伴隨著經濟成長、時代變遷,國人生活型態逐漸產生了變化,休閒娛樂活動成為重視的焦點,Nintendo於2006年推出Wii遊戲機後,即造成搶購風潮,雖然2007年初因輸入認證問題引發爭議,目前仍未能登台,但卻澆不熄對它的熱愛,也因如此,台灣目前所購買該款遊戲機大都是日文版的「水貨」。 本研究採用科技接受模式(TAM)來瞭解新世代Wii遊戲機使用者實際使用情形,並以Wii遊戲機獨特的遙控器功能、運動模擬的遊戲設計及日文介面之人機介面關係為模型之外在變數,探討對該遊戲機之認知有用性、認知易用性、使用態度及使用行為意願之間的關係。 本研究目的,希望藉由問卷調查、蒐集及分析,瞭解使用日文版Wii遊戲機使用者,對於該遊戲機的接受程度,透過書面及網路問卷等方式,共發出書面問卷300份,回收280份;網路問卷共填寫134份,合計有效樣本數為408份。本研究所採用SPSS12版統計軟體為統計分析工具,針對樣本資料使用研究方法如敘述統計、因素分析、單因子變異數檢定(one-way ANOVA)等。 研究結果Wii遊戲機功能及遊戲設計對認知有用性為正向影響,遊戲設計及人機介面對認知易用性為正向影響,認知有用性和認知易用性對使用態度呈現正向影響,使用態度和認知有用性對使用行為意願呈現正向影響。
Along the economic growth, and the change of our living community, to cope with this change, people started to emphasize more on the recreational portion in their lives. Since 2006, Wii game console was launched by Nintendo, its popularity had increased since then. Although there was some import related problem occurred, the popularity has not been hampered. The products that consumers purchased now are directly or indirectly made from Japan. The purpose of this research is, through the application of questionnaires, collecting data and the data analysis, to explore the user’s level acceptance of Japanese version of Wii game consoles. Through the use of paper form and online questionnaires,300 questionnaires are handed out. There are 280 questionnaires return;There are 134 online questionnaires. The total number of valid questionnaires is 408. The statistical tool used in this research is Statistical Package for Social Science 12(SPSS12). The collected data are analyzed descriptive statistics, factor analysis, and one-way ANOVA. The results of this research show that the function design and the game design of the game consoles has a positive influence on the awareness of the game consoles’ usefulness. There is a positive correlation between the game design and the interface design on the awareness of the user’ friendliness. There is a positive correlation between the awareness of the usefulness and the awareness of the user friendliness. There is a positive correlation between the user’s attitudes towards the awareness of usefulness and user’s willingness towards the game console use.