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題名:國小學童從事Wii與XBOX-360 KINECT運動型遊戲之科技接受模式差異研究
書刊名:運動休閒餐旅研究
作者:張志銘 引用關係陳南琦 引用關係林俊良
作者(外文):Chang, Chin-mingChen, Nan-ciLin, Chun-liang
出版日期:2012
卷期:7:2
頁次:頁103-118
主題關鍵詞:知覺有用性知覺易用性行為態度行為意願Perceived of usefulnessPerceived ease of use
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:23
  • 點閱點閱:117
本研究旨在探討國小學童從事Wii與XBOX-360 KINECT運動型遊戲之科技接受模式差異研究。針對科技接受模式的知覺有用性、知覺易用性、行為態度和為意願等變項來探討這四個變項是否有正向影響關係,本研究以彰化縣國小學童為研究對象,以便利取樣的方式選取樣本,共取得有效問卷340份。經SPSS統計分析與LISREL線性分析,結果顯示此模型之配適度良好。本研究結果如后所示:一、國小學童從事Wii與XBOX-360 KINECT運動型遊戲的知覺有用性與知覺易用性均具有正向關係存在。二、國小學童從事Wii與XBOX-360 KINECT運動型遊戲的知覺有用性會正向影響行為態度。三、國小學童從事Wii運動型遊戲的知覺有用性會正向影響行為意圖;XBOX-360 KINECT運動型遊戲知覺有用性則不會正向影響行為意圖。四、國小學童從事Wii運動型遊戲的知覺易用性會正向影響行為意圖;XBOX-360 KINECT運動型遊戲知覺易用性則不會正向影響行為意圖。五、國小學童從事Wii與XBOX-360 KINECT運動型遊戲的行為態度皆會正向影響行為意圖。
The research discussed the difference of technological acceptance models when elementary school children play sports games on Wii and XBOX-360 KINECT. The research will found out the relationship of the four variables, Perceived of Usefulness, Perceived Ease of Use, Attitude toward Behavior and Behavior Intention of technology acceptance. The research used elementary school children in Changhua as samples and apply purposive sampling. With 340 effective questionnaires and the examination of SPSS, the results show that it is a proper model. The results are as below: (1) There's a positive correlation between Perceived of Usefulness and Perceived Ease of Use when children play sports games on Wii and XBOX-360 KINECT. (2) There's a positive correlation between Perceived of Usefulness and Attitude toward Behavior when children play sports games on Wii and XBOX-360 KINECT. (3) There's a positive correlation between Perceived of Usefulness and Behavior Intention when children play sports games on Wii. On the other hand, there's not a positive correlation between Perceived of Usefulness and Behavior Intention when children play sports games on XBOX-360 KINECT. (4) There's a positive correlation between Perceived Ease of Use and Behavior Intention when children play sports games on Wii. On the other hand, there's not a positive correlation between Perceived Ease of Use and Behavior Intention when children play sports games on XBOX-360 KINECT. (5) There's a positive correlation between Attitude toward Behavior and Behavior Intention when children play sports games on Wii and XBOX-360 KINECT.
期刊論文
1.顏士華(20070100)。追Wii風潮:「動作感應」時代來臨。商業現代化,80,41-44。  延伸查詢new window
2.張志銘、蘇榮立、賴永僚、翁旭昇(20110300)。大學生不同羽球運動階段之科技接受模式檢驗。運動與遊憩研究,5(3),70-82。new window  延伸查詢new window
3.Moon, J. W.、Kim, Y. G.(2001)。Extending the TAM for World-Wide-Web Context。Information and Management,38(4),217-230。  new window
4.Wang, J.、Wang, S.(2005)。What devices mobile commerce? An empirical evaluation of the revised technology acceptance model。Information and Management,42(5),719-729。  new window
5.Saadé, R.、Bahli, B.(2005)。The impact of cognitive absorption on perceived usefulness and perceived ease of use in on-line learning: an extension of the technology acceptance model。Information & Management,42(2),317-327。  new window
6.Taylor, Shirley、Todd, Peter A.(1995)。Understanding information technology usage: A test of competing models。Information Systems Research,6(2),144-176。  new window
7.Lai, V. S.、Li, H.(2005)。Technology Acceptance Model for Internet Banking: An Invariance Analysis。Information & Management,42(2),373-386。  new window
8.林旻逸、洪偉欽、成和正(20101000)。體感式電玩對人體健康與運動教育之探討。大專體育,110,61-67。new window  延伸查詢new window
9.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
10.Davis, Fred D.(1989)。Perceived Usefulness, Perceived Ease of Use, & User Acceptance of Information Technology。MIS Quarterly,13(3),319-340。  new window
11.何宛芳(2007)。Wii誓言改寫遊戲歷史。數位時代,148,68-71。  延伸查詢new window
12.Al-Gahtani, S. S.、King, M.(1999)。Attitude, Satisfaction and Usage: Factors Contributing to Each in the Acceptance of Information Technology。Behavior & Information Technology,18(4),277-297。  new window
學位論文
1.余珍誼(2010)。消費者山寨文化商品接受度之探討--科技接受模式的理論觀點(碩士論文)。南台科技大學。  延伸查詢new window
2.吳思學(2008)。以科技接受模式探討蘋果電腦之使用行為意圖(碩士論文)。中興大學。  延伸查詢new window
3.張耀元(2011)。以科技接受模式及電腦自我效能探討運動彩券網路投注行為(碩士論文)。淡江大學。  延伸查詢new window
4.陳良澤(2008)。以科技接受模式探討日文版Wii遊戲機使用者行為(碩士論文)。亞洲大學。  延伸查詢new window
5.余姿君(2008)。以科技接受模式探討使用互動式虛擬實境遊戲行為之研究--以任天堂Wii為例(碩士論文)。國立臺中技術學院。  延伸查詢new window
6.黃議正(2010)。以認知負荷、科技接受模式與計畫行為理論取向建構線上學習行為傾向模式之研究(博士論文)。國立臺灣師範大學。new window  延伸查詢new window
7.鄭烜成(2011)。運用科技接受度模型探討兩岸Wii遊戲機(碩士論文)。大葉大學。  延伸查詢new window
8.龔志隆(2010)。以科技接受模式探討國小教師對電子白板接受度之研究--以高雄縣為例(碩士論文)。高雄師範大學。  延伸查詢new window
9.吳常榮(2010)。國中學生電子運動遊戲涉入,流暢體驗與課業壓力之研究(碩士論文)。國立臺灣師範大學。  延伸查詢new window
圖書
1.蔣敬祖(2007)。Wii為什麼會Win?。台北市:意識文學。  延伸查詢new window
圖書論文
1.Ajzen, Icek(1985)。From intentions to actions: A theory of planned behavior。Action Control: From Cognition to Behavior。Springer-Verlag。  new window
 
 
 
 
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