透過您的圖書館登入
IP:3.143.7.73
  • 學位論文

真人密室逃脫遊戲顧客滿意度、休閒效益 與再參與意願關係之研究

The Correlation among Customer Satisfaction, Leisure Benefits and Re-Participation Intention in the Room Escape Games

指導教授 : 黃有傑
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


本研究探討真人密室逃脫遊戲之參與者顧客滿意度、休閒效益對再參與意願之影響,以參與過真人密室逃脫遊戲之參與者者為對象,採便利抽樣進行問卷發放,共計發放300份,有效回收問卷為268份,有效回收率達89.33%。資料分析方法包括描述性統計分析、獨立樣本T檢定、單因子變異數分析、迴歸分析與路徑分析。 研究結果發現受測者以19至24歲,收入在10,000元以下中部大學(專科)男性為居多,且大部分的人是經親友介紹第一次玩真人密室逃脫遊戲。而不同背景變項中,「教育程度」、「職業」、「月收入」、「目前居住地區」對顧客滿意度具有顯著差異存在;「教育程度」對休閒效益具顯著差異存在。真人密室逃脫遊戲參與者的顧客滿意度對休閒效益有顯著正向影響;而顧客滿意度與休閒效益皆對再參與意願有顯著正向影響。顧客滿意度在透過休閒效益對再參與意願的效果比顧客滿意度直接對再參與意願的效果高。 依據研究結果提出以下建議:建議業者舉辦相關之同好交流活動,以期增加參與者之間的互動機會;建議業者盡量設置以需團隊合作才能解開的機關為主,以發揮參與者在遊戲中之互動功能,以期發揮真人密室逃脫遊戲最大效益及提升顧客再參與意願;建議業者與政府單位、學校或私人企業合作,以舉辦活動或其他方式,以期增加產業的曝光率,打響遊戲知名度。

並列摘要


The study investigated the impact of customer satisfaction, leisure benefits and re-participation intention on room escape games. This research selected the people who are room escape games player as the objects.300 Questionnaires were sent out in total, recovering 268 valid questionnaires and the rate of effective returned was 89.33%. The data was analyzed with descriptive statistical analysis, ANOVA analysis, independent samples T test, Regression Analysis and Path Analysis. The results of this study are: Subjects are University (specialist) student of 19-24 years old females with monthly incomes NT 10,000 and they are form middle district in the majority. And most of the people is by the friends and relatives, first time to play room escape games. However, different Education, occupation, income, residence of people in customer satisfaction have significant difference. Different education of people in leisure benefits have significant difference. The customer satisfaction of people has a great impact on their leisure benefits. The customer satisfaction and leisure benefits of people also have impacts on their re-participation intention.The customer satisfaction through leisure benefits on re-participation intention in the results is higher than customer satisfaction directly to re-participation in the results. The research made suggests a conclusion as follows: The game industry can hold the events to increase the players interact. The game industry can increase the players interact in the game to enhance the players to participate again. he game industry can hold the events to enhance the visibility.

參考文獻


高俊雄(1995)。休閒利益三因素模式。戶外遊憩研究,8(1),15-28。
張雅惠(2011)主題餐廳之服務品質,體驗價值與顧客滿意度關係之研究-以台南東興洋行為例(未出版之碩士論文)。國立高雄餐旅大學,高雄市。
陳介宇(2010)。從現代桌上遊戲的特點探討其運用於兒童學習的可行性。國教新知,57(12),40-45。
陳明國、孫美蓮、莊翔達、邱政鋒(2010)。2010屏東熱帶農業博覽會遊客參與動機、 滿意度與重遊意願之研究。嘉大體育健康休閒期刊,9(1),104-116。
陳墀吉、謝淑怡(2011)。平溪線鐵道旅遊動機、體驗滿意度與重遊意願之研究。華岡地理學報,28,5-18。

延伸閱讀