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題名:應用Kano品質模式探討不同人格特質遊戲玩家之品質需求探討--以角色扮演遊戲為例
書刊名:商業設計學報
作者:陳俊智
作者(外文):Chen, Chun-chih
出版日期:2012
卷期:16
頁次:頁15-33
主題關鍵詞:數位遊戲Kano品質模型滿意度五大人格模式多品質決策Cyber gameKano modelSatisfactionBig five personality factor modelMultiple attributes decision making
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(2) 博士論文(1) 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:0
  • 點閱點閱:30
研究目的在識別出影響遊戲設計之魅力品質因子,以符合消費者的欲求、達到滿意度的有效提昇。研究引入品質管理Kano品質模型之回歸分析模式,探討品質因子/設計特徵對於消費者滿意度的影響模式與程度,提供遊戲設計改良之準則。同時,以Kano品質分類為基礎提出一設計資源分配推論模式,以解決多品質決策之權衡取捨(trade-off)課題。研究並藉由五大人格模式(Big five personality factor model;FFM)的應用,探討不同人格特質之遊戲玩家在滿意度評價與品質分類之差異性。本研究是以角色扮演遊戲為探討對象,藉由案例的探討驗證提出模式之績效與應用可行性。
This study aims to identify the attractive factors/design features for cyber game designs to effectively enhance customer satisfaction. By applying Kano model the effects of quality attributes on customer satisfaction can be evaluated, these factors/design features were classified into different quality categories, including attractive, one-dimensional, must-be and indifferent qualities by using the regression model in this study. While, a decision matrix based on the result of Kano model for allocating design resource was proposed. It can assist the designers to resolve the trade-off decision problem on improving the quality of attributes in developing a new game design. To explore the different requirements of game players with different personality characteristics of the ”Big five personality factor model”, the NEO personality measurement was also adopted in this study. And the case of role-playing games is used to illustrate and verify the feasibility and effectiveness of the proposed method.
期刊論文
1.陳正男、丁學勤(2002)。The asymmetrical and non-linear effects of store quality attributes on customer satisfaction。Total Quality Management,13(4),547-569。  new window
2.李君如、楊棠安(20051200)。線上遊戲玩家表現與其人格特質之研究--以「天堂」為例。高雄師大學報.自然科學與科技類,19,85-104。  延伸查詢new window
3.Mowen, J. C.、Spears, N.(1999)。A hierarchical model approach to understanding compulsive buying among college students。Journal of Consumer Psychology,8(4),407-430。  new window
4.Goldberg, L. R.(1990)。Alternative Description of Personality? The Big-Five Factor。Journal of Personality and Social Psychology,59(6),1216-1229。  new window
5.Goldberg, Lewis R.(1992)。The Development of Markers of the Big-Five Factor Structure。Psychological Assessmner,4(1),26-42。  new window
6.Morahan-Martin, J.、Schumacher, P.(2000)。Incidence and Correlates of Pathological Internet Use among College Students。Computers in Human Behavior,16(1),13-29。  new window
7.Garris, R.、Ahlers, R.、Driskell, J. E.(2002)。Games, Motivation, and Learning: A Research and Practice Model。Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research,33(4),441-467。  new window
8.Cordova, D. I.、Lepper, M. R.(1996)。Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice。Journal of Educational Psychology,88(4),715-730。  new window
9.Mittal, Vikas、Ross, William T. Jr.、Baldasare, Patrick M.(1998)。The Asymmetric Impact of Negative and Positive Attribute-level Performance on Overall Satisfaction and Repurchase Intentions。Journal of Marketing,62(1),33-47。  new window
10.Saucier, G.(1994)。Mini-Markers: A brief version of Goldberg's Unipolar Big-Five Markers。Journal of Personality Assessment,63(3),506-516。  new window
11.Matzler, Kurt、Hinterhuber, Hans H.(1998)。How to make product development projects more successful by integrating Kano's model of customer satisfaction into quality function deployment。Technovation,18(1),25-38。  new window
12.狩野紀昭、瀬楽信彦、高橋文夫、辻新一(1984)。魅力的品質と当り前品質。品質,14(2),147-156。  延伸查詢new window
13.de Felix, W.、Johnston, R. T.(1993)。Learning from video games。Computer in the Schools,9,199-233。  new window
學位論文
1.薛世杰(2002)。國中男、女生的網路遊戲使用時間與使用動機、自我效能、人格特質、學業成就、人際關係之相關研究(碩士論文)。屏東師範學院。  延伸查詢new window
圖書
1.Berlyne, D. E.(1960)。Conflict, arousal and curiosity。New York, NY:McGraw-Hill。  new window
2.Costa, P. T.、McCrae, R. R.(1992)。Revised NEO Personality Inventory (NEO-PIR) and NEO Five-Factor Inventory (NEO-FFI) Professional Manual。Odessa, F1:Psychological Assessment Resources, Inc.。  new window
3.Hair, J. F.、Anderson, R. E.、Tatham, R. L.、Black, W. C.(1995)。Multivariate data analysis with readings。Upper Saddler River, NJ:Prentice-Hall。  new window
4.黃堅厚(1999)。人格心理學。臺北:心理。  延伸查詢new window
5.Allport, Gordon Willard(1961)。Pattern and Growth in Personality。Holt, Rinehart & Winston。  new window
其他
1.Baranauskas, M., Neto, N., Borges, M.(1999)。Learning at work through a multi-user synchronous simulation game。  new window
2.Costa, P. T., Jr., & McCrae, R. R.(1989)。The NEO-PI/NEO-FFI manual supplement。  new window
3.Hsu, S.H., Lee, F., Wu M.(2005)。Designing action games for Aapealing to buyers。  new window
4.Malone, T.W.(1981)。What makes computer games fun?。  new window
5.Thornton, G. C., Cleveland, J. N.(1990)。Developing managerial talent through simulation。  new window
圖書論文
1.Malone, T. W.、Lepper, M. R.(1987)。Making learning fun: A taxonomy of intrinsic motivations for learning。Aptitude, Learning, and Instruction (Vol. 3): Cognitive and Affective Process Analyses。Lawrence Erlbaum Associates, Inc.。  new window
 
 
 
 
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