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題名:手機線上(Online)遊戲之消費者使用意願影響因素研究
書刊名:輔仁管理評論
作者:張銀益劉上嘉 引用關係陳松輝陳慧玲蔡幸蓁
作者(外文):Chang, Yin-yihLiu, Shang-chiaChen, Sung-hueiChen, Hui-lingTsai, Hsine-jen
出版日期:2010
卷期:17:3
頁次:頁55-84
主題關鍵詞:手機線上遊戲廠商特性遊戲服務平臺特性行動遊戲特性Mobile phone online gamesManufacturer featureFeature of game service platformFeature of mobile game
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(4) 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:4
  • 共同引用共同引用:14
  • 點閱點閱:62
隨著行動時代的來臨,手機不再只是停留在語音對話,已然成爲了個人行動娛樂中心,而其中的手機遊戲市場更是龐大,根據OVUM的市場調查報告顯示,2006年至2007年全球手機遊戲的產值高達44億美金,國際數據資訊的調查資料則是顯示,2008年全球手機遊戲產值可望突破50億美金(新台幣1650億元)。然而國內針對手機線上(Online)遊戲的研究不多,所以本研究先探討手機線上遊戲可能擁有的特性,並提出以「廠商特性」、「遊戲服務平台特性」與「行動遊戲特性」,三個特點來研究影響消費者使用手機線上遊戲的意願。 本研究所獲得的具體成果如下:(1)「廠商特性」構面有公司特徵、行銷策略以及名人代言三個子因素,其中以行銷策略子因素最容易影響消費者使用手機線上遊戲的意願。(2)「遊戲服務平台特性」構面有連線品質與價格、入口網站平台品質以及資料庫系統品質三個子因素,其中連線品質與價格子因素最容易影響消費者使用手機線上遊戲的意願。(3)「行動遊戲特性」構面有顯示性、內容設計以及互動性,其中以互動性子因素最容易影響消費者使用手機線上遊戲的意願。手機遊戲業者以及電信業者可以運用本研究的結果,針對行銷策略、連線品質與價格以及互動性,這三項特性加以提升,如此就可以提升消費者使用手機線上遊戲的意願。
With the coming of the mobile age, the functions of the mobile phone have become more and more diversified: It can not only be a channel of communication but also provide personal mobile entertainments, among which mobile phone games seem to have found a greater market. According to the market research of OVUM, the global output value of mobile games in 2006 and 2007 reached to 4.4 billion (US), while the data of IDG (International Data Group) indicated that the global output value of mobile game in 2008 had been estimated to be over 5 billion (US). However, there have been few studies about mobile phone online games in Taiwan, that's why we decided to discuss related researches concerning mobile phone games and online games to find out possible features of mobile phone online games, and then study the influences of ”Manufacturer Feature”, ”Feature of Game Service Platform” and ”Feature of Mobile Game” on consumers' willingness in purchasing mobile phone online games. The concrete results of this study are as follows: 1. ”Manufacturer Feature” may be composed of three sub-factors: ”Company Feature” ”Marketing Strategy” and ”Celebrity Endorsement”, among which ”Marketing Strategy” has the great influence on consumers' willingness to use mobile phone online games. 2. ”Feature of Game Service Platform” may be composed of three sub-factors: ”Quality and Price of Connecting”, ”Quality of Portal Platform” and ”Quality of Database System”, among which ”Quality and Price of Connecting” has the great influence on consumers' willingness to use mobile phone online games. 3. ”Feature of Mobile Game” may be composed of three sub-factors: ”Display Quality”, ”Content Design” and ”Interaction”, among which ”Interaction” has the great influence on consumers' willingness in using mobile phone online games. To enhance consumers' willingness to use mobile phone online games, manufacturers of mobile phone games and telecommunication can consider the results of this study and improve features of their products, the efficiency of their Database System, and their content design.
期刊論文
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學位論文
1.鄭景仁(2002)。大台北地區青少年線上遊戲購買涉入之研究(碩士論文)。輔仁大學。  延伸查詢new window
2.陳俊良(2002)。線上遊戲顧客忠誠度之研究(碩士論文)。國立台灣科技大學。  延伸查詢new window
3.楊銓興(2009)。數位遊戲互動劇本之研究--以「六王」遊戲為例(碩士論文)。嶺東科技大學。  延伸查詢new window
4.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。  延伸查詢new window
5.張武成(2002)。線上遊戲軟體設計因素與使用者滿意度關聯之研究(碩士論文)。淡江大學,台北縣。  延伸查詢new window
6.陳怡安(2002)。線上遊戲的魅力--以重度玩家為例(碩士論文)。南華大學。  延伸查詢new window
7.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
圖書
1.Mulligan, J.、Patrovsky, P.、Koster, R.(2003)。Developing Online Games: An Insider's Guide。Developing Online Games: An Insider's Guide。Bonton:Indianapolis, Ind:New Riders。  new window
2.Salen, Katie、Zimmerman, Erik(2004)。Rules of Play: Game Design Fundamentals。The MIT Press。  new window
3.葉思義(2004)。數位遊戲設計--遊戲設計知識全領域。台北:碁峰資訊。  延伸查詢new window
4.Prensky, Marc(2001)。Digital game-based learning。New York, NY:McGraw-Hill。  new window
5.Aspinwall, L. V.(1961)。The Marketing Characteristic of Goods。University of Colorado。  new window
其他
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4.黃雅慧(2004)。虛擬世界中的真實人生:線上遊戲成癮現象及其相關因素探討。  延伸查詢new window
5.楊舜仁(2001)。行動商務的發展趨勢與個人應用。  延伸查詢new window
6.溫明輝(2009)。電腦遊戲設計對使用者遊玩經驗與行為的影響。  延伸查詢new window
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8.鄭奕凱(2002)。無線遊戲產業關鍵成功因素之研究。  延伸查詢new window
9.鄭朝誠(2004)。線上遊戲玩家的遊戲行動與意義。  延伸查詢new window
10.賴志豪(2001)。電子商務市場產品特性之研究。  延伸查詢new window
11.賴志豪(20070628)。亞太與日本是未來行動遊戲發展的主軸市場。  延伸查詢new window
12.賴志豪(20070907)。威寶電信推出「大宋豪俠online」免費手機線上遊戲。  延伸查詢new window
13.賴志豪(20051220)。創易通科技宣佈推出國內第一款手機網路遊戲《三界傳說》。  延伸查詢new window
14.Alessi, S. M. & Trollip, S. R.(1985)。Computer-based Instruction: Methods and Development。  new window
15.Bourne, F. S.(1956)。Group Influence in Marketing and Public Relations。  new window
16.Bucklin, L. S.(1976)。Retail Strategy and the Classification of Consumer Good。  new window
17.Desurvire, H. ; Caplan, M. ; Jozsef, A. T.(2004)。Using Heuristics to Evaluate the Playability of Games。  new window
18.Dommermuth, W. P.(1956)。The Shopping Matrix and Marketing Strategy。  new window
19.Holbrook, M. B. ; Howard, J. A.(1977)。Frequently Purchased Nondurable Goods and Services。  new window
20.Jolson, M. A. ; Prois, S. L.(1976)。Classification of Consumer Goods-A Subjective Measurement。  new window
21.Karlsen, F.(2007)。Emergence game rules and players。  new window
22.Miracle, G. E.(1965)。Product Characteristics and Marketing Strategy。  new window
23.Murphy, P. E. ; Enis, B. M.(1986)。Classification Products Strategically。  new window
24.Oliver, R. L.(1997)。Satisfaction: A Behavorial Perspective on the Consumer。  new window
圖書論文
1.Enis, B. M.、Roering, K. J.(1980)。Product classification taxonomies: synthesis and consumer implications。Theoretical Developments in Marketing。Chicago:American Marketing Association。  new window
 
 
 
 
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