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題名:應用階層迴歸分析電競遊戲觀賞後之行為意圖影響因素
書刊名:朝陽商管評論
作者:李素箱 引用關係涂國濠林志偉 引用關係翁雨敬
作者(外文):Lee, Su-shiangTeo, Kok-howLin, Chih-weiWeng, Yu-ching
出版日期:2019
卷期:17:1
頁次:頁43-62
主題關鍵詞:電競遊戲行為意圖動機滿意度體驗Esports gamesBehavioral intentionsMotivationsSatisfactionExperience
原始連結:連回原系統網址new window
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近年來電競遊戲已成熱門話題,各國年產值不斷增加,而台灣亦列為正式亞運競賽項目,相關遊戲廠商相繼辦理大型電競比賽,以提供消費者觀看及參與討論,以行銷自家電競遊戲產品,因此本研究主要目的為瞭解大學生消費者參與電競遊戲觀賞後之行為及影響因素,以曾經觀賞過電競遊戲之觀賞者為研究對象,採立意抽樣進行網路問卷調查,共計回收180份,有效回收168份。所得資料經描述性統計及階層迴歸分析等方法進行分析,所得結果如下:1.電競遊戲之觀賞者以男性、觀看電競遊戲影片頻率月每天至少1次、平均每月電競遊戲消費金額以無消費最多。觀賞者最常觀賞之電競遊戲以Dota2最多。2.引發大學生主動觀賞電競遊戲主要為娛樂動機,而觀賞後主要獲得思考體驗之感受最高,且經由觀賞遊戲後認知最多功利價值,而未來以主動關注的行為意圖最高。3.大學生觀賞電競遊戲之參與動機可正向影響行為意圖。4.大學生觀賞電競遊戲後,其觀賞體驗與知覺價值可正向影響行為意圖。最後,根據研究結果提出相關建議,供電競遊戲產業參考。
In recent years, e-sport games have become a hot topic and increasing the annual output value of various country. A lot of game manufacturers successively handled large-scale e-sports competitions to marketing their own e-sports game products and beside provide consumer viewing and discussions about the e-sport video. Therefore, the main purpose of this study try to explore the behaviors of viewing and influencing factors of college students' after watching e-sports game video. The research subjects were the users who have viewed the video of E-sports game before, used the purposive sampling method to distribute surveys online, 180 questionnaires out of 168 were completed. The data obtained were analyzed by descriptive statistics and hierarchical regression analysis. The results of this study are as follows: 1. Most viewers of E-sports game video are male, the frequency of viewing is at least once a day, no income and the most frequently in watched e-sports games video was Dota2; 2. "Entertainment" is the mainly motivation impact the college students to actively watching the e-sports games. The viewers have the deepest feeling on "think experience", deepest feeling on "utilitarian value" and deepest feeling of behavioral intention in focus on future information; 3. The motivation of E-sports game video viewers positive impact on behavior intention; 4. After viewing the E-sports game video, the viewing experience and perceived value can positively influence the behavioral intention. Based on the results, the suggestions for further studies were offered to the competition game industry and related research as a reference.
期刊論文
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2.陳祐慈、蘇維杉(20111200)。女子超級籃球聯賽現場觀眾參與動機與體驗價值對忠誠度之影響。運動休閒管理學報,8(2),98-111。new window  延伸查詢new window
3.高立學(20080600)。球隊認同低的人為什麼要觀賞球賽?。休閒運動期刊,7,87-96。  延伸查詢new window
4.Wu, J. J.、Chang, Y. S.(2005)。Towards understanding members' interactivity, trust, and flow in online travel community。Industrial Management & Data Systems,105(7),937-954。  new window
5.張孝銘(20091200)。遊客對海域運動觀光吸引力認知、旅遊體驗、知覺價值與行為意向之研究。休閒產業管理學刊,2(3),31-51。new window  延伸查詢new window
6.Suk, K.、Lee, J.、Lichtenstein, D. R.(2012)。The influence of price presentation order on consumer choice。Journal of Marketing Research,49(5),708-717。  new window
7.許功餘(20100900)。華人性格與行為關連性的特殊內隱理論之探討:不同性格、性別及地位之比較。中華心理學刊,52(3),243-264。new window  延伸查詢new window
8.Karahanna, E.、Agarwal, R.、Angst, C. M.(2006)。Reconceptualizing compatibility beliefs in technology acceptance research。MIS Quarterly,30(4),781-804。  new window
9.古美玉、王贊旭(20011200)。購物中心消費者行為之探討。勤益學報,19,153-171。  延伸查詢new window
10.Babin, Barry J.、Darden, William R.、Griffin, Mitch(1994)。Work and/or fun: Measuring hedonic and utilitarian shopping value。Journal of Consumer Research,20(4),644-656。  new window
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12.李奇勳、蘇瑞蓮(20080900)。服務品質、知覺價值、滿意度及遊後行為意圖關係之探討--以休閒旅遊業為例。顧客滿意學刊,4(2),1-26。new window  延伸查詢new window
13.DeLone, William H.、McLean, Ephraim R.(2003)。The DeLone and McLean Model of Information Systems Success: A Ten-Year Update。Journal of Management Information Systems,19(4),9-30。  new window
14.Schmitt, Bernd(1999)。Experiential Marketing。Journal of Marketing Management,15(1-3),53-67。  new window
15.Batra, Rajeev、Ahtola, Olli T.(1991)。Measuring the Hedonic and Utilitarian Sources of Consumer Attitudes。Marketing Letters,2(2),159-170。  new window
16.王嵩音(20070100)。網路使用之態度、動機與影響。資訊社會研究,12,57-85。new window  延伸查詢new window
17.Ajzen, Icek、Fishbein, Martin(1977)。Attitude-Behavior Relations: A Theoretical Analysis and Review of Empirical Research。Psychological Bulletin,84(5),888-918。  new window
18.Zeithaml, Valarie A.(1988)。Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence。Journal of Marketing,52(3),2-22。  new window
學位論文
1.郭同堯(2009)。籃球運動專業化與籃球比賽觀賞動機及觀賞行為(碩士論文)。亞洲大學。  延伸查詢new window
2.賴昇宏(2006)。大專籃球聯賽現場觀眾滿意度、涉入程度與品牌權益之相關研究(碩士論文)。國立臺南大學。  延伸查詢new window
3.許功餘(2003)。華人性格與行為關連性的內隱理論(博士論文)。國立臺灣大學。new window  延伸查詢new window
4.張家豪(2004)。中華民國92年超級籃球聯賽現場觀眾參與動機與滿意度之研究(碩士論文)。國立臺灣師範大學。  延伸查詢new window
5.唐周毅(2008)。電子競技運動之發展與策略(碩士論文)。國立臺灣體育大學,臺中市。  延伸查詢new window
圖書
1.Engel, James F.、Miniard, Paul W.、Blackwell, Roger D.(2001)。Consumer Behavior。Dryden Press。  new window
2.Blackwell, Roger D.、Miniard, Paul W.、Engel, James F.(2001)。Consumer Behavior。Mason, OH:South-Western Thomson Learning。  new window
其他
1.國際奧委會(2017)。第6屆奧林匹克高峰,https://www.olympic.org/news/communique-of-the-olympic-summit。  延伸查詢new window
2.錢思敏(2015)。電競的就業機會,大家看到了嗎?,https://www.bnext.com.tw/article/38274/BN-2015-12-21-131918-34。  延伸查詢new window
3.Twitch(2016)。Dota 2 Views Ranking,https://www.twitch.tv/p/about。  new window
4.NewZoo(2016)。E-sports Economy,https://newzoo.com/insights/markets/esports/。  new window
 
 
 
 
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