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  • 會議論文

遊戲玩家線上直播的持續使用因素分析-以Twitch的英雄聯盟直播為例

An Empirical Study of Continuance Intention for online game stream service

摘要


線上直播平台的興起,伴隨著網路遊戲的受歡迎程度開始受到重視,本研究以學者Bhattacherjee (2001)提出的「IS接受後持續採用模型 (Information Systems Continuance expectation-confirmation model) 並加入社會臨場感 (Social Presence),探討直播影片觀賞者的持續使用意圖。本研究使用線上問卷調查法,研究結果發現,直播平台的使用者會因為對平台的滿意度與知覺有用性而產生持續使用意圖,而社會臨場感僅有認識社會臨場感會對於持續使用意圖產生影響。

並列摘要


With the growing of popularity of online game and the live stream service, it shows its significance of all times, the society put more concern on the live stream service website. This study takes Bhattacherjee's Information Systems Continuance expectation- confirmation model as the study frame, and uses online survey as the study method. And the results shows that user's satisfaction and perceived usefulness to the live stream website expresses positive influence to the intention of continuance, as well as the awareness of social presence. League of Legend, Twitch, Continuance Intention, Social Presence, Perceived Usefulness

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