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  • 學位論文

台灣地區手機遊戲使用者行為分析之研究

An Analysis on User Behavior of Mobile Game in Taiwan

指導教授 : 蔡政言

摘要


本論文主要的研究目的,是嘗試探討台灣地區手機遊戲消費者族群使用動機與使用行為,並藉由問卷調查輔以統計分析,得知消費者族群以年輕人居多,且使用時間大部份在下課後或下班後。在上課時間或上班時間則較少使用。建議廣告廠商可以利用該時段採用置入行銷廣告,可能會有較高收益成效。

並列摘要


The purpose of this thesis is to study the usage of Mobile Game and its user behavior in Taiwan. We conduct an empirical market investigation associated with statistical analyses, and conclude the following findings. The users of the Mobile Game are significantly concentrated in the young-age consumer groups, including students at schools and new entrants of social freshmen. These groups often play the Mobile Game not during the daily class period for the students and not during the office hours for the social freshmen. According to the empirical evidences, we suggest that the advertisement companies can utilize the after-class and off-duty time periods to launch it performance in order to earn more profit.

並列關鍵字

Mobile game User Motivation User Behavior APP

參考文獻


天下雜誌 (2018) The World in 2019, 天下雜誌,200號,p. 76。
白鯨社區(2017),「手遊行業的五大全球發展趨勢」,03月14日在https://kknews.cc/zh-tw/game/qy52x5y.html
最後瀏覽時間:2018/11/23
周太饒 (2014) 「沉浸理論探討智慧型手機遊戲使用者之群集分析」,交通大學企業經營管理研究所碩士論文。
吳啟道 (2017) 主場行銷策略對球迷的購買意願與再購買意願 之影響-以 Lamigo 桃猿隊主場為例,在https://tw.blog.search.yahoo.com/search;_ylt=AwrtFmXqWChcUBgALG9r1gt.;_ylu=X3oDMTEybW1kcmkyBGNvbG8DdHcxBHBvcwMxBHZ0aWQDQjY2MDJfMQRzZWMDc2M-?p=%E4%B8%BB%E5%A0%B4%E8%A1%8C%E9%8A%B7%E7%AD%96%E7%95%A5%E5%B0%8D%E7%90%83%E8%BF%B7%E7%9A%84%E8%B3%BC%E8%B2%B7%E6%84%8F%E9%A1%98%E8%88%87%E5%86%8D%E8%B3%BC%E8%B2%B7%E6%84%8F%E9%A1%98%E4%B9%8B%E5%BD%B1%E9%9F%BF&fr=yfp-search-sb。

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