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題名:結合科技接受模式與計畫行為理論探討參與Wii運動型遊戲之行為意圖
書刊名:運動與遊憩研究
作者:張志銘 引用關係陳南琦 引用關係林忠政
作者(外文):Chang, Chin-mingChen, Nan-ciLin, Chung-cheng
出版日期:2012
卷期:7:1
頁次:頁53-67
主題關鍵詞:知覺易用性知覺娛樂性知覺有用性行為態度Perceived ease of usePerceived playfulnessPerceived of usefulnessAttitude toward 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(5) 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:3
  • 共同引用共同引用:16
  • 點閱點閱:50
本研究旨在「結合科技接受模式與計畫行為理論探討參與Wii運動型遊戲之行為意圖」,同時採用科技接受模式與計畫行為理論,並加入知覺娛樂性,以潭子、后里地區國高中(職)學生為施測對象,探討參與Wii運動型遊戲之行為意圖,其中構面包含:行為態度、主觀規範、知覺行為控制、知覺易用性、知覺有用性、知覺娛樂性、行為意圖等各路徑的關係,回收有效樣本計386 份,以SPSS12.0 版與LISREL8.52套裝軟體,建立資料檔案並進行各項統計分析。經對研究假設進行驗證,結果發現如后:知覺有用性對行為態度無顯著的關係;知覺易用性對行為態度、知覺娛樂性對行為態度、知覺易用性對知覺有用性、知覺易用性對知覺娛樂性、行為態度對行為意圖、主觀規範對行為意圖、知覺行為控制對行為意圖等路徑均達顯著的正向關係。本研究以科技接受模式加入知覺娛樂性與計畫行為理論之結合探討參與Wii運動型遊戲之行為意圖模式驗證結果呈現出尚佳的表現。希冀本研究之發現可作為未來研究的參考與方向。
The study "The Application of Technology Acceptance Model and Theory of Planned Behavior to Discuss the Behavioral Intention of Wii Sports Gaming Participation" used the technology acceptance model and theory of planned behavior with perceived playfulness to discuss the behavior intention of Wii Sports gaming participation. This includes the dimensions of attitude toward behavior, subjective norm, perceived behavior control, perceived ease of use, perceived of usefulness, perceived playfulness and behavior intention, as well as the relations of each path. The junior and senior high(vocational ) school students in Tanzi and Houli District were our research subjects, and a total of 386 valid questionnaires were collected. The SPSS12.0 version and LISREL8.52 package were used to compose the data file and for the statistical analysis. Through the verification of the research hypotheses, the conclusions were as follows: perceived of usefulness has no significant impact on attitude toward behavior; the impacts on perceived ease of use to the attitude toward behavior, perceived playfulness to attitude toward behavior, perceived ease of use to perceived of usefulness, perceived ease of use to the perceived playfulness, attitude toward behavior to behavior intention, subjective norm to behavior intention, while perceived behavioral control to behavior intention were significantly positive. In this study, the verification of integrating the application of technology acceptance model and the theory of planned behavior with the addition of perceived playfulness to discuss the behavioral intention of Wii Sports gaming participation results in a comparatively good performance. The contribution of this study can be used as a reference for future research and direction.
期刊論文
1.Green, C. Shawn、Bavelier, Daphne(2003)。Action Video Game Modifies Visual Selective Attention。Nature,423(6939),534-537。  new window
2.Moon, J. W.、Kim, Y. G.(2001)。Extending the TAM for World-Wide-Web Context。Information and Management,38(4),217-230。  new window
3.Lin, C. S.、Wu, S.、Tsai, R. J.(2005)。Integrating perceived playfulness into expectationconfirmation model for web portal context。Information & Management,42(5),683-693。  new window
4.Bamberg, S.、Ajzen, I.、Schmidt, P.(2003)。Choice of Travel Mode in the Theory of Planned Behavior: The Roles of Past Behavior, Habit, and Reasoned Action。Basic and Applied Social Psychology,25(3),175-188。  new window
5.Ajzen, Icek(1991)。The Theory of Planned Behavior。Organizational Behavior and Human Decision Processes,50(2),179-211。  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.Bhattacherjee, Anol(2001)。Understanding Information Systems Continuance: An Expectation-Confirmation Model。MIS Quarterly,25(3),351-370。  new window
8.Davis, Fred D.、Bagozzi, Richard P.、Warshaw, Paul R.(1989)。User acceptance of computer technology: A comparison of two theoretical models。Management Science,35(8),982-1003。  new window
9.賴永僚(2008)。TAM理論架構增加「知覺娛樂性」的效用--以大學生參與網球運動驗證。運動與遊憩研究,2(4),122-137。new window  延伸查詢new window
10.Canada, K.、Brusca, F.(1991)。The technological gender gap: Evidence and recommendations for educators and computer-based instruction designers。Educational Technology Research and Development,39(2),43-51。  new window
11.Subrahmanyam, K.、Greenfield, P. M.(1994)。Effects of video game practice on spatial skills in girls and boys。Journal of Applied Developmental Psychology,15,13-32。  new window
學位論文
1.吳毓珍(2005)。以計畫行為理論觀點分析消費者索取統一發票行為-以中部六縣市為例(碩士論文)。雲林科技大學。  延伸查詢new window
2.張宏旗(2007)。運動電玩消費者行為研究―以2007年臺北電玩展為例(碩士論文)。國立臺灣師範大學,臺北市。  延伸查詢new window
3.劉可德(2010)。公務人員數位學習的科技接受模式與相關變項關係之研究(博士論文)。國立臺灣師範大學,臺北。new window  延伸查詢new window
4.余家瑩(2008)。Wii應用於復健醫療之科技接受度研究(碩士論文)。國立成功大學。  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.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,台南。  延伸查詢new window
7.吳思學(2008)。以科技接受模式探討蘋果電腦之使用行爲意圖(碩士論文)。國立中興大學,台中市。  延伸查詢new window
8.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,臺北。  延伸查詢new window
9.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
10.陳良澤(2007)。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,臺中。  延伸查詢new window
11.李昱祺(2011)。從知覺娛樂與創新擴散探討青少年使用行動遊戲的關鍵因素--以高雄地區為例(碩士論文)。樹德科技大學。  延伸查詢new window
12.陳佩瑜(2006)。知覺娛樂性及情境因素對行動遊戲使用意願之影響。國立中山大學,高雄。  延伸查詢new window
13.莊豐州(2011)。以科技接受模式探討國小教師使用多功能e化數位教室於教學之意向研究。國立屏東教育大學,屏東。  延伸查詢new window
14.張佳純(2010)。Wii Sports接受與使用模式之建構:探討知覺玩趣性與知覺易用性之前因變項。朝陽科技大學,臺中。  延伸查詢new window
15.楊淑如(2006)。影響數位學習之因素:互動性與知覺娛樂性。國立臺北大學,臺北。  延伸查詢new window
16.蔡秀媛(2006)。行動通訊加值服務使用者滿意度、購買意向與品牌忠誠行為關係之研究--整合科技接受模型與計畫行為理論。東吳大學,臺北。  延伸查詢new window
圖書
1.張志銘(2007)。桌球運動改變階段之計畫行爲理論模式差異探討--以臺灣中部地區大專校院學生爲例。臺北:師大書苑。  延伸查詢new window
2.Fishbein, M.、Ajzen, I.(1980)。Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research。Addison-Wesley。  new window
圖書論文
1.Ajzen, I.(1985)。From intentions to actins: A theory of planned behavior。Action-control: From cognition to behavior。Springer-Verlag。  new window
2.Ajzen, Icek(1989)。Attitude Structure and Behavior。Attitude Structure and Function。Lawrence Erlbaum Associates, Inc.。  new window
 
 
 
 
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