台灣線上遊戲產業逐漸趨於成熟且各家廠商的產品並無太大差異,因此未來若要在此產業中成長或獲利,就必須要創造出全新商品或是新型態的遊戲模式,而美國已經有廠商推出雲端線上遊戲服務,但是完整的產品概念在台灣尚未出現,因此本研究目的是希望了解消費者使用雲端線上遊戲平台的意願與影響意願之關鍵因素,並進一步了解此新型態遊戲模式在台灣是否有發展性。 本研究以整合性科技接受與使用模型(UTAUT)做為基礎,衡量預期績效、預期易用與社會影響三構面對於使用雲端平台意願的影響,同時也分析調節變數(經驗與性別)的效果;透過網路回收235份有效問卷後進行統計分析以驗證研究架構與假設。 研究結果發現影響使用意願最多的為社會影響,其次為預期績效,最後為預期易用;並且經驗會調節預期易用與使用意願之間的關係,而性別則是會調節社會影響與使用意願之間的關係。
The technology of cloud computing has led the online game industry to deploy an impressive application. In America, some companies have already provided the cloud online game, but it doesn’t appear in Taiwan. The purpose of this study is to understand people’s intention to use cloud computing platform to play online games. The research model and hypotheses are developed based on unified theory of acceptance and use of technology (UTAUT). The model focuses on performance expectancy, effort expectancy and social influence as the determinants of intention to use. In addition, the moderating effect of gender and experience are evaluated simultaneously. The model and hypotheses are empirically measured by using the data from an online survey of 235 samples. The research findings show that social influence is the strongest predictor of intention to use, followed by performance expectancy and then effort expectancy. With respect to the moderating effect, experience affects the relationship between intention to use and effort expectancy. Gender affects the relationship between intention to use and social influence.