The Study of User's Intention and Satisfaction for Mobile Game 任雯萍、晁瑞明
E-mail: 9706887@mail.dyu.edu.tw
ABSTRACT
During the vigorous development in the mobile gaming, mobile game has become the major add-on service in Mobile industry in Taiwan. Around the world, the mobile game sales only was 21.3 million US dollars in 2006, it was only reached 1.8% of entire net profit of World Mobile Services Markets. The numbers shows here indicate a huge portion to grow in the mobile game market in the future. MIC predicted the market would grow to 31.5 million US dollars around the world in 2007. This study, base on the original information system success model including in-formation quality and system quality, researched the structure of quality in mobile gaming that effect the user satisfaction. System and information quality in mobile gaming are the primary factors to effect users' acceptance and satisfaction. This sutdy is based on the extensibilities of Technology acceptance model and Theory of Planned Behavior, also combinded Delone and McLean Information System Successv Model to discuss what effect to users' intention and satisfaction in Mobile Gaming. System Quality and Information Quality in mobile gaming are the primary factors to effect users' acceptance and satisfaction. By understanding users' intention in using Mobile Gaming would help industry development and growth. The results can be used for further study by manufactures to concerning the im-provement and success in mobile game.
Further improves player's gaming experience.
Keywords : mobile game, theory of planned behavior, technology acceptance model Table of Contents
中文摘要 ..................... iii 英文摘要 .....................
iv 誌謝辭 ..................... vi 內容目錄 ....................
. vii 表目錄 ..................... ix 圖目錄 ..................
... xi 第一章 緒論................... 1 第一節 研究背景...........
.... 2 第二節 研究動機............... 5 第三節 研究目的..........
..... 7 第四節 研究範圍............... 8 第五節 研究步驟.........
...... 9 第六節 研究限制............... 11 第二章 文獻探討.........
........ 12 第一節 科技接受模式............. 12 第二節 計畫行為理論...
.......... 17 第三節 資訊系統成功模式........... 19 第四節 滿意度....
............ 22 第五節 行動通訊發展............. 24 第六節 行動遊戲服 務............. 27 第三章 研究方法................. 36 第一節 理論推 演............... 36 第二節 研究架構............... 43 第三節 研 究假設............... 45 第四節 研究變數的定義與衡量......... 50 第四章 研 究設計................. 65 第一節 資料搜集............... 65 第二 節 問卷設計............... 65 第三節 調查步驟............... 68 第四節 前側施行與結果分析.......... 69 第五節 統計與資料分析............ 73 第六節 結構方程模式............. 77 第五章 研究分析................
. 81 第一節 基本資料分析............. 81 第二節 敘述性統計分析.........
... 84 第三節 結構化模式分析............ 90 第四節 測量模式分析........
..... 96 第五節 假設驗證............... 99 第六節 研究結果........
....... 104 第六章 結論與建議................ 108 第一節 研究發現.....
.......... 108 第二節 後續研究建議............. 110 第三節 管理實務建議
............. 110 第四節 討論................. 112 第五節 小結.
................ 113 參考文獻 ..................... 115 REFERENCES
一、中文部份 巴哈姆特網站(2007)[線上資料],來源: http://www.gamer.com.tw/ [日期不祥] 王國榮(2004),線上遊戲品質與公平性對顧客
滿意度及忠誠度影響之研究,東吳大學國際貿易學系未出版之碩士論文。 江憲坤,曾煜墫,郭鳳蘭(2005),影響青少年對行動遊戲接受 度之研究,數位內容管理與應用研討會[光碟資料],高雄:國立高雄第一科技大學。 何文楨(2003),無線多媒體應用發展趨勢,資策會市 場情報中心。 宋淑玉(2001),台灣行動上網成功關鍵性因素之探討-以日本NTT DoCoMo i-mode成功經驗來看行動上網業,元智大學資 訊傳播研究所未出版之碩士論文。 陳俊良(2001),線上遊戲顧客忠誠度之研究,國立台灣科技大學企業管理系未出版之碩士論文。 二、
英文部分 Ajzen, I., & Fishbein, M. (1980). Understanding attitudes and pre-dicting social behavior. New York: Englewood Cliffs, Prentice Hall Inc. Ajzen, I. (1991). The theory of planned behavior. Organizational Be-havior and Human Decision. Chou, C., & M-J Tsai. (2007). Gender differences in Taiwan high school students’ computer game playing. Computers in Human Behavior, 23(1), 812-824. Csikszentmihalyi, M., &
Csikszentmihalyi, I. (1988). Optimal experi-ence: psychological studies of flow in consciousness. New York: Cambridge University Press. Cyert, R.M., & March,J.G., (1963). A Behavioral Theory of the firm. New Jersey: Englewood Cliffs, Rrentice-Hall. Cardozo, R.N. (1965). An
experimental Study of Consumer Effort, Expectation and Satisfaction. Journal of Marketing Research, 2(1), 244-249 DeLone, W. H., & McLean, E.R. (2003). The DeLone and McLean Model of Information Systems Success: A Ten-Year Update. Journal of Management Information Systems, 19(4), 9-3. Delone, W.H., & Mclean, E.R. (1992). Information Systems Success: The Quest for the Deoendent Variable. Information Systems Re-search, 6(2), 252-263 Fu, J.R., Farn, C.K., & Chao, W.P. (2006.). Acceptance of electronic tax filing: a study of taxpayer intentions. Information and Man-agement January, 43(1), 109-126. Griffiths, M.D., Davies, MNO., & Chappell, D. ( 2004). Online com-puter gaming: a comparison of adolescent and adult gamers. Journal of Adolescence 27(1), 87-96. Hoffman, D.L., & Novak, T.P. (1996). Marketing in Hypermedia Computer Mediated Environments: Conceptual Foundations. Journal of marketing, 60(3), 50-68. Ives, B., & Olson, M.H. (1984). User Involvement and MIS Success: Areview of Research. Management Science, 30(5), 586-603 Kettinger, W.J., & Lee, C.C. (1997). Pragmatic Perspectives on the
Measurement of Information Systems Service Quality. MIS Quarterly, 21(2), 223-240. Lin, C.C., & Lu, H. (2000). Towards an Understanding of the behav-ioural Intention to Use a Web Site. International Journal of In-formation Management. 20(3), 197-208. Meyer, J.P., & Allen, N.J. (1997).
Commitment in the Workplace: The-ory, Research and application. Singapore: Thousand Oaks, Ca: Sage. Mckinney,V., Yoo,K., & Zahedi.
(2002). The Measurement of Web Customer Satisfaction: An Expection and Disconfirmation Ap-proach. Information Systems Research, 13(3), 296-315. Machand, D. (1990). Managing In Book Information Quality: Defini-tons and Dimensions. Wormell I. & Taylor G. (Eds), information Quality, (pp. 7-17). Reading, Massachusetts: Los A. Oliver, R.L., Sarbo, De., & Wayne, S. (1988). Response Determinants in Satisfacction Judgements. Journal of Consumer Research, 1(14), 495-507 Pitt, L.F., & Watson, R.T. (1995). Service Quality:A Measure of In-formation Systems Effectiveness. MIS Quarterly, 19(2), 173. Rieber, L.P. (1996). Seriously Considering Play: Designing Interactive Learning Environments Based on the Blending of Microwords. Educational Technology Research and Development, 44(2), 43-48. Taylor, S., & Peter, Todd. (1995). assessing IT usage the role of prior experience. MIS Quarterly, 19(4), 561-570. Van Dyke, T.P., Kappelman, L.A., & Prybutok, V.R. (1997). Measur-ing Information Systems Service Quality: Concerns on the Use of the SERVQUAL Questionnaire. MIS Quarterly, 21(2), 159-208. Voiskounsky, A.E., Mitina, O.V., & Avetisova, A.A. (2004). Playing Online Games: Flow Experience. PsychNology Joumal, 2(3), 259-281. Zeithaml, V.A., Berryand, L.L., & Parasuraman, A. (1996). The Be-havioral Consequences of Service Quality. journal of Mareting, 60(2), 31-46.