable attribute values in choice. Organizational Behavior and Human Decision Processes, 81(2), 274-299. 54. Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science, 5(4), 333-369. 55. Mannell, R. C., Zuzanek, J., & Larson, R. (1988). Leisure states and" flow" experiences: Testing perceived freedom and intrinsic motivation hypotheses. Journal of Leisure Research. 56. Marakas, G. M., Mun, Y. Y., & Johnson, R. D. (1998). The multilevel and multifaceted character of computer self-efficacy: Toward clarification of the construct and an integrative framework for research. Information systems research, 9(2), 126-163. 57. Martin, R. (1999). Money and the space economy: John Wiley New York.58. Morwitz, V. (2001). Methods for forecasting from intentions data. In J. S. Armstrong (Ed.), Principles of forecasting (pp. 33-56). Norwell, MA, USA: Kluwer Academic Publishers.59. Novak, T. P., Hoffman, D. L., & Yung, Y.-F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing science, 19(1), 22-42. 60. Peter, J. P., & Olson, J. C. (2009). Consumer behavior and marketing strategy (9th ed.). Irwin/Mcgraw-Hill.61. Piaget, J. (1952). The origins of intelligence in children. 62. Prus, R., & Dawson, L. (1991). Shop`til you drop: Shopping as recreational and laborious activity. Canadian Journal of Sociology/Cahiers canadiens de sociologie, 145-164. 63. Rook, D. W., & Fisher, R. J. (1995). Normative influences on impulsive buying behavior. Journal of consumer research, 305-313. 64. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344-360. 65. Scott, S. G., & Lane, V. R. (2000). A stakeholder approach to organizational identity. Academy of Management Review, 43-62. 66. Sfiligoj, E. (1996). Helping the little guy to merchandise. Periscope. 67. Smith, D. N., & Sivakumar, K. (2004). Flow and internet shopping behavior: a conceptual model and research propositions. Journal of Business Research, 57(10), 1199-1208. 68. Stern, H. (1962). The significance of impulse buying today. The Journal of Marketing, 59-62. 69. Swaminathan, V. (2003). Sequential brand extensions and brand choice behavior. Journal of Business Research, 56(6), 431-442. 70. Verplanken, B., & Orbell, S. (2003). Reflections on Past Behavior: A Self‐Report Index of Habit Strength1. Journal of Applied Social Psychology, 33(6), 1313-1330. 71. Vohs, K., & Faber, R. (2003). Self-regulation and impulsive spending patterns. Advances in Consumer Research, 30, 125-126. 72. Walker, B., & Olson, J. C. (1991). Means-end chains: Connecting products with self. Journal of Business Research, 22(2), 111–11873. White, R. W. (1959). Motivation reconsidered: The concept of competence. Psychological review, 66(5), 297. 74. Wood, S. L. (2002). Future fantasies: a social change perspective of retailing in the 21st century. Journal of retailing, 78(1), 77-83. 75. Zeithaml, V. A., Berry, L. L., & Parasuraman, A. (1996). The behavioral consequences of service quality. The Journal of Marketing, 31-46. zh_TW