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  • 學位論文

以科技接受模式探討虛擬實境遊戲之使用意願

Applying the Technology Acceptance Model to Explore the Use Intention of the Virtual Reality Games

指導教授 : 陳筠昀

摘要


隨著智慧型手機、行動裝置技術逐漸普及,2016年科技將方向轉移至虛擬實境、人工智慧、雲端運算與物聯網,因此本研究將探討虛擬實境遊戲上的使用意願,虛擬世界的影像能呈現出像真實世界的畫面讓使用者感覺仿佛身歷其境。虛擬實境結合動畫、影像、聲音以及周邊相關設備,本研究中將以使用過虛擬實境遊戲上的消費者與大眾為研究對象,採用科技接受模式(TAM)為理論基礎,分別探討消費者對於虛擬實境遊戲的知覺有用性、知覺易用性、使用態度、使用意願之影響,另外加入知覺有趣性及沉浸體驗兩個構面來探討對消費者與大眾是否有正向之影響。   本研究正式問卷中有效問卷210人的資料皆顯示項目間具有高度信效度及相關性。本研究結果為知覺易用性對知覺有用性有正向影響;知覺易用性對知覺有趣性有正向影響;知覺有用性對使用態度有正向影響;知覺易用性對使用態度有正向影響;知覺有趣性對使用態度有正向影響;沉浸體驗對使用態度有正向影響;沉浸體驗對使用意願有正向影響;使用態度對使用意願有正向影響。由資料分析結果,希望可以提供虛擬實境遊戲上的未來發展策略及整體行銷方向,更能提供後續研究學者對於虛擬實境遊戲上之研究的參考指標。

並列摘要


With the popularity of smart phones and mobile devices, Virtual Reality (VR), Artificial Intelligence (AI), Cloud Computing and Internet of Things (IoT) are highly valued in 2016. As a result, this research aims to discuss the usage intention for Virtual Reality Games. The images in virtual world can present players picturesque scenery and create a simulated sense like being on spot. Virtual Reality combines animation, images, voice and some peripheral devices. This thesis tries to apply Technology Acceptance Model (TAM) perspective to analyze the impact on the convenience and the complexity of Virtual Reality Games, the perceived usefulness, the perceived ease, and the intention of using. The object of this study is the public having gone through the Virtual Reality Games. Plus, the concepts of perceived playfulness and flow experience are also added to analyze whether it has positive influence on the consumers. Two hundred and ten questionnaires were returned, showing that each item has high reliability and connection. The results are as follows: perceived ease of use has a positive effect on the perceived usefulness; perceived ease of use has a positive effect on perceived playfulness; perceived usefulness, perceived ease of use, perceived playfulness and flow experience have a positive effect on attitude toward using; flow experience have a positive effect on intention usage; attitude toward using has a positive effect on intention usage. The purpose of the thesis is to offer the marketing strategy to business and to provide a possible direction on Virtual Reality Games.

參考文獻


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