Wii Fit係日本任天堂公司所推出的運動健康管理電玩遊戲;本研究以期望確認理論(Expectation Confirmation Theory, ECT)做為Wii Fit研究案例之理論基礎,進行其Wii Fit玩家持續使用意圖之研究探討,以了解消費者持續使用此一運動遊戲軟體的因素。以家中擁有Wii Fit、16歲以上並且在三個月內曾經使用過Wii Fit的使用者作爲研究對象。以二階段抽樣方式進行取樣,首先以便利抽樣方式尋找擁有Wii Fit的家戶,再以系統抽樣之方式,由家戶成員中挑選受訪者接受調查。本研究共計獲得231份有效問卷。 模式經由AMOS統計軟體估計,研究結果顯示:Wii Fit使用者其確認程度對於之認知有用性、認知易用性以及認知玩趣性具有正向顯著的影響;而確認程度與知覺玩趣性對於滿意度有正向顯著的影響。然而,本研究卻未發現認知有用性與認知易用性對於使用者的滿意度具有正向顯著的影響。顯示受訪者認為Wii Fit對使用者而言,僅具有娛樂效果;換言之,Wii Fit被視為一種娛樂性質高的運動遊戲軟體,而非效果有用的運動健身軟體。本研究根據研究結果提出相關建議,供遊戲廠商及後續研究參考。
Wii Fit is a video game developed by the Nintendo Corporation, a company founded in Japan, and has been used for fitness and health administration like physiotherapy rehabilitation. Wii Fit being as a study case, this study investigated the continuance of this exercise entertainment product based on the Expectation Confirmation Theory (ECT). An original model which examined cognitive beliefs and effects that influence a person’s intention to continue to use information system is integrated with perceived playfulness and ease of use to theorize an extended ECT model of Wii Fit continuance. Nine Five research hypotheses derived from this model are empirically validated using a survey of Wii Fit users. A survey was conducted under a two-staged sampling scheme: firstly, Wii Fit owners were searched by convenient sampling; then their family members were selected by systematic sampling to participant into the study. Respondents were restricted to those who were 16 years old or above and had using experiences on Wii Fit within the last three months. In total, there were 231 valid responses collected. The data analysis was conducted via statistical software of AMOS. The results indicated that users’ satisfaction was influenced by their confirmation of expectation from prior Wii Fit use and perceived playfulness. Post-acceptance perceived usefulness, ease of use and playfulness were influenced by users'' confirmation level. However, perceived ease of use and usefulness did not affect users’ satisfaction. It implied that Wii Fit has been regarded as a Sports video game with entertainment only instead of a health administrative tool. Finally, the research and managerial implementations were discussed.