• 沒有找到結果。

第五章 結論與建議

第五節 未來展望

綜合研究目的、研究方法、統計分析分果與結論,本研究仍有缺失之處,希望後續 研究能加以參考並改進,茲列出以下幾點建議:

一、針對特定行動遊戲進行探討

由於時間的關係,本研究並非針對特定行動遊戲作研究,未來希望能夠針對特定行 動遊戲進行研究,藉此能提出更多不同的理論與模式。

二、深入研究以發展更好的理論模式

本研究只針對行動遊戲玩家的沉浸體驗進行探討,希望未來能加入更多可能影響行 動遊戲玩家的沉浸體驗之因素,做更進一步的探討,以建構出更完美的研究模式,也能 更完整的詮釋現今不斷蓬勃發展及瞬息萬變的科技世代。

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三、網路資料

1. 科技資訊室(2013)。行動裝置驅動2015年全球遊戲市場將達1,110億美元,2013年11 月04日。取自http://iknow.stpi.narl.org.tw/post/Read.aspx?PostID=8954

2. 科技資訊室(2013)。預估2013年美國行動遊戲營收達17.8億美元,2013年06月03日。

取自http://iknow.stpi.narl.org.tw/post/Read.aspx?PostID=8954 3. MIC (2014)。行動遊戲娛樂持續增溫,2014年04月28日。取自

http://mic.iii.org.tw/aisp/pressroom/press01_pop.asp?sno=356&type1=2 4. 巴哈姆特 (2015)。行動遊戲娛樂持續增溫,2015年02月04日。取自

http://gnn.gamer.com.tw/9/110489.html

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【第九部份】實際使用。(請在空格中打「ˇ」,選出符合你的情形的答案) 定義:行動遊戲的遊戲玩家之實際使用行為因素

9-1 你一個月會使用行動遊戲幾次?□一次以下□一個月一次□一個月 2-3 次 □一個月數次□每天一次□每天數次 9-2 你多常遊玩行動遊戲?

□極少使用□不常使用□偶爾使用□經常使用□相當頻繁□非常頻繁 9-3 你平均每一周遊玩多少次行動遊戲?□約每周一次□每周 2-5 次

□每周 5-8 次□每周 11-15 次□每周 15-18 次□每周 18 次以上

 前測建議

針對以上的題目,是否有題意不清楚或者是需要修正的地方?

答:

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問卷到此結束,請檢查有無遺漏之處。

非常謝謝您的協助與幫忙。

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