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題名:影響行動遊戲內購買意圖因素之研究:以沉浸經驗與價值觀點為基礎
書刊名:商學學報
作者:陳建文陳文國王湘婷吳建廳
作者(外文):Chen, Chien-wenChen, Wen-kuoWang, Hsiang-tingWu, Jian-ting
出版日期:2018
卷期:26
頁次:頁1-34
主題關鍵詞:行動遊戲遊戲內購買沉浸經驗享樂價值功利價值Mobile gameIn-app purchaseFlow experiencHedonic valueUtilitarian value
原始連結:連回原系統網址new window
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  • 點閱點閱:14
期刊論文
1.Weibel, D.、Wissmath, B.、Habegger, S.、Steiner, Y.、Groner, R.(2008)。Playing Online Games Against Computer- vs. Human-Controlled Opponents: Effects on Presence, Flow, and Enjoyment。Computers in Human Behavior,24(5),2274-2291。  new window
2.Animesh, A.、Pinsonneault, A.、Yang, S. B.、Oh, W.(2011)。An Odyssey into Virtual Worlds: Exploring the Impacts of Technological and Spatial Environments on Intention to Purchase Virtual Products。MIS Quarterly,35(3),789-810。  new window
3.Zaman, M.、Anandarajan, M.、Dai, Q.(2010)。Experiencing flow with instant messaging and its facilitating role on creative behaviors。Computers in Human Behavior,26(5),1009-1018。  new window
4.Barnes, S. J.(2011)。Understanding use continuance in virtual worlds: Empirical test of a research model。Information & Management,48(8),313-319。  new window
5.Hoffman, D. L.、Novak, T. P.(2009)。Flow Online: Lessons Learned and Future Prospects。Journal of Interactivity Marketing,23(1),23-34。  new window
6.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
7.Kim, B.、Han, I.(2011)。The role of utilitarian and hedonic values and their antecedents in a mobile data service environment。Expert Systems with Applications,38(3),2311-2318。  new window
8.Cole, Helena、Griffiths, Mark D.(2007)。Social interactions in massively multiplayer online role-playing gamers。Cyberpsychology & Behavior,10(4),575-583。  new window
9.Chang, C.-C.(2013)。Examining users' intention to continue using social network games: a flow experience perspective。Telematics and Informatics,30(4),311-321。  new window
10.Sweetser, P.、Wyeth, P.(2005)。Gameflow: A model for evaluating player enjoyment in games。Computers in Entertainment,3(3),1-24。  new window
11.To, Pui-Lai、Liao, Chechen、Lin, Tzu-Hua(2007)。Shopping motivations on internet: a study based on utilitarian and hedonic value。Technovation,27(12),774-787。  new window
12.Huang, E.(2012)。Online experiences and virtual goods purchase intention。Internet Research,22(3),252-274。  new window
13.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
14.Lee, Ming-Chi、Tsai, Tzung-Ru(2010)。What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior。International Journal of Human-Computer Interaction,26(6),601-620。  new window
15.Chiu, Chao-Min、Wang, Eric T. G.、Fang, Yu-Hui、Huang, Hsin-Yi(2014)。Understanding customers' repeat purchase intentions in B2C e-commerce: the roles of utilitarian value, hedonic value and perceived risk。Information Systems Journal,24(1),85-114。  new window
16.Skadberg, Yongxia Xia、Kimmel, James R.(2004)。Visitors' flow experience while browsing a web site: Its measurement, contributing factors and consequences。Computers in Human Behavior,20(3),403-422。  new window
17.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
18.Hsu, C. L.(2010)。Exploring the player flow experience in e-game playing。International Journal of Technology and Human Interaction,6(2),47-64。  new window
19.Bagozzi, R. P.(1993)。Assessing construct validity in personality research: applications to measure self-esteem。Journal of Research in Personality,27(1),49-87。  new window
20.Ozkara, Behcet Yalin、Ozmen, Mujdat、Kim, Jong Woo(2017)。Examining the effect of flow experience on online purchase: A novel approach to the flow theory based on hedonic and utilitarian value。Journal of Retailing and Consumer Services,37,119-131。  new window
21.Ozturk, Ahmet Bulent、Nusair, Khaldoon、Okumus, Fevzi、Hua, Nan(2016)。The role of utilitarian and hedonic values on users' continued usage intention in a mobile hotel booking environment。International Journal of Hospitality Management,57,106-115。  new window
22.Koufaris, Marios(2002)。Applying the technology acceptance model and flow theory to online consumer behavior。Information Systems Research,13(2),205-223。  new window
23.Wang, Edward Shih-Tse(2017)。Different Effects of Utilitarian and Hedonic Benefits of Retail Food Packaging on Perceived Product Quality and Purchase Intention。Journal of Food Products Marketing,23(3),239-250。  new window
24.Bilgihan, Anil(2016)。Gen Y customer loyalty in online shopping: An integrated model of trust, user experience and branding。Computers in Human Behavior,61,103-113。  new window
25.Cha, J.(2011)。Exploring the Internet as a unique shopping channel to sell both real and virtual items: a comparison of factors affecting purchase intention and consumer characteristics。Journal of Electronic Commerce Research,12(2),115-132。  new window
26.Chen, H.(2006)。Flow on the net-detecting Web users' positive effects and their flow states。Computers in Human Behavior,22(2),221-233。  new window
27.Choi, S.(2016)。The flipside of ubiquitous connectivity enabled by smartphone-based social networking service: Social presence and privacy concern。Computers in Human Behavior,65,325-333。  new window
28.Dedeoglu, B. B.、Bilgihan, A.、Ye, B. H.、Buonincontri, P.、Okumus, F.(2018)。The impact of servicescape on hedonic value and behavioral intentions: The importance of previous experience。International Journal of Hospitality Management,72,10-20。  new window
29.Etemad-Sajadi, R.、Ghachem, L.(2015)。The impact of hedonic and utilitarian value of online avatars on e-service quality。Computers in Human Behavior,52,81-86。  new window
30.Fang, X.、Zhang, J.、Chan, S. S.(2013)。Development of an Instrument for Studying Flow in Computer Game Play。International Journal of Human-Computer Interaction,29(7),456-470。  new window
31.Hernandez, M. D.(2011)。A model of flow experience as determinant of positive attitudes toward online advergames。Journal of Promotion Management,17(3),315-326。  new window
32.Hong, Jon-Chao、Lin, Pei-Hsin、Hsieh, Pei-Chi(2017)。The effect of consumer innovativeness on perceived value and continuance intention to use smartwatch。Computers in Human Behavior,67,264-272。  new window
33.Hsiao, Chun-Hua、Chang, Jung-Jung、Tang, Kai-Yu(2016)。Exploring the influential factors in continuance usage of mobile social Apps: Satisfaction, habit, and customer value perspectives。Telematics and Informatics,33(2),342-355。  new window
34.Hsu, C.-L.、Lin, J. C.-C.(2015)。What drives purchase intention for paid mobile apps? An expectation confirmation model with perceived value。Electronic Commerce Research and Applications,14(1),46-57。  new window
35.Hsu, C. L.、Chang, K. C.、Chen, M. C.(2011)。Flow experience and internet shopping behavior: Investigating the moderating effect of consumer characteristics。Systems Research and Behavioral Science,29(3),317-332。  new window
36.Hudson, M.、Cairns, P.(2014)。Interrogating social presence in games with experiential vignettes。Entertainment Computing,5(2),101-114。  new window
37.Kesari, B.、Atulkar, S.(2016)。Satisfaction of mall shoppers: A study on perceived utilitarian and hedonic shopping values。Journal of Retailing and Consumer services,31,22-31。  new window
38.Lee, S.、Lee, S.、Kim, B. G.、Kim, B. G.(2017)。The impact of qualities of social network service on the continuance usage intention。Management Decision,55(4),701-729。  new window
39.Lee, Chi-Hsun、Wu, Jyh Jeng(2017)。Consumer online flow experience: The relationship between utilitarian and hedonic value, satisfaction and unplanned purchase。Industrial Management & Data Systems,117(10),2452-2467。  new window
40.Lee, S.、Kim, D.-Y.(2018)。The effect of hedonic and utilitarian values on satisfaction and loyalty of Airbnb users。International Journal of Contemporary Hospitality Management,30(3),1332-1351。  new window
41.Li, G.(2010)。The Influence of Interactivity on Experiential Value。Journal of Chinese Marketing,3(2),56-61。  new window
42.Merhi, M. I.(2016)。Towards a framework for online game adoption。Computers in Human Behavior,60,253-263。  new window
43.Nah, Fiona Fui-Hoon、Eschenbrenner, Brenda、Zeng, Qing、Telaprolu, Venkata Rajasekhar、Sepehr, Sepandar(2014)。Flow in gaming: literature synthesis and framework development。International Journal of Information Systems and Management,1(1/2),83-124。  new window
44.Nelson, M. R.、Yaros, R. A.、Keum, H.(2013)。Examining the influence of telepresence on spectator and player processing of real and fictitious brands in a computer game。Journal of Advertising,35(4),87-99。  new window
45.Pelet, J.-É.、Ettis, S.、Cowart, K.(2017)。Optimal experience of flow enhanced by telepresence: Evidence from social media use。Information & Management,54(1),115-128。  new window
46.Rezaei, S.、Ali, F.、Amin, M.、Jayashree, S.(2016)。Online impulse buying of tourism products: the role of web site personality, utilitarian and hedonic web browsing。Journal of Hospitality and Tourism Technology,7(1),60-83。  new window
47.Rodríguez-Ardura, I.、Meseguer-Artola, A.(2016)。E-learning continuance: The impact of interactivity and the mediating role of imagery, presence and flow。Information & Management,53(4),504-516。  new window
48.Wang, E. S. T.(2017)。Creating Utilitarian and Hedonic Value from Website Quality and Online Retail Performance。Journal of Electronic Commerce in Organizations,15(3),1-13。  new window
49.Babin, Barry J.、Darden, William R.、Griffin, Mitch(1994)。Work and/or fun: Measuring hedonic and utilitarian shopping value。Journal of Consumer Research,20(4),644-656。  new window
50.Babin, B. J.、Gonzalez, C.、Watts, C.(2007)。Does Santa have a great job? Gift shopping value and satisfaction。Psychology & Marketing,24(10),895-917。  new window
51.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
52.Choi, Dongseong、Kim, Jinwoo(2004)。Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents。CyberPsychology & Behavior,7(1),11-24。  new window
53.Babin, Barry J.、Lee, Yong-Ki、Kim, Eun-Ju、Griffin, Mitch(2005)。Modeling consumer satisfaction and word-of-mouth: restaurant patronage in Korea。Journal of Services Marketing,19(3),133-139。  new window
54.Kim, Changsu、Galliers, Robert D.、Shin, Namchul、Ryoo, Joo-Han、Kim, Jongheon(2012)。Factors influencing Internet shopping value and customer repurchase intention。Electronic Commerce Research and Applications,11(4),374-387。  new window
55.Hoffman, Donna L.、Novak, Thomas P.(1996)。Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations。Journal of Marketing,60(3),50-68。  new window
56.Hsu, Chin-Lung、Lu, Hsi-Peng(2004)。Why do people play on-line games? An extended TAM with social influences and flow experience。Information & Management,41(7),853-868。  new window
57.Chiang, Y. T.、Lin, S. S. J.、Cheng, C. Y.、Liu, E. Z. F.(2011)。Exploring online game players' flow experiences and positive affect。Turkish Online Journal of Educational Technology,10(1),106-114。  new window
58.Yang, Hao-Erl、Wu, Chi-Chuan、Wang, Kuang-Cheng(2009)。An Empirical Analysis of Online Game Service Satisfaction and Loyalty。Expert Systems with Applications,36(2),1816-1825。  new window
會議論文
1.Park, S.、Hwang, H. S.(2009)。Understanding online game addiction: Connection between presence and flow。The International Conference on Human-Computer Interaction, Interacting in Various Application Domains。Springer-Verlag。378-386。  new window
2.Chen, W. K.、Huang, Y. S.、Hsu, P. Y.(2011)。Hedonic Values and Utilitarian Values as Predictors of Social Media Participation。The 11th International Conference on Electronic Business。Bangkok。  new window
學位論文
1.鍾采霏(2013)。智慧型手機應用程式之商業模式分析(碩士論文)。國立政治大學。  延伸查詢new window
圖書
1.Falk, R. Frank、Miller, Nancy B.(1992)。A Primer for Soft Modeling。University of Akron Press。  new window
2.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
3.Nunnally, Jum C.、Bernstein, Ira H.(1978)。Psychometric Theory。McGraw-Hill。  new window
其他
1.Digi-Capital。Games software/hardware 5B+ in 2018, 0B+ in 5 years, record B+ investment last year,https://www.ciigi-capital.com/news/2018/01/games-software-hardware-165b-in-2018-230b-in-5-years-record-2b-investment-last-year/#.Wr8pVy5uYdU。  new window
2.財團法人資訊工業策進會(2017)。2016 Taiwan數位內容產業年鑑,http://dcipo.org.tw/wp-content/uploads/2017/10/2016industry.pdf。  延伸查詢new window
3.搞趣網(2018)。《2017全球移動遊戲產業白皮書》公布,中國手游年收入超第二名兩倍,http://news.gao7.com/article/881637-20180110-1。  延伸查詢new window
4.鄭緯筌(2012)。MIC:行動遊戲市場正夯,臺灣30歲以上已婚男性為消費主力,http://www.bnext.com.tw/article/view/id/25634。  延伸查詢new window
圖書論文
1.Wang, Z.(2011)。Exploring the intrinsic motivation of hedonic information systems acceptance: integrating hedonic theory and flow with TAM。Intelligent Computing and Information Science。Springer。  new window
 
 
 
 
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