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題名:線上遊戲沉浸玩家的轉換行為研究
書刊名:教學科技與媒體
作者:李冠佑梁朝雲
作者(外文):Li, Kuan-yuLiang, Chaucer Chaoyun
出版日期:2005
卷期:73
頁次:頁77-95
主題關鍵詞:大型多人線上遊戲沉浸玩家消費者行為轉換行為Massively multiplayer online gameFlow playerCustomer behaviorSwitching behavior
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(2) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:2
  • 共同引用共同引用:6
  • 點閱點閱:45
本研究主要是探討國內大型多人線上遊戲之玩家,其在沉浸狀態中對於遊戲產品的消費者轉換行為。本研究以Keaveney之消費者轉換行為模式為理論基礎,分成滿意度、後悔度、轉換障礙等三個構面來研究。研究群採用網路問卷施測,共回收有效樣本7,558份,其中沉浸玩家達2,203份,研究群發現這些沉浸玩家對於線上遊戲在滿意度部份係以遊戲設計、遊戲管理者服務、連線品質、客戶服務等四項因素,對於轉換意願最具有影響力,其中遊戲設計是最令沉浸玩家滿意與認同的主因。在後悔度部份係以競爭者遊戲更新速度與遊戲設計兩項為主因。而在轉換障礙部份則以精神轉換成本和時間轉換成本,對於轉換意願評估最具影響。將這些結論轉移到數位學習的教材設計、資訊服務、網站經營上,對於鼓勵學習者持續其學習活動,都有相當程度的啟發。
Based upon Keaveney's Customer Switching Model, this study explores the customer switching behavior of flow players in online game. In this study, the researchers reconsider several key factors influencing massively multiplayer online game players, including satisfaction, regret, and switching barriers. The study attempts to find out the facts of the flow player participation motivation and behavior, flow player characteristics and experience, and the motivation of flow player switching behavior. An internet questionnaire was posted and asked for answers. 7,558 were examined as effective samples, in which 2,203 subjects were identified as flow players. The findings of this study include: (1) Game design, online services provided by the game master, network connection quality, and real-word customer services are keys issues for game satisfaction; (2) Update speed of the competing product and their game design are two critical factors for the player's regret; (3) the costs resulted from the switching are the important factors for switching barriers. These results could be transferred into e-Learning material design, information services, and website operation, in order to encourage the learner's continual learning process.
期刊論文
1.梁朝雲、吳尹嘉(20020900)。從寬頻產業的聚合現象談國內教育科技產業化的發展。教學科技與媒體,61,42-56。new window  延伸查詢new window
2.楊斐羽、梁朝雲(20040900)。將傳統遊戲的玩性因素導入電子遊戲之設計--一個遊戲心理學的基礎研究。教學科技與媒體,69,20-38。new window  延伸查詢new window
3.Ganesh, J.、Mark, J. A.、Reynolds, K. E.(2000)。Understanding the Customer Base of Service Provider: An Examination of the Differences between Swtichers and Stayers。Journal of Markering,64(3),65-87。  new window
4.Jodness, D.、Pitegofif, B. E.、Truly Sautter, E.(1993)。From Customer to Competitor: Consumer Cooption in the Service Sector。Journal of Service Marketing,7(3),18-25。  new window
5.Bolton, R. N.、Kannan, P. K.、Bramlett, M. D.(2000)。Implications of Loyalty Program Membership and Experiences for Customer Retention and Value。Journal of the Academy of Marketing Science,28(1),95-108。  new window
6.陳怡靜、計惠卿(19970800)。育樂式課程軟體之遊戲式學習情境。視聽教育雙月刊,39(1)=229,24-33。  延伸查詢new window
7.曾玉慧、梁朝雲(20030600)。育樂多媒體的興起與發展。視聽教育雙月刊,44(6)=264,2-14。  延伸查詢new window
8.Chen, H. A.、Wigand, R. T.、Nilan, M. S.(2000)。Exploring Web Users' Optimal Flow Experiences。Information Technology & People,13(4),263-281。  new window
9.Inman, J. Jeffrey、Dyer, James S.、Jia, Jianmin(1997)。A generalized utility model of disappointment and regret effects on post-choice valuation。Marketing Science,16(2),97-111。  new window
10.Jones, M. A.、Mothersbaugh, D. L.、Beatty, S. E.(2000)。Switching barriers and repurchase intentions in services。Journal of Retailing,76(2),259-274。  new window
11.黃繼弘、梁朝雲、李其瑋(20030900)。線上學習內容提供業者的經營風險與因應策略。教學科技與媒體,65,85-101。new window  延伸查詢new window
12.Keaveney, Susan M.(1995)。Customer Switching Behavior in Service Industries: An Exploratory Study。Journal of Marketing,59(2),71-82。  new window
13.Hoffman, Donna L.、Novak, Thomas P.(1996)。Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations。Journal of Marketing,60(3),50-68。  new window
研究報告
1.梁朝雲(2004)。數位學習出國參訪考察報告(參訪地區:英國與西班牙)。  延伸查詢new window
學位論文
1.王慧群(2002)。由顧客轉換行為探討服務公司之顧客組成--以ISP公司為例(碩士論文)。國立中央大學,中壢。  延伸查詢new window
2.李偉旭(1999)。電腦遊戲學習軟體與內在動機因素--以英語幼教光碟的學習為例(碩士論文)。國立臺灣師範大學,臺北。  延伸查詢new window
3.郭昕周(1997)。建構取向的遊戲式MUD學習環境研究(碩士論文)。國立交通大學,新竹。  延伸查詢new window
4.黃瓊慧(2000)。從沈浸(flow)理論探討台灣大專學生之網路使用行為(碩士論文)。國立交通大學。  延伸查詢new window
5.鄭文賓(2001)。遊戲式電腦輔助學習中的競爭因素(碩士論文)。國立臺灣師範大學。  延伸查詢new window
6.張意珮(2002)。線上遊戲使用者轉換因素之研究(碩士論文)。元智大學。  延伸查詢new window
圖書
1.傅鏡彈(2003)。線上遊戴產業Happy書:帶領你深入暸解On-l-Line Game產業。台北:遠流。  延伸查詢new window
2.傻呼嚕同盟(2002)。線上遊戲:漫談線上遊戲獨特迷人的世界。台北:藍鯨。  延伸查詢new window
3.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
4.Engel, J. F.、Blackwell, R. D.、Miniard, P. W.(1995)。Consumer behavior。The Dryden。  new window
其他
1.梁朝雲(2003)。「專案管理」課程資料,中壢。  延伸查詢new window
2.資策會市場情報中心。台灣電腦遊戲市場規模,http://mic.iii.org.tw, 2003/07/28。  延伸查詢new window
 
 
 
 
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