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大学生网络游戏社交互动对网络游戏虚拟商品氪金行为的影响:以自我认同为中介变量,以感知价值为调节变量

The Influence of Online Game Social Interaction on Online Game Virtual Commodity Purchasing Behavior: Self-Identity as the Mediating Variable and Perceived Value As the Moderating Variable

摘要


中国在游戏产业今非昔比,随着中国新冠肺炎疫情防控已取得成效,我国的网络游戏产业同样也在跨步性前进。当前的现代大学生,在满足基本的物质需求后,开始追求精神上的享受。当代大学生是我国网民的主力军。当代大学生由于在网络游戏中的社交行为,玩家互动几乎成了社会交往的某种重要方式。为了广泛亲密的社交行为和提高在别人心中的地位,攀比氪金,超前消费。为了解决这一问题,本研究将以社交互动为自变量,氪金行为做因变量,自我认同为中介变量,感知价值为调节变量,来研究大学生在网络游戏的社交互动行为对游戏内氪金行为的影响。

並列摘要


China novel coronavirus pneumonia epidemic prevention and control has achieved results, and our online game industry is also stepping forward. The current modern college students, after meeting the basic material needs, begin to pursue spiritual enjoyment. Contemporary college students are the main force of Internet users in China. Due to the social behavior of contemporary college students in online games, player interaction has almost become an important way of social communication. In order to have a wide range of intimate social behaviors and improve their position in other people's hearts, compare krypton gold and consume ahead of time. In order to solve this problem, this study will take social interaction as the independent variable, krypton behavior as the dependent variable, self-identity as the intermediary variable and perceived value as the regulatory variable to study the impact of College Students' social interaction behavior in online games on purchasing behavior in games.

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