透過您的圖書館登入
IP:18.222.175.173
  • 學位論文

玩線上遊戲是計畫行為嗎?以沉浸經驗延伸計畫行為理論

Is Playing Online Games a Planned Behavior? —An Extended TPB with Flow Experience

指導教授 : 范錚強
若您是本文的作者,可授權文章由華藝線上圖書館中協助推廣。

摘要


雖然計畫行為理論 ( Theory of Planned Behavior, TPB ) 對意圖與行為的解釋能力,已在眾多實徵研究中受到相當程度支持與重視。但是,真實世界中人類有許多行為卻不全然都是計畫行為,單純使用計畫型的理論並無法對人類行為解釋完全。本研究採用線上遊戲行為作為研究情境,以「沉浸經驗」作為切入點,試圖探討「非計畫」的因素,對計畫行為理論模型的影響及其在模型中的配置情形,並將描述性規範加入於TPB模型中,探討「規範」在玩線上遊戲的情境中所扮演的角色,此外,本研究將傳統TPB中的「行為意圖」細分成「一般性意圖」和「當次意圖」,針對不同層次的意圖進行剖析探討。 本研究以「問卷調查法」進行資料的蒐集,共蒐集492份樣本,使用 LISREL與 SPSS 來進行 SEM 資料分析,以檢驗本研究模型和相關假說。研究結果發現:一、在線上遊戲的情境中,描述性規範比起主觀規範對個人的意圖影響更為顯著。二、沉浸經驗對實際行為有正向的直接影響,亦即計畫行為理論可以延伸,涵蓋非計畫的影響因素。

並列摘要


The Theory of Planned Behavior (TPB) has received considerable attention and empirical support for explaining human behavior in many literatures. However, many human behaviors are not planned in the real world. So the TPB cannot explain all human behaviors. This study is conducted under the scenario of online game platform and uses flow experience as the unplanned factor to explore what are the effects of unplanned factors on the TPB model. This study not only add descriptive norm to the TPB model to examine the role of it, but also split the construct of behavioral intention into general intention and specific intention to deeply discuss the different levels of intention. The data is collected from 492 respondents through self administered questionnaires. The results revealed that individuals are more likely to be influenced by descriptive norm than subjective norm. Furthermore, flow experience has a directly effect on actual behavior. It is concluded that unplanned factors such as flow experience might profitably be included in TPB.

參考文獻


2. Ajzen, I. (1991). The theory of planned behaviour. Organizational Behaviour and Human Decision Processes, 50, 179–211.
3. Ajzen, I., & Driver, B. L. (1992). Application of the theory of planned behavior to leisure choice. Journal of Leisure Research, 24(3), pp.207-224.
4. Ajzen, I., & Fishbein, M. (1977). Attitude-behaviour relations: A theoretical analysis and review of empirical research. Psychological Bulletin, 84, 888–918.
6. Ajzen, I., & Madden, T. J. (1985). Prediction of goal-directed behavior: Attitudes, intentions, and perceived behavioral control. Journal of Experimental Social Psychology, pp.453-474.
7. Armitage, C. J., & Conner, M. (2001). Efficacy of the theory of planned behavior: A meta-analytic review. British Journal of Social Psychology, 40, 471–499.

被引用紀錄


湯夢涵(2015)。以沉浸經驗探討行動遊戲應用程式廣告呈現形式與社交元素之廣告效果〔碩士論文,國立交通大學〕。華藝線上圖書館。https://doi.org/10.6842/NCTU.2015.00116
吳欣潔(2012)。大一學生在圖書館利用教育遊戲之心流經驗〔碩士論文,國立臺灣大學〕。華藝線上圖書館。https://doi.org/10.6342/NTU.2012.01975
劉瑞啟(2011)。繼續還是不繼續?網路文學作品持續閱讀與沉迷程度之影響〔碩士論文,國立中央大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0031-1903201314414192
黃昆山(2012)。以沉浸理論探討臉書遊戲商品購買意願〔碩士論文,國立中央大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0031-1903201314445554
黃雪甄(2012)。使用者的認知風格及知覺玩興對智慧型手機沉浸經驗與成癮之研究〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315280725

延伸閱讀