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The Study of User's Intention and Satisfaction for Mobile Game 任雯萍、晁瑞明

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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

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