在無線寬頻技術與手機硬體配備的高速發展之下,行動遊戲的市場價值漸受矚目。由於使用者快速的增加,故行動遊戲的研究在資訊科技領域方面扮演著重要的部份。本研究提出了兩個構面,分別為可用性與遊戲沉浸,並用這兩個構面來預測影響行動遊戲使用者滿意度的因子。在研究架構中,可用性包含了四個子構面,遊戲沉浸則包含了七個子構面。在兩種不同類型的行動遊戲中,試圖探討可用性與遊戲沉浸對行動使用者的滿意度是否有正面的影響。本研究模型是根據實證評估法並採用994位玩過行動遊戲之玩家經驗。研究結果顯示,在行動遊戲環境當中,可用性之四個子構面可以顯著的反映出可用性之特性,而遊戲沉浸之七個子構面亦可顯著的反映出遊戲沉浸特性。因此,可用性與遊戲沉浸對行動遊戲使用者之滿意度有正面的影響。
With the rapid development of wireless broadband technology and mobile phones, the market value of mobile games has drawn great attention. On account of the increasing number of mobile game users, the research of mobile game plays a fundamental part in the field of IT. Two frameworks are proposed in this study: Usability and GameFlow. The two frameworks can be used to predict satisfaction factors of mobile game users. Usability encompasses four dimensions, and GameFlow includes seven dimensions. In the two different types of mobile game, this study attempts to explore whether Usability and GameFlow have a positive effect on the satisfaction of mobile game users. The proposed model was empirically evaluated by using survey data collected from 994 users according to their perceptions of mobile games. The research result indicated that the construct of Usability could be reflected by the four key dimensions: Learning, Efficient, Errors-prone and Memorability .On the other hand, GameFlow was characterized by the seven key dimensions : Concentration, Challenge and Skills, Control, Clear Goal, Feedback, Immersion and Social Interaction. Hence, Usability and GameFlow were found to have positive effects on user satisfaction.