隨著網路發展與智慧型手機普及,使用手機玩遊戲已成為年輕人主要休閒娛樂之一。本研究旨在探討大學生休閒投入、心流體驗與持續使用意願影響。以「大學生休閒投入、心流體驗與持續使用意願量表」為研究工具,採便利取樣方式抽取樣本,共回收202份問卷,所得資料經描述性統計及結構方程模式進行資料分析,結果為一、個人背景變項部分:以女性、二年級、每日玩手遊時間1-3小時與每月花費在手遊金額為1501-2000元居多數。二、休閒投入分別對心流體驗及持續使用意願具有正向影響;心流體驗對持續使用意願具有正向影響。結論:手機遊戲開發商應與社群媒體合作,增加使用意願;且,遊戲設計能顧及不同程度玩家,觸發心流;另外,大學生應養成正確使用手遊習慣,避免長時間使用手遊。
With the development of the internet and the widespread usage of smart phones, playing mobile games has become one of the young people's main activities. This study explores the effects of the college students leisure engagement, flow experience, and continuance usage intention. This research compiled the questionnaires based on relevant literature. "The Scale for college students leisure engagement, flow experience, and continuance usage intention" was used as a research tool for this study. This study was based on the convenience sampling. Among the mailed questionnaires, 202 were retrieved. The statistical procedures used in this research were Descriptive Statistics and Structural Equation Modeling. This research obtained conclusions as follows: 1. Personal background variables: most samples of the college students are female, second grades, used mobile games for 1-3 hours a day and spending an average of NT 1,501-2000 dollars monthly. 2. The leisure engagement has a significant positive effect on the flow experience, and the continuance usage intention. The flow experience has a significant positive effect on the continuance usage intention. Conclusion: Mobile game developers should cooperate with social media to increase willingness to use. And game design can take into account players of different levels and trigger flow experience. In addition, college students should develop the correct habit of using mobile games and avoid using mobile games for long periods of time.