本研究主要以Katz, Blumer, 與Gurevitch所提出之使用與滿足理論(Uses and Gratification Theory)為主軸,探討Wii-Sports使用者的「使用動機」與「滿足程度」之關係,建構運動性體感擬真電子影音遊戲的之使用者對各樣使用動機的滿足程度,符合使用期待與需求。研究以親臨臺北2012年國際電玩展,現場取樣方式進行問卷調查,總計發出500份,有效問卷448份,有效回收率89.6%。依研究目的及驗證假設模式之需要,本研究運用獨立樣本t檢定及成對樣本t檢定進行分析。研究結果發現(一)Wii-Sports遊戲之使用者的運動習慣對運動健康性滿足、休閒娛樂性滿足與社交友誼性滿足上並無顯著相關,但在運動心理性滿足則有顯著差異性,(二)運動動機對休閒娛樂構面與社交友誼構面無顯著差異,(三)從「使用與滿足理論」觀點探討,若使用者期待使用體感運動遊戲後會達到運動或健康的目的,研究發現在滿足程度上出現顯著不滿足之情況。本研究發現可提供企業經營者研發及行銷新產品及相關單位之參考。
We proposed to test uses and gratifications theory (UGT) to explore the relationship between the motivation and satisfaction of Wii-Sports users, to construct user motivation for using sports motion-sensing simulated video games on real sports satisfaction, and to meet user expectations and demands. The population for this study consisted of visitors to the 2012 Taipei Game Show, in which data were collected using a spot-based survey. A total of 500 questionnaires were sent out. Of the returned 500 surveys, 448 were usable samples, indicating a valid response rate of 89.6%. Samples were analyzed using the one-sample t test and the paired t test. Our findings indicated that (a) the usage habits of Wii-Sports users do not have a significant effect on exercise and health, leisure and entertainment, and on social contact and friendship. However, their usage habits have a significant effect on exercise and mentality; (b) the exercise motivation of Wii-Sports users has no significant effect on leisure and entertainment, and on social contact and friendship; and (c) based on UGT, we found that users of Wii Sports expect to achieve their exercise and health requirements. However, satisfaction failed to satisfy this purpose. These results serve as a reference for the related industry to develop and launch new products. We also discuss implications and provide suggestions for future studies.