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結合科技接受模式與計畫行為理論探討參與Wii運動型遊戲之行為意圖

The Application of Technology Acceptance Model and Theory of Planned Behavior to Discuss the Behavioral Intention of Wii Sports Gaming Participation

摘要


本研究旨在「結合科技接受模式與計畫行為理論探討參與Wii運動型遊戲之行為意圖」,同時採用科技接受模式與計畫行為理論,並加入知覺娛樂性,以潭子、后里地區國高中(職)學生為施測對象,探討參與Wii運動型遊戲之行為意圖,其中構面包含:行為態度、主觀規範、知覺行為控制、知覺易用性、知覺有用性、知覺娛樂性、行為意圖等各路徑的關係,回收有效樣本計386 份,以SPSS12.0 版與LISREL8.52套裝軟體,建立資料檔案並進行各項統計分析。經對研究假設進行驗證,結果發現如后:知覺有用性對行為態度無顯著的關係;知覺易用性對行為態度、知覺娛樂性對行為態度、知覺易用性對知覺有用性、知覺易用性對知覺娛樂性、行為態度對行為意圖、主觀規範對行為意圖、知覺行為控制對行為意圖等路徑均達顯著的正向關係。本研究以科技接受模式加入知覺娛樂性與計畫行為理論之結合探討參與Wii運動型遊戲之行為意圖模式驗證結果呈現出尚佳的表現。希冀本研究之發現可作為未來研究的參考與方向。

並列摘要


The study ”The Application of Technology Acceptance Model and Theory of Planned Behavior to Discuss the Behavioral Intention of Wii Sports Gaming Participation” used the technology acceptance model and theory of planned behavior with perceived playfulness to discuss the behavior intention of Wii Sports gaming participation. This includes the dimensions of attitude toward behavior, subjective norm, perceived behavior control, perceived ease of use, perceived of usefulness, perceived playfulness and behavior intention, as well as the relations of each path. The junior and senior high(vocational ) school students in Tanzi and Houli District were our research subjects, and a total of 386 valid questionnaires were collected. The SPSS12.0 version and LISREL8.52 package were used to compose the data file and for the statistical analysis. Through the verification of the research hypotheses, the conclusions were as follows: perceived of usefulness has no significant impact on attitude toward behavior; the impacts on perceived ease of use to the attitude toward behavior, perceived playfulness to attitude toward behavior, perceived ease of use to perceived of usefulness, perceived ease of use to the perceived playfulness, attitude toward behavior to behavior intention, subjective norm to behavior intention, while perceived behavioral control to behavior intention were significantly positive. In this study, the verification of integrating the application of technology acceptance model and the theory of planned behavior with the addition of perceived playfulness to discuss the behavioral intention of Wii Sports gaming participation results in a comparatively good performance. The contribution of this study can be used as a reference for future research and direction.

參考文獻


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被引用紀錄


黃均皓(2015)。結合體驗行銷、科技接受模式及計畫行為理論探討使用觀光醫療之就醫行為〔碩士論文,長榮大學〕。華藝線上圖書館。https://doi.org/10.6833/CJCU.2015.00142
郭晏君(2016)。探討智慧手錶應用在銀髮族中的科技接受行為─高雄都會區的個案〔碩士論文,逢甲大學〕。華藝線上圖書館。https://doi.org/10.6341/fcu.M0401373
陳光宗、施致平(2014)。科技接受模式於體育運動之應用探討中華體育季刊28(3),187-194。https://doi.org/10.6223/qcpe.2803.201409.1002

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