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題名:運動性體感擬真電子影音遊戲使用者之使用滿足研究
書刊名:臺灣體育運動管理學報
作者:陳伯儀 引用關係
作者(外文):Chen, Bo-i
出版日期:2012
卷期:12:2
頁次:頁117-129
主題關鍵詞:使用者期待媒體使用閱聽人User expectationsMedia usageAudience
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:186
  • 點閱點閱:154
本研究主要以Katz, Blumer, 與 Gurevitch所提出之使用與滿足理論 (Uses and Gratification Theory) 為主軸,探討Wii-Sports使用者的「使用動機」與「滿足程度」之關係,建構運動性體感擬真電子影音遊戲的之使用者對各樣使用動機的滿足程度,符合使用期待與需求。研究以親臨臺北2012年國際電玩展,現場取樣方式進行問卷調查,總計發出500份,有效問卷448份,有效回收率89.6%。依研究目的及驗證假設模式之需要,本研究運用獨立樣本t檢定及成對樣本t檢定進行分析。研究結果發現(一)Wii-Sports 遊戲之使用者的運動習慣對運動健康性滿足、休閒娛樂性滿足與社交友誼性滿足上並無顯著相關,但在運動心理性滿足則有顯著差異性,(二)運動動機對休閒娛樂構面與社交友誼構面無顯著差異,(三)從「使用與滿足理論」觀點探討,若使用者期待使用體感運動遊戲後會達到運動或健康的目的,研究發現在滿足程度上出現顯著不滿足之情況。本研究發現可提供企業經營者研發及行銷新產品及相關單位之參考。
We proposed to test uses and gratifications theory (UGT) to explore the relationship between the motivation and satisfaction of Wii-Sports users, to construct user motivation for using sports motion-sensing simulated video games on real sports satisfaction, and to meet user expectations and demands. The population for this study consisted of visitors to the 2012 Taipei Game Show, in which data were collected using a spot-based survey. A total of 500 questionnaires were sent out. Of the returned 500 surveys, 448 were usable samples, indicating a valid response rate of 89.6%. Samples were analyzed using the one-sample t test and the paired t test. Our findings indicated that (a) the usage habits of Wii-Sports users do not have a significant effect on exercise and health, leisure and entertainment, and on social contact and friendship. However, their usage habits have a significant effect on exercise and mentality; (b) the exercise motivation of Wii-Sports users has no significant effect on leisure and entertainment, and on social contact and friendship; and (c) based on UGT, we found that users of Wii Sports expect to achieve their exercise and health requirements. However, satisfaction failed to satisfy this purpose. These results serve as a reference for the related industry to develop and launch new products. We also discuss implications and provide suggestions for future studies.
期刊論文
1.伍韋霖、蔡孟娟(201009)。運動新趨勢--Wii虛擬情境之運動效益研究。永續發展與管理策略,2(2),39-54。new window  延伸查詢new window
2.何宛芳(2006)。區隔PS3與Xbox360的高價路線:任天堂Wii鎖定平民市場。數位時代,118-119。  延伸查詢new window
3.Klein, J. D.、Freytag, E.(1991)。Effects of using an instructional game on motivation and performance。Journal of Educational Research,84(5),303-308。  new window
4.Luo, Xueming(2002)。Uses and gratifications theory and e-consumer behaviors: A structural equation modeling study。Journal of Interactive Advertising,2(2),34-41。  new window
5.Yongjae K.、Stephen D. R.(2006)。An exploration of motives in sport video gaming。International Journal of Sports Marketing and Sponsorship,8(1),34-46。  new window
6.陳昱文(2008)。淺談新世代遊戲機--Wii對提升身體健康之影響。臺中教育大學體育學系系刊,3,94-97。new window  延伸查詢new window
7.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
8.Ko, S.(2002)。An empirical analysis of children’s thinking and learning in a computer game context。Educational Psychology,22(2),219-233。  new window
9.陳厚諭、王鶴森、鄭旭煒(20080600)。不同網球運動經驗對Wii Sports互動式遊戲強度之影響。大專體育學刊,10(2),127-136。new window  延伸查詢new window
10.張哲千(20081000)。遊戲機Wii的運動體驗。大專體育,98,88-93。new window  延伸查詢new window
11.陳怡安(20020700)。線上遊戲的魅力。資訊社會研究,3,183-214。new window  延伸查詢new window
12.鄭旭煒、王鶴森、陳厚諭(20081200)。互動式網球與拳擊遊戲之運動強度分析。運動生理暨體能學報,8,47-54。new window  延伸查詢new window
13.Bauer, R. A.(1964)。The obstinate audience: The influence process from the point of view of social communication。American Psychologist,19(5),319-328。  new window
14.Dobos, J.(1992)。Gratification Models of Satisfaction and Choice of Communication Channels in Organizations。Communication Research,19(1),29-51。  new window
15.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
16.Wei, R.(2008)。Motivations for using the mobile phone for mass communications and entertainment。Telematics and Informatics,25(1),36-46。  new window
會議論文
1.陳伯儀、陳嚥如(2007)。擬眞式運動性電子影音遊戲對使用者之運動參與態度與行為研究。第七屆運動與休閒管理國際學術研討會,國立臺灣師範大學 。臺北市。  延伸查詢new window
2.Sherry, J.、Lucas, K.(2003)。Video games uses and gratifications as predictors of use and game preference。The annual conference of the International Communication Association。San Diego, CA。  new window
學位論文
1.柯彥均(2010)。以價値創造觀點及使用與滿足理論探討行動廣告模式之研究(碩士論文)。世新大學,臺北市。  延伸查詢new window
圖書
1.陳伯儀(2010)。運動傳播之未來趨勢前瞻。運動傳播。臺中市:華格納。  延伸查詢new window
2.McQuail, D.、Windahl, S.(1993)。Communication models for the study of mass communication。Longman。  new window
3.Gee, James Paul(2003)。What video games have to teach us about learning and literacy?。Palgrave Macmillan。  new window
4.林東泰(20080000)。大眾傳播理論。臺北:師大書苑。new window  延伸查詢new window
其他
1.黑咖啡(2005)。藝電遊戲前你怎麼決策!不死的天敵:蕭規曹隨,http://www.ylib.com/ymba/smart/default.asp?DocNo=110, 20110717。  延伸查詢new window
2.(2011)。2011 Essential Facts,http://www.theesa.com/facts/pdfs/ESA_EF_2011.pdf, 20120329。  new window
圖書論文
1.Williams, F.、Philips, A.、Lange, P.(1985)。Gratification Associated with New Communication Technologies。Media Gratifications Research: Current Perspectives。Beverly Hills:Sage。  new window
2.Katz, E.、Blumer, J. G.、Gurevitch, M.(1974)。Utilization of mass communication by the individual。The Uses of Mass Communication: Current Perspectives on Gratifications Research。Beverly Hills, CA:Sage。  new window
 
 
 
 
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