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  • 學位論文

行動裝置擴增實境對於用戶體驗行為意圖之影響

A Study on Behavioal Intentions of User Experiences in a Mobile Augmented Reality Services

指導教授 : 李家瑩
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摘要


隨著擴增實境技術的進步,使得虛擬與現實相互結合,擴增實境逐漸融入人類生活,而科技的進步也造成行動遊戲在技術應用上的創新,越來越多新興科技應用在遊戲上,使得遊戲的表現方式帶給消費者不同以往的感官經驗與態度。然而,目前卻鮮少有文獻探討使用者對於擴增實境的體驗與感受。因此,本研究以Olesson(2012)行動裝置擴增實境用戶體驗模型(Mobile Augmented Reality Services)為基礎,探討擴增實境服務構成元素對於使用者沉浸經驗之影響,並進一步了解沉浸經驗與行為意圖之關聯,其中介面設計包含功能性、內容信息與互動性三個構面。本研究以台灣地區的使用寶可夢行動遊戲為研究對象,Pokémon GO 於2016 年7月推出後,是目前最具知名度的一款結合擴增實境的行動遊戲。 本研究以「問卷調查法」進行資料的蒐集,共蒐集399份有效樣本,以統計軟體SPSS22.0作為資料分析的工具,研究結果顯示功能性中的移動性、主動性,互動性中的感知增強,以及內容信息中的適地性三個構面對於沉浸狀態均具有顯著的正向影響力;沉浸狀態對於行為意圖亦具有正向且顯著的影響力。

並列摘要


With the development of technology, augmented reality combines virtuality and reality, and has gradually penetrated human’s life. The advance of technology causes innovation in technical application. More and more emerging technologies, such as augmented reality, are applied in games which provide different sensory experience and attitude to customers. However, few studies have explored users’ motivation and attitude toward augmented reality. By applying the User Expectations and Experiences of Mobile Augmented Reality Services provided by Olsson (2012), this study investigates the influences of interface design of gameon flow experience, which may further affect behavior intention. Augmented reality service component is measured by three constructs, including functionality, content and interaction. The sampling framing is Pokémon GO players in Taiwan, because it is one of the most popular augmented reality games. The data were collected from 399 respondents through self-administered questionnaires. The statistics software SPSS22.0 was applied as the data analysis tools. The result shows that the users’ motivation, in terms of functionality, content, and interaction has significant positive influences on flow experience. Also, flow experience has a significant positive influence on behavior intention.

參考文獻


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