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線上遊戲顧客滿意度指標模式之研究-以角色扮演遊戲類型為例

A Study on Customer Satisfaction Index Model for Online Role-playing Games

摘要


本文修正歐洲顧客滿意度指標並使用參與動機及遊戲公平性為兩個新面向來取代原指標中採用的顧客期望與知覺價值舊面向。在所建議的模型中,我們採用了產品品質、服務品質、遊戲公平性和參與動機四大潛在變項來評估它們和顧客滿意度及忠誠度面向間的關係。新方法採用一份線上遊戲的個案研究進行驗證,研究結果可供遊戲廠商參考在那些情況下線上遊戲的玩家會傾向以付費的方式參與線上遊戲。

並列摘要


In this paper, we revised the European Customer Satisfaction Index (ECSI) and used two new dimensions, motivation of playing game and fairness of the game instead of the old dimensions, customer expectation and perceived value, used in the ECSI. The proposed model contains the latent variables of quality of product, service quality, fairness of the game and motivation, the relationships among the four latent variables and dimensions of the satisfactory of customers and the loyalty of customers, are evaluated. A summary of the results of case study about online games is given as a reference to indicate the conditions that players would like to pay for the online games.

被引用紀錄


Lin, C. H. (2017). 以文字探勘探討社群媒體文件分類之研究─以線上遊戲為例 [master's thesis, National Taipei University of Business]. Airiti Library. https://www.airitilibrary.com/Article/Detail?DocID=U0064-0201201815280103

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