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A study of the technology acceptance model adapted for Wii players in mainland China and Taiwan 鄭烜成、封德台

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A study of the technology acceptance model adapted for Wii players in mainland China and Taiwan

鄭烜成、封德台

E-mail: 325374@mail.dyu.edu.tw

ABSTRACT

Introduction of various types of new game console manufacturers competing to attract customers, or to increase peripheral products, or game pieces to expand the development of such games. In order to maintain customers or attract new customers, on the table include price promotions, new games, celebrity endorsements and promotions in conjunction with other value-added activities, and so on. In the table, the major game development company is committed to skills enhancement, such as the processing chip and display technologies, so the game screen is more vivid, more shot in. Smoothness in the game, the enterprise not only graphics technology development, we must invest a lot of costs in the host device, to prevent players using the game after feeling bored cause lack of immersion. In view of China's economic reform and opening up, foreign capital actively distribution in the mainland; from the Wii console gamers, for example, management is now the best-selling video game market sales champion of the aircraft is, Nintendo Although there have been a long-term operation, then the initial Into the market economy in China is concerned, is one of the big challenges. Therefore, this study tried to explore the cross-strait science and technology acceptance Wii console gamers use perception, the will and behavior. In addition, research in many of the game, the use of perception for the will and the players have an important determinant of behavior, such as the game allows players to immerse increase the degree title. This study will examine whether the user perception of the use of the Wii console gamers will have an impact on behavior and use. Finally, the results and findings of this study, presented academic and practical suggestions, and provide a reference for industry business.

Keywords : Technology Acceptance、Use’s acceptance、Using behavior Table of Contents

目錄 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 研究背景與動機....

..........1 第二節 研究目的.................6 第三節 研究流程..........

.......7 第四節 研究範圍與對象..............8 第二章 文獻探討.............

.....9 第一節 科技接受度................9 第二節 消費者行為......... .....

15 第三節兩岸Wii遊戲機概述............ 26 第四節科技接受度與消費者行為之關係....... 33 第 三章研究方法.................. 41 第一節 研究架構................ 42 第二節 研究假設................ 45 第三節研究變項之操作性定義與衡量....... 43 第四節研究設計

................ 48 第五節資料分析與統計方法........... 49 第四章資料分析結果..

............. 49 第一節樣本分布情形 ............. 51 第二節效度與信度分析.....

........56 第三節差異分析................63 第四節皮爾森相關係數分析.......

....72 第五節?歸分析................76 第六節路徑分析................78 第七節假設結果................86 第五章結論與建議 ................87 第一節 研究結論................87 第二節理論涵義................89 第三節實務意涵

................91 第四節後續研究之建議.............94 參考文獻.......

................96 附錄A  研究問卷設計版...............108 附錄B  研究 問卷發放版...............112 表目錄 表 1-1 電視遊戲機出貨量分析............. 3 表 1-1 PS3、XBOX 360與Wii的預計累積銷售量與高峰期.4 表 2-1消費者行為定義................16 表 2-2 一般消費者特性................18 表 2-3 不同類型之遊戲裝置出貨量...........29 表 3-1 對「娛樂認知」之衡量問項...........43 表 3-2 對「易用認知」之衡量問項..........

.44 表 3-3 對「有用認知」之衡量問項...........45 表 3-4 對「使用意願」之衡量問項.........

..46 表 3-5 對「使用行為」之衡量問項...........47 表 4-1 兩岸Wii玩家性別分布..........

...51 表 4-2 兩岸Wii玩家年齡分布.............52 表 4-3 兩岸Wii玩家學歷分布..........

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...52 表 4-4 兩岸Wii玩家職業分布.............53 表 4-5 兩岸 Wii玩家每月(可支配)所得分布....

...53 表 4-6 兩岸Wii玩家沉浸程度分布...........54 表 4-7 兩岸Wii玩家使用場所分布........

...54 表 4-7 兩岸Wii玩家陪伴對象分布...........55 表 4-8 兩岸Wii玩家是否玩過其他任天堂遊戲分布.

...55 表 4-9 兩岸使用者知覺之KMO值與Bartlett的球形檢定值.56 表 4-10 兩岸使用知覺因素分..........

....57 表 4-11 兩岸使用者意願之KMO值與Bartlett的球形檢定值.59 表 4-12 兩岸使用者意願之因素分析.....

......59 表 4-13 兩岸使用者行為之KMO值與Bartlett的球形檢定值.60 表 4-14 兩岸使用者行為之因素分析...

........60 表 4-15 兩岸使用知覺信度分析表............61 表 4-16 兩岸使用意願信度分析表..

..........62 表 4-17 兩岸使用意願信度分析表............62 表 4-18 人口統計變項與使用者知 覺之檢定........63 表 4-19 人口統計變項與使用意願之檢定.........66 表 4-20 人員統計變項與使用 行為之檢定.........69 表 4-21 台灣樣本變數皮爾森相關係數表.........73 表 4-22 大陸樣本變數皮 爾森相關係數表.........74 表 4-23 台灣樣本變數?歸檢定表............76 表 4-24 大陸樣本變 數?歸檢定表............77 表 4-25 台灣地區Wii玩家的「使用知覺」、「使用意願」及 「使用行為」關係 之假設檢定..........81 表 4-26 大陸地區Wii玩家的「使用知覺」、「使用意願」及 「使用行為」關係之假設 檢定..........85 表 4-27 假設結果...................86 圖目錄 圖 1-1 研究流程圖 .

.................6 圖 2-1 科技接受模型.................10 圖 2-2 延伸後的 TAM.................14 圖 2-3 消費者特性之連續尺度.............17 圖 2-4 消費 者行為模式................19 圖 2-5 影響消費者行為之因素.............20 圖 2-6 EKB 消費者行為模式..............22 圖 3-1 研究架構...................41 圖 4-1 Wii玩家的使用知覺、使用意願、使用行為路徑分..78 圖 4-2 台灣地區Wii玩家的使用知覺、使用意願、使用行為 路 徑分析...................79 圖 4-3 台灣地區Wii玩家的娛樂認知、使用意願、使用行為 路徑分析

...................80 圖 4-4 台灣地區Wii玩家的易用認知、使用意願、使用行為 路徑分析...

................80 圖 4-5 台灣地區Wii玩家的有用認知、使用意願、使用行為 路徑分析......

.............81 圖 4-6 大陸地區Wii玩家的使用知覺、使用意願、使用行為 路徑分析.........

..........83 圖 4-7 大陸地區Wii玩家的娛樂認知、使用意願、使用行為 路徑分析............

.......83 圖 4-8 大陸地區Wii玩家的易用認知、使用意願、使用行為 路徑分析...............

....84 圖 4-9大陸地區Wii玩家的有用認知、使用意願、使用行為 路徑分析..................

.85

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