• 沒有找到結果。

研究限制與建議

第五章 結論與建議

5.3 研究限制與建議

本研究主要有以下四點限制,首先為時間限制:本研究為單一橫斷時間調 查受測者的購後失調,但是過去研究(e.g., Koller & Salzberger, 2012)指出,隨著 時間的流逝,消費者的購後失調程度也會隨之降低,且根據Festinger (1957)對 認知失調的定義,個體難以忍受自身處在內心矛盾的高失調狀態,會傾向態度 敗其他玩家(強化表現)與成為排行榜第一名(炫耀)兩種動機,Hamari et al. (2017) 也提到各消費動機間並非壁壘分明。該如何將玩家消費動機的構念抽出,並進 行更有效的分類是未來研究可探討的地方。

第三點為遊戲與玩家經驗類型之影響:過去研究指出(e.g., Hanner &

Zarnekow, 2015),在不同類型的遊戲上,消費者的消費動機也有強弱之分,其

購買行為也不盡相同。因此在不同類型遊戲的玩家上,可能也存在購後失調程 度高低之差別。而本研究則未針對特定遊戲類型進行探討,僅分析總體受測者 的結果,因此可能淡化在某些遊戲類型中,較容易出現衝動性購買的玩家,其 對購後失調的影響。建議未來進行相關研究時,可以考慮不同遊戲類型的差 異。此外,Guo et al. (2016)認為消費者產品知識越高,購後失調的程度越低;

當玩家遊戲年資越久,具有較豐富遊戲相關知識,可能較不易購後失調的情況 產生,建議未來研究可將受測者遊戲年資納入調查。

第四點為樣本代表性問題,本研究僅針對台灣地區的手機遊戲消費者進行 調查,然而每個國家的風土民情不同,玩家對遊戲類型的偏好也所不同,結果 可能無法適用於各國家與各年齡層的手機遊戲消費者。且本研究有超過七成的 受測者年齡不到30 歲,結果可能無法適當解釋中壯年人口。

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附錄一 問卷網站內容

聲明

第一部分

第二部分(截圖以強化表現為例,共有 18 種不同動機)

研究問卷內容:第三部分

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