本研究以使用過Wii遊戲機的聽覺障礙者為研究對象,主要目的在於了解影響其使用Wii遊戲機的因素。本研究以科技接受模式為基礎,並依據相關文獻探討結果,加入主觀規範、認知愉悅性及自我效能等外部變數建立研究架構,並利用問卷調查法針對台中啟聰學校38名聽覺障礙學生進行問卷施測。 研究結果指出,影響聽覺障礙者使用Wii遊戲機因素在於:1.身旁重要的人或同學的影響:當有聽覺障礙者所依賴、信任的人開始使用Wii遊戲機時,聽覺障礙者會認為Wii遊戲機是安全的、可以使用的,才會開始跟著使用;2.參與遊戲後是否可以感到快樂:聽障者還會評估在使用時,是否可以達到愉悅的效果,再決定其是否要使用;3.自己是否可以順利使用:聽覺障礙者要視自已第一次的使用經驗是否順利,才會決定是否繼續使用。 本研究發現,聽覺障礙者對於Wii遊戲機的接受度及未來使用意願高於一般人,推測其原因可能在於聽覺障礙者日常生活娛樂較少,故接受度會比其他人來得高。本研究並依據研究結果提出建議,以供有關單位作為改進之參考。
This research regards Wii users with hearing-impairment as the target. The purpose is to investigate the factors which will influence hearing-impaired people use Wii. This research is theoretically based on the Technology Acceptance Model (TAM). According to the literatures, this research join external variables (Norm, perceived enjoyment and self-efficacy) and set up the frame. This research also used questionnaire to survey 38 hearing-impairment students in National Taichung School for the Hearing Impaired. According to the findings, there are three factors that affect hearing-impairments used Wii. The first is a man that importment to himself or classmates. They will use Wii when they feel Wii is safe and useful if somebody they are trust and dependence become to use Wii. The second is they could became happy or not after played Wii. They wii become to use Wii if they feel it could be happy after used. The third is they could use Wii successfully of not. They will use continued when the first used was smoothly. This study regards that both the acceptability and the willing of future usage of hearing-impairment students are higher than normal people. A conjecture for this is that higher acceptability is induced by the lack of entertainment in everyday life.