:::

詳目顯示

回上一頁
題名:影響線上遊戲玩家沈浸與價值共創因素之研究
書刊名:觀光與休閒管理期刊
作者:謝佩玲
作者(外文):Hsieh, Pei-ling
出版日期:2014
卷期:2:2
頁次:頁197-211
主題關鍵詞:玩家活動快感認知沈浸價值共創ActivityPleasureImmersionValue co-creation
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(0) 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:0
  • 共同引用共同引用:0
  • 點閱點閱:6
即便景氣的低迷,台灣線上遊戲市場規模仍持續擴大成長。然目前針對線上遊戲產業的研究,仍多以科技面為著眼重點,行銷核心概念的遊戲設計與相關理論性基礎的建立相當缺乏,致使這種僅憑自身直覺與經驗的遊戲設計,屢屢淹沒於市場嚴峻的洪流中。線上遊戲業者如何針對玩家需求,提供更優質的環境,方能使玩家得以沉浸其中,共創其與廠商間的價值,成為產業中最重要的議題。本研究以刺激-有機體-反應模型為起點,發展線上遊戲之消費者行為模型,並以此模型來觀測玩家活動、快感認知、及後續的沈浸與價值共創行為。最後本研究根據研究分析的結果,提出管理意涵、檢討研究限制及未來研究之建議。
In Taiwan, the market of online game is still expanding and growing, despite a lingering slowdown in global prosperity. However, the researches regarding online game industry are focused on technical level, and resulting in the short of designing and theory building on marketing concept. The online programs so rely on designers themselves intuition and experiences, as to be overflowed in the rigorous market competition. Targeting the players’ need and representing qualified, pleasant, and immersive environment are the most important issues, which promote value co-creation among game providers and players. By stimulus-organism-response (SOR) model, our study tries to develop the consuming model for the players of online games. Using this model, we find the correlations among online activity, pleasure, immersing and value co-creating. This study reviews research and concepts from various fields, including marketing and information systems, deriving three hypotheses, collecting 436 samples, and then testing the model. The results support the hypotheses, indicating that activity influence pleasure of players, then immersion and value co-creation. Finally, the implications, limits and future researches are discussed.
期刊論文
1.Helson, H.(1964)。Current Trends and Issues in Adaptation-Level Theory。American Psychologist,19(1),26-38。  new window
2.Nambisan, Satish、Baron, Robert A.(2007)。Interactions in virtual customer environments: Implications for product support and customer relationship management。Journal of Interactive Marketing,21(2),42-62。  new window
3.Moeller, S.、Ciuchita, R.、Mahr, D.、Odekerken-Schröder, G.、Fassnacht, M.(2013)。Uncovering collaborative value creation patterns and establishing corresponding customer roles。Journal of Service Research,16(4),471-487。  new window
4.Chang, H. H.、Wang, I. C.(2008)。An investigation of user communication behavior in computer mediated environments。Computers in Human Behavior,24(5),2336-2356。  new window
5.Algharabat, R.、Dennis, C.(2010)。Using authentic 3D product visualisation for an electrical online retailer。Journal of Customer Behaviour,9(2),97-115。  new window
6.Arora, H. A.(2009)。A conceptual study of brand communities。The Icfai University Journal of Brand Management,6(2),7-21。  new window
7.Balachandran, B. V.(2007)。The customer centricity culture: Drivers for sustainable profitability。Cost Management,21(6),12-19。  new window
8.Demangeot, C.、Broderick, A. J.(2009)。The role of exploration in creating online shopping value。Advances in Consumer Research,36,473-481。  new window
9.Porter, Constance Elise、Donthu, Naveen、MacElroy, William H.、Wydra, Donna(2011)。How to foster and sustain engagement in virtual communities。California Management Review,53(4),80-110。  new window
10.Ramaswamy, V.(2009)。Co-creation of value: Toward an expanded paradigm of value creation。Marketing Review St. Gallen,26(6),11-17。  new window
11.Schembri, S.、Merrilees, B.、Kristiansen, S.(2010)。Brand consumption and narrative of the self。Psychology & Marketing,27(6),623-637。  new window
12.Wirtz, J.、den Ambtman, A.、Bloemer, J. M. M.、Horváth, C.、Ramaseshan, B.、van de Klundert, J.、Gürhan-Canli, Z.、Kandampully, J.(2013)。Managing brands and customer engagement in online brand communities。Journal of Service Management,24(3),223-244。  new window
13.Chan, Kimmy Wa、Li, Stella Yiyan(2010)。Understanding consumer-to-consumer interactions in virtual communities: The salience of reciprocity。Journal of Business Research,63(9/10),1033-1040。  new window
14.Payne, A.、Holt, S.(2001)。Diagnosing customer value: Integrating the value process and relationship marketing。British Journal of Management,12(2),159-182。  new window
15.Jiménez, F. R.、Mendoza, N. A.(2013)。Too popular to ignore: The influence of online reviews on purchase intentions of search and experience products。Journal of Interactive Marketing,27(3),226-235。  new window
16.Song, Ji Hee、Zinkhan, George M.(2008)。Determinants of perceived web site interactivity。Journal of Marketing,72(2),99-113。  new window
17.Tonteri, L.、Kosonen, M.、Ellonen, H. K.、Tarkiainen, A.(2011)。Antecedents of an experienced sense of virtual community。Computers in Human Behavior,27(6),2215-2223。  new window
18.Overby, Jeffrey W.、Lee, Eun-Ju(2006)。The effects of utilitarian and hedonic online shopping value on consumer preference and intentions。Journal of Business Research,59(10/11),1160-1166。  new window
19.Fournier, S.、Lee, L.(200904)。Getting brand communities right。Harvard Business Review,87(4),105-111。  new window
20.Brodie, Roderick J.、Ilic, Ana、Juric, Biljana、Hollebeek, Linda D.(2013)。Consumer engagement in a virtual brand community: An exploratory analysis。Journal of Business Research,66(1),105-114。  new window
21.Davis, A.、Murphy, J.、Owens, D.、Khazanchi, D.、Zigurs, I.(2009)。Avatars, people, and virtual worlds: Foundations for research in metaverses。Journal of the Association for Information Systems,10(2),90-117。  new window
22.Normann, Richard、Ramírez, Rafael(1993)。From value chain to value constellation: Designing interactive strategy。Harvard Business Review,71(4),65-77。  new window
23.Wang, L. C.、Baker, J.、Wagner, J. A.、Wakefield, Kirk(2007)。Can a Retail Web Site Be Social?。Journal of Marketing,71(3),143-157。  new window
24.Ahn, H.、Kwon, M. W.、Sung, Y.(2010)。Online Brand Community Across Cultures。International Journal of e-Business Management,4(1),34-52。  new window
25.Fabricatore, C.、Nussbaum, M.、Rosas, R.(2002)。Playability in Action Video Games: A Qualitative Design Model。Human Computer Interface,17(4),311-368。  new window
26.Harwood, T.、Gary, T.(2010)。'It's mine!' - Participation and Ownership within Virtual Co-Creation Environments。Journal of Marketing Management,26(3/4),290-301。  new window
27.Johnson, D.、Wiles, J.(2003)。Effective Affective User Interface Design in Games。Ergonomics,46(13/14),1332-1345。  new window
28.Kozinets, R. V.、Hemetsberger, A.、Schau, H. J.(2008)。The Wisdom of Consumer Crowds: Collective Innovation in the Age of Networked Marketing。Journal of Macromarketing,28(4),339-354。  new window
29.Liu, D.、Li, X.、Santhanam, R.(2013)。Digital Games and Beyond: What Happens when Players Compete?。MIS Quarterly,37(1),111-124。  new window
30.O'Brien, H. L.、Toms, E. G.(2008)。What is User Engagement? A Conceptual Framework for Defining User Engagement with Technology。Journal of the American Society for Information Science and Technology,59(6),938-955。  new window
31.Woszczynski, A. B.、Roth, P. L.、Segars, A. H.(2002)。Exploring the Theoretical Foundations of Playfulness in Computer Interactions。Computers in Human Behavior,18(4),369-388。  new window
32.Von Hippel, E.、Katz, R.(2002)。Shifting innovation to users via toolkits。Management Science,48(7),821-833。  new window
33.Hsu, Meng-Hsiang、Ju, Teresa L.、Yen, Chia-Hui、Chang, Chun-Ming(2007)。Knowledge sharing behavior in virtual communities: The relationship between trust, self-efficacy, and outcome expectations。International Journal of Human-Computer Studies,65(2),153-169。  new window
34.Jang, Heehyoung、Olfman, Lorne、Ko, Ilsang、Kim, Kyungtae、Koh, Joon(2008)。The Influence of On-Line Brand Community Characteristics on Community Commitment and Brand Loyalty。International Journal of Electronic Commerce,12(3),57-80。  new window
35.Yi, Youjae、Gong, Taeshik(2013)。Customer value co-creation behavior: scale development and validation。Journal of Business Research,66(9),1279-1284。  new window
36.Szymanski, David M.、Hise, Richard T.(2000)。E-satisfaction: An initial examination。Journal of Retailing,76(3),309-322。  new window
37.Prahalad, Coimbatore K.、Ramaswamy, Venkat(2004)。Co-Creation Experiences: The Next Practice in Value Creation。Journal of Interactive Marketing,18(3),5-14。  new window
38.Novak, Thomas P.、Hoffman, Donna L.、Duhachek, Adam(2003)。The Influence of Goal-Directed and Experiential Activities on Online Flow Experiences。Journal of Consumer Psychology,13(1/2),3-16。  new window
39.Schau, Hope Jensen、Muñiz, Albert M. Jr.、Arnould, Eric J.(2009)。How brand community practices create value。Journal of Marketing,73(5),30-51。  new window
40.Shen, Yung-Cheng、Huang, Chun-Yao、Chu, Chia-Hsien、Liao, Hui-Chun(2010)。Virtual community loyalty: An interpersonal-interaction perspective。International Journal of Electronic Commerce,15(1),49-74。  new window
41.Wasko, Molly McLure、Faraj, Samer(2005)。Why should I share? Examining social capital and knowledge contribution in electronic networks of practice。MIS Quarterly,29(1),35-57。  new window
42.Nambisan, Satish(2002)。Designing virtual customer environments for new product development: Toward a theory。Academy of Management Review,27(3),392-413。  new window
43.Csikszentmihalyi, Mihály、LeFevre, Judith(1989)。Optimal experience in work and Leisure。Journal of Personality and Social Psychology,56(5),815-822。  new window
44.Novak, Thomas P.、Hoffman, Donna L.、Yung, Yiu-Fai(2000)。Measuring the Customer Experience in Online Environments: A Structural Modeling Approach。Marketing Science,19(1),22-42。  new window
45.Chen, Hsiang、Wigand, Rolf T.、Nilan, Michael S.(1999)。Optimal experience of Web activities。Computers in Human Behavior,15(5),585-608。  new window
46.Hsu, Chin-Lung、Lu, His-Peng(2007)。Consumer Behavior in Online Game Communities: A Motivational Factor Perspective。Computers in Human Behavior,23(3),1642-1659。  new window
47.Gentile, Chiara、Spiller, Nicola、Noci, Giuliano(2007)。How to sustain the customer experience: An overview of experience components that co-create value with the customer。European Management Journal,25(5),395-410。  new window
48.Payne, Adrian F.、Storbacka, Kaj、Frow, Pennie(2008)。Managing the co-creation of value。Journal of the Academy of Marketing Science,36(1),83-96。  new window
49.Lee, Ming-Chi(2009)。Factors Influencing The Adoption of Internet Banking: An Integration of TAM and TPB with Perceived Risk and Perceived Benefit。Electronic Commerce Research and Applications,8(3),130-141。  new window
50.Hoffman, Donna L.、Novak, Thomas P.(1996)。Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations。Journal of Marketing,60(3),50-68。  new window
51.Cheung, Christy M. K.、Chiu, Pui-Yee、Lee, Matthew K. O.(2011)。Online Social Networks: Why Do Students Use Facebook?。Computers in Human Behavior,27(4),1337-1343。  new window
會議論文
1.Attfield, S.、Kazai, G.、Lalmas, M.、Piwowarski, B.(2011)。Towards a Science of User Engagement。WSDM Workshop on User Modelling for Web Applications。Hong Kong。  new window
2.Brown, E.、Cairns, P.(2004)。A Grounded Investigation of Game Immersion。Conference on Human Factors in Computing Systems。Vienna。1297-1300。  new window
3.Vorderer, P.、Hartmann, T.、Christoph, K.(2003)。Explaining the Enjoyment of Playing Video Games: the Role of Competition。The Second International Conference on Entertainment Computing。Pennsylvania:Carnegie Mellon University Pittsburgh。1-9。  new window
4.Wen, J. R.、Yang, S. M.(2005)。The Effects of Learning Style and Flow Experience on the Effectiveness of E-Learning。The Fifth IEEE International Conference on Advanced Learning Technologies。New Jersey:IEEE。802-805。  new window
學位論文
1.張元力(2005)。虛擬社群之價值共創活動--以BBS社群為例(碩士論文)。國立政治大學。  延伸查詢new window
2.陳思萍(2006)。影響部落格沉浸理論的消費者動機模式之探討(碩士論文)。元智大學。  延伸查詢new window
3.駱坤民(2004)。線上遊戲價值創造、顧客感受、價值獲取之關聯性研究(碩士論文)。銘傳大學,台北。  延伸查詢new window
4.詹佳琪(2001)。虛擬社群成員滿意度及其相關因素之研究(碩士論文)。高雄第一科技大學。  延伸查詢new window
5.陳軼辰(2003)。線上遊戲參與行為--消費者性別角色認同之探討(碩士論文)。長庚大學。  延伸查詢new window
6.吳得豪(2002)。探討網路沉迷的行銷關係--以線上遊戲為例(碩士論文)。逢甲大學。  延伸查詢new window
7.陳冠中(2003)。「天堂」遊戲參與者之動機、沉迷與交易行為關係之研究(碩士論文)。國立中正大學,嘉義縣。  延伸查詢new window
8.楊糧綱(2007)。線上遊戲問題之成癮模式研究(碩士論文)。中華大學。  延伸查詢new window
9.李冠佑(2004)。台灣大型多人線上遊戲沉浸玩家之消費者轉換行為研究(碩士論文)。元智大學。  延伸查詢new window
10.王辰祉(2008)。線上遊戲價值創造與黏著度之相關性研究--魔獸世界為例(碩士論文)。世新大學。  延伸查詢new window
11.李文傑(2008)。自我效能、沉浸經驗與科技接受模式之研究--以線上遊戲為例(碩士論文)。國立屏東商業技術學院。  延伸查詢new window
12.李思儀(2007)。消費者虛擬社群成員的參與動機對互動行為影響之研究(碩士論文)。國立屏東科技大學。  延伸查詢new window
13.邱媄鈺(2008)。任天堂Wii體驗行銷、沉浸狀態對消費者知覺價值、口碑傳播影響之探討(碩士論文)。靜宜大學。  延伸查詢new window
14.高志忠(2004)。知識管理於知識社群建立之影響分析(碩士論文)。南台科技大學。  延伸查詢new window
15.孫和業(2007)。電子遊戲場消費者參與動機、人格特質與產品使用行為之研究(碩士論文)。大葉大學。  延伸查詢new window
16.謝宗諭(2005)。虛擬社群知識分享行為研究--期待與價值扮演的角色(碩士論文)。國立中央大學。  延伸查詢new window
17.林子凱(2002)。線上遊戲『天堂』之使用者參與動機與滿意度研究(碩士論文)。國立成功大學。  延伸查詢new window
18.陳祈年(2005)。動機、可玩性與社交性對於多人線上角色扮演遊戲玩家沉浸經驗之影響(碩士論文)。國立交通大學。  延伸查詢new window
圖書
1.Stephenson, W.(1967)。The play Theory of Mass Communication。Chicago:University of Chicago press。  new window
2.Wallace, Patricia M.(1999)。The psychology of the internet。Cambridge University Press。  new window
3.Prahalad, C. K.、Ramaswamy, V.(2004)。The Future of Competition: Co-Creating Unique Value with Customers。Boston, Massachusetts:Harvard Business School Press。  new window
4.Hatterer, L. J.(1994)。Addictive Processes, Encyclopedia of Psychology。New York:John Wiley and Sons。  new window
5.Rouse, R. III(2001)。Game Design: Theory and Practice。Amazonstudent:Richard Rouse III:Wordware Publishing。  new window
6.Vodeler, P.、Hartmann, T.、Klimm, C.(2003)。Explaining the Enjoyment of Playing Video Games: the Role of Competition。  new window
7.Csíkszentmihályi, Mihály(1997)。Finding Flow: The Psychology of Engagement with Everyday Life。Basic Books。  new window
8.Gummesson, E.(2000)。Qualitative Methods in Management Research。Stage Publications。  new window
9.Csikszentmihalyi, Mihaly(1996)。Creativity: Flow and the Psychology of Discovery and Invention。HarperCollins Publishers。  new window
單篇論文
1.John, Y.,Ding, Y.(2005)。HCI and Game Design: From a Practitioner's Point of View,https://pdfs.semanticscholar.org/bde4/5f338ed6bfde186380a30a85538dc0a05a2b.pdf。  new window
其他
1.王碧蓮(2013)。我國寬頻服務使用現況分析,http://www.myhome.net.tw/2013_10/p02.htm。  延伸查詢new window
2.產業情報研究所(2013)。解析台灣行動遊戲玩家行為男性為行動遊戲消費主力,http://gnn.gamer.com.tw/0/85840.html。  延伸查詢new window
3.Lazzaro, N.(2004)。Why We Play Games: Four Keys to More without Story,http://www.xeodesign.com/xeodesign_whyweplaygames.pdf。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
QR Code
QRCODE