南華大學機構典藏系統:Item 987654321/17255
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    jsp.display-item.identifier=請使用永久網址來引用或連結此文件: http://nhuir.nhu.edu.tw/handle/987654321/17255


    题名: 以科技接受模式探討免費制網頁遊戲玩家對內置Plug-in機制使用者滿意度之研究
    其它题名: Exploring the Users Satisfaction of Built-in Plug-in Mechanism in Free Web Game Players by Technology Acceptance Model
    作者: 邱晟維
    Chiou, Cheng-Wei
    貢獻者: 資訊管理學系
    吳光閔
    Guang-Ming Wu
    关键词: 認知有趣性;科技接受模式;外掛;使用者滿意度
    Perceived Playfulness;Technology Acceptance Model;Plug-in;User Satisfaction
    日期: 2014
    上传时间: 2014-11-24 15:01:23 (UTC+8)
    摘要:   現今全球網際網路普遍化和電腦硬體設備不斷提升的情況下,網路娛樂產業也跟著迅速擴展。各類網站隨處可見免費制網頁遊戲的宣傳廣告,用以吸引瀏覽者的目光和點擊遊玩。本研究以科技接受模式之認知因素為基礎,並加入其他學者所加以延伸的認知有趣性,探討玩家對於免費制網頁遊戲內置外掛機制之使用者滿意度。研究對象和測量方式則以玩過網頁遊戲的大學生族群玩家進行實體問卷調查。研究目的在於分析與了解免費制網頁遊戲玩家使用內置外掛機制的滿意度與認知因素之間的相互關係,以期能提供於免費制網頁遊戲內置外掛機制在未來的拓展策略。  最後,研究結果發現:認知有用性以及認知有趣性,此兩個自變項對依變項的使用者滿意度具備顯著的影響力,其中以認知有趣性影響程度最高,其次是認知有用性,影響程度最低且呈現不顯著則是認知易用性;再者,以認知易用性為自變項時,分別對認知有用性與認知有趣性為依變項時,也具備顯著的影響力。
      In recent years, network entertainment industry is developed vigorously as well as the popularization of the global internet and sustainable promotion of hardware facilities. We can always find free web game catch the attention of the visitor to click the page and play games by advertisements in all kinds of network station. This study takes cognitive factors of Technology Acceptance Model as base and bring in other scholars have to be extended perceived playfulness, to explore the users satisfaction of built-in plug-in mechanism in free web game players. This study uses entities questionnaires survey to conduct the investigation. These questionnaires were distributed to the college students of played web game. The purpose of this is to analyze and realize interrelationship between the players to use satisfaction of built-in plug-in mechanism and cognitive factors in free web game. The study will expect to provide the strategy for developing built-in plug-in mechanism of free web game in the future.   Finally, the study found that two indepedent variable including perceived usefulness and perceived playfulness have influence of significance to the user satisfaction of dependent variable. Among the highest degree of impact on perceived playfulness, followed by perceived usefulness and minimum impact and to appear non-significant on perceived easiness. Furthermore, the perceived easiness as the indepedent variable that perceived usefulness and perceived playfulness as dependent variables also have influence of significance respectively.
    显示于类别:[資訊管理學系] 博碩士論文

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