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  • 學位論文

從同儕效應、心流經驗與寂寞感探討手機遊戲之行為意圖

From the Peer Effect, the Flow Experience and Loneliness, Discuss the Behavioral Intention of Mobile Games

指導教授 : 李宜致
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摘要


在現今網路資訊發達、知識爆炸的年代,幾乎人手一機的智慧型手機,除了提供基本的撥接功能,隨著更多年齡層的需求,手機大廠們紛紛將各式各樣的功能融入手機當中,如拍照、網路通訊、導航、各種生活小工具等等;其中,更受世人所愛戴的,無非是打發時間、挑戰自我的手機遊戲。本研究欲探討目前高中學生對手機遊戲之行為意圖,本研究採取問卷調查法,計有「心流經驗」、「同儕影響」、「寂寞感」與「行為意圖」等四項變數,經由SPSS統計軟體(Statistical Product and Service Solutions)進行資料分析,發現「心流經驗」和「同儕影響」對手機遊戲之行為意圖有正向顯著的影響。本研究欲討論全球產值一年超過50億美金的手機遊戲,如何在高中學生間快速蔓延開來,資料顯示:高中學生從事手機遊戲時,自身的感性經驗非常重要,甚至受到同儕之間的影響也不小,手機遊戲業者可運用本研究之結果,針對青少年的喜好與習慣,作為在日後設計手機遊戲之參考。

並列摘要


Information developed in today's networks, the era of knowledge explosion, almost everyone has a smart phone, in addition to providing basic dial function, with the demand for more ages, mobile phone manufacturers are incorporating various features into handsets, such as photo graphs, networking, navigation, and so on, in which the more beloved of the world, is simply to pass the time and challenge themself in the cell mobile games. This research is to investigate the current high school students on phone game of behavior intent has those, take questionnaire survey method, meter has "heart flow experience", and "peer effects", and "loneliness", and "behavior intention", four factors, via SPSS statistics software for data analysis, found "heart flow experience" and "peer effects" has a positive significant effect on the behavior intent of mobile phone games. This research intends to discuss global output a years over 5 billion dollars in mobile phone games, how quickly spread among high school students in the open, the data displayed:high school students engaged in mobile phone games, their perceptual experiences is very important, even affected by the peer effect is also great, mobile phone games industry may use the results of this study, for the preferences and habits of youth, as a reference for future design of mobile games.

參考文獻


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被引用紀錄


張申霖(2017)。開發交通遊戲於交通管理之應用〔碩士論文,國立臺灣大學〕。華藝線上圖書館。https://doi.org/10.6342/NTU201700373

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