• 沒有找到結果。

第五章 結論與建議

第四節 未來研究建議

第一、本研究經統計之結果可以得知,線上遊戲玩家年齡層主要集中於 15 歲~20 歲(含)及 21 歲~25 歲(含),此族群之共同特徵為皆屬於學生玩家且大部分 為男性玩家,因此,研究結果並不能套用至所有年齡層與女性之玩家上,結果可 能將會有所不同。由於近年來女性玩家的數量逐漸攀升,後續研究除了能以非學 生族群為研究對象外,女性玩家的市場也不容小覷,所以未來研究將可以進一步 探討此兩類族群之公會認同、遊戲認同與虛擬角色認同對線上遊戲虛擬寶物購買 意圖的影響以及何種因素帶來之效果較佳。

第二,在本研究中之研究對象皆為過去三個月內曾經參與 MMORPG 線上遊 戲且購買過線上遊戲商城所販售之虛擬寶物的玩家,然而,為了使線上遊戲廠商 能獲得更大利潤,就必須要了解是什麼原因造成有些玩家沒有購買線上遊戲商城 中的虛擬寶物,因此,未來研究可以將未曾購買過虛擬寶物之玩家納入研究,以 瞭解影響玩家購買虛擬寶物之潛在因素。

第三、由於玩家通常會以藉由在線上遊戲中遊玩做為一種逃避現實生活的方 式,且傾向於透過認同具有理想特徵的虛擬角色來得到慰藉,根據 Higgin (1987) 之自我不一致理論(self-discrepancy theory)顯示,玩家所創立的虛擬角色有可能為 玩家的真實自我,也有可能為玩家的理想自我。然而,在本研究未能從虛擬角色 認同中得到理想自我與真實自我所帶來的的相關影響,因此,在衡量虛擬角色認 同方面,未來研究可以加入玩家與虛擬角色之間的關係與差異,以瞭解此差異性 是否會影響玩家對遊戲的認同及虛擬寶物購買意圖。

第四、本研究僅針對公會成員的相似性、獨特性與尊榮感來探討玩家對公會 認同的影響性,但實際上影響公會認同之因素眾多,由其為人際面的社會要素。

公會成員在公會中經常會以個人權益為主要考量,將會希望公會會長能公平分配

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成員間的任務與獎賞,以及能夠尊重和採納不同成員的意見,若成員覺得公會的 運作方式及成員間之溝通方式不符合他們的期望,便會認為繼續留在這個公會中 為不值得的,影響了成員對公會的滿意度和承諾感,進而可能會產生想要離開公 會的傾向。因此,未來研究將可以進一步探討影響公會認同的組織因素,例如組 織正義和組織成員認同等等。

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