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  • 學位論文

創新科技產品採用行為之分析-以Wii為例

Adoption of Game Console

指導教授 : 羅美玲

摘要


近年來,大環境迅速變動,消費型態和風格都和以往有些不同,消費者對於新產品的接受程度也有些許的改變,因此,本研究主要目的在於探討消費者對於互動性遊戲主機的認知及採用行為之影響因素,以探討科技接受度之科技接受模式、創新擴散理論、沉浸理論為主要理論架構,並考量其主題特性及消費者採用行為,結合個人創新性、互動性、沉浸等相關理論發展出本研究架構。探討這些變數對於消費者態度以及採用行為之影響分析。本研究利用SPSS12.0進行資料的敘述性統計分析以及利用PLS GRAPH檢驗假說檢定。 本研究將抽樣對象分為兩群組:第一群組為學生樣本,資料來源為傳統問卷,其總計回收有效問卷為257份;第二群組為一般大眾,資料來源為電子問卷,其總計回收有效問卷為211份。本研究同時也利用訪談方式更近一步了解採用行為。 本研究在量化或是質化結果皆顯示個人之認知有趣確實會影響個人的使用態度以及採用行為;個人之互動性對於沉浸狀態是正向影響關係。另一方面,本研究也發現,個人對於認知易用抱持不一樣的觀點,在學生族群中對於態度有正向影響,但是對於一般大眾沒有顯著影響。

並列摘要


Recently, the environment of shopping ways and styles change rapidly, which are different from before. For customers, the degree of accepting new products are changing a little bit as well, therefore, the main purpose of this research is inquiring into the influence factor of cognition and the adoption behavior of consumer to the interactive game console, technology acceptance model, innovation diffusion of theory, flow theory as the main theories to configure, and considering the characteristics interactive game and creative sex of the combinational personal innovativeness in the domain of information technology (PIIT), interactivity, flow etc. of the related theories develops this research structure. Finding these related variables how to affect consumer attitude and adoption behavior. The descriptive statistics are used by SPSS12.0 and the hypotheses are tested by utilizing PLS GRAPH. This research divided sample data into two studies. Study 1 is student group which from traditional questionnaire, totaling the valid questionnaire of the recovery as 257s. Study 2 is general which from network questionnaire, totaling the valid questionnaire of the recovery as 211s. This research also uses deep-interview method to clearly understand adoption behavior. The results of the data analysis show that perceived enjoyment can really have positive effects on consumer attitude and adoption behavior. Interactivity has positive effects on flow. On the other hand, perceived ease of use has positive effects on consumer attitude in study 1, but in study 2, there is no significant effect on consumer attitude.

參考文獻


1.Agarwal, R. and J. Prasad, A Conceptual and Operational Definition of Personal Innovativeness in the Domain of Information Technology. Information Systems Research, 1998. 9(2): p. 204-215.
2.Adams, D.A., R.R. Nelson, and P.A. Todd, Perceived Usefulness, Ease of Use, and Usage of Information Technology: A Replication. MIS Quarterly, 1992. 16(2): p. 227-247.
3.Ahn, T., S. Ryu, and I. Han, The impact of Web quality and playfulness on user acceptance of online retailing. Information & Management, 2007. 44(3): p. 263-275.
4.Andrew C. Boynton and Robert W. Zmud, “Information Technology Planning in the 1990's: Directions for Practice and Research”, MIS Quarterly, 1987. Vol. 11, No. 1, pp. 59-71
5.Baggozzi,R.P.,F. Davis, P.R Warshaw. Development and test of a theory of technological learning and usage, Human Relations, 1992.47, pp.16

被引用紀錄


陳柏秀(2012)。基於創新擴散理論對於電子書之消費者購買意圖〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/cycu201200786
陳廷遠(2011)。整合TAM與IDT模型探討消費者對於創新產品的接受度 —以超音波美容儀為例—〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/cycu201200394
葉欣澤(2009)。次世代遊戲主機產品關聯服務之消費者偏好分析〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/cycu200901327
余姿君(2008)。以科技接受模式探討使用互動式虛擬實境遊戲行為之研究-以任天堂Wii為例〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0061-1811200915323689
彭惠儀(2017)。以科技接受模式探討虛擬實境遊戲之使用意願〔碩士論文,義守大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0074-2208201713323800

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