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  • 學位論文

Wii Sports接受與使用模式之建構:探討知覺玩趣性與知覺易用性之前因變項

Wii Sports acceptance and usage model:Antecedents of perceived playfulness and perceived ease of use.

指導教授 : 何昶鴛 李素箱
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摘要


任天堂顛覆現今電玩遊戲趨勢,不追求速度與華麗,改以營造家庭快樂氛圍,首度發行軟體Wii Sports,一上市就震撼全球;更是引起電玩遊戲業者爭相模仿。 本研究旨在探討影響Wii Sports玩家的知覺玩趣性與知覺易用性之前因變項,以科技接受模式為主;其次,透過社會互動性、挑戰性、回饋性、控制性,作為知覺玩趣性與知覺易用性之前因變項,藉以瞭解並提出適用於Wii Sports玩家採用態度的理論模式。 研究對象為16歲以上、家中擁有Wii Sports以及距受訪日三個月之內使用Wii Sports的玩家。樣本來自台灣地區13縣市為主,透過問卷調查法,有效問卷共442份,以結構方程模式進行資料分析。而各變數的關係為:挑戰性正向影響知覺玩趣性,控制性正向影響知覺易用性,知覺易用性正向影響知覺玩趣性,知覺玩趣性正向影響使用態度,使用態度則是正向影響使用意圖。 此外,本研究結果發現Wii Sports玩家的使用態度,主要是受到知覺玩趣性影響較大;意指玩家對於遊戲的使用態度以好玩有趣為優先考量;其次,系統簡單操作間接提高玩家樂趣。另外,Wii Sports玩家產生的樂趣來自於遊戲設計所提供的挑戰難度,這也是玩家持續使用Wii Sports的主因。因此,針對本研究結果,除了對後續研究提出未來的研究方向與建議之外,亦提出實務意涵供運動遊戲軟體業者設計與開發產品之參考。

並列摘要


There is a growing steam of playing video games into a person’s daily life as a leisure activity. Usage of one such technology has been widely accepted as there is much potential for software manufacturers to develop new products. Understanding user acceptance of the video game is important to assess its effectiveness. A well-designed general game helps to ensure a positive user experience and therefore repeat usage. Wii Sports is a sports game produced by Nintendo as being the study case, to examine how this technology is adopted by users, Davis’ technology acceptance model (TAM) framework (1989) has been used and modified as a theoretical foundation for this study. Furthermore, the author responds to the suggestions of previous studies by extending existing research work and explores the antecedents of Perceived Ease of Use and Perceived Playfulness. The purpose of this study was to extend the TAM to include the influences of on Wii Sports game in user behavior. The proposed model was empirically tested using AMOS 16.0 with a survey data collected from 442 users of Wii Sports game. Perceived playfulness was a key predictor of users’ attitudes toward using Wii Sports game. Both perceived playfulness and attitudes were two key predictors of users’ intentions. Contrary to our hypothesis, social influences have no significant direct effect on intention. Notably, however, the perceived ease-of-use had indirect effects, mainly through attitude, on intention to play Wii Sports game. The research results also indicated that challenge plays a dominant role in influencing a user’s experience of Playfulness and that control is an important factor to affect Perceived Ease of Use. The findings should enable designers of video Sports games to create software that encourage maximum user acceptance through the understanding of TAM and its antecedents of Perceived Playfulness and Perceived Ease of Use. This will therefore promote Video Sports games as a positive experience for users.

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