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    主頁登入上傳說明關於CCUR管理 到手機版


    請使用永久網址來引用或連結此文件: https://irlib.pccu.edu.tw/handle/987654321/26032


    題名: 以科技接受模型探討手機休閒遊戲之使用者行為
    Applying Technology Acceptance Model to the users behavior of mobile casual games
    作者: 林宗宏
    Lin, Zong-Hong
    貢獻者: 數位內容管理產業碩士專班
    關鍵詞: 科技接受模型
    休閒遊戲
    TAM
    Casual Games
    日期: 2013-06
    上傳時間: 2013-11-07 14:40:54 (UTC+8)
    摘要: 由於網路時代智慧型手機快速發展,手機休閒遊戲成為使用者最愛,雖然線上遊戲的相關研究很多,但比較少針對行動裝置遊戲進行深入的研究與分析。因此,本研究將結合科技接受模型(TAM)以及遊戲心流理論,歸納出三個構面「挑戰與技巧」、「沉浸與回饋」、「互動與影響」,透過問卷調查分析使用者利用智慧型手機玩休閒遊戲之影響因素,期望了解使用者著重於甚麼方面,提供協助廠商研究發展智慧型手機的休閒遊戲,而使雙方都能獲得滿意的回應達到雙贏的層面。。
    本研究結果顯示,在397位受訪者中,有6成以上的使用者會受到親友、同事、同學的影響,「挑戰與技巧」與「使用意圖」呈現高度相關,「互動與影響」分別與「知覺有用性」、「使用意圖」、「挑戰與技巧」呈現高度相關,此外,年齡層在20~24歲以下著重於是否容易上手,月收入在40,001~60,000元著重於藉此達到愉悅快樂和忘卻煩惱。上述研究結果期望能提供手機休閒遊戲開發者參考,藉此稍微了解使用者對於遊戲的期望與需求重點為何。
    This As the rapid development of the Internet era smartphones, mobile casual games to become a user favorite, although a lot of research online gaming, but relatively few games for mobile devices conduct in-depth research and analysis. Therefore, this study will combine the Technology Acceptance Model (TAM) and the game heart flow theory, summarized three dimensions "Challenge and skills", "immersion and feedback", "interaction and influence," the user through the use of intelligent questionnaire analysis phones factors play casual games, expect to understand what aspects of the user focuses on providing research and development to help manufacturers casual smartphone game, leaving both sides can reach a satisfactory response to the level of a win-win. .
    The results show that in the 397 respondents, 60 percent have more than one user will be friends, colleagues, schoolmates, "Challenge and skills" and "intended use" were highly correlated "Interactive and influence", respectively and "perceived usefulness", "intended use", "challenges and skills" presents highly relevant, in addition, at age 20 to 24 years focused on the ease of use, sterile Cheng Institute of education Master's degree focuses on relieving pressure and conversion mood, that the use of free time to play is the right choice, willing to communicate with friends and sharing, willing to learn skills to improve or speed up the game scores (pass), the monthly income of 40,001 to 60,000 yuan focuses on joy and pleasure to meet forget the troubles. The study results are ex-pected to provide mobile casual game developer reference, take a little understanding of the user's expectations for the game and focus on the needs involved.
    顯示於類別:[資訊管理學系暨資訊管理研究所 ] 博碩士論文

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