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研究生: 何佳樺
He, Chia-Hua
論文名稱: 玩家認知價值對購買移動遊戲虛擬商品意圖影響之研究
Study of the Influence of the Players' Perceived Value upon the Purchase Intention of Virtual Goods in Mobile Games
指導教授: 董澤平
Dong, Tse-Ping
口試委員: 林詠能
Lin, Yung-Neng
吳彥濬
Wu, Yen-Chun
董澤平
Dong, Tse-Ping
口試日期: 2023/01/18
學位類別: 碩士
Master
系所名稱: 全球經營與策略研究所
Graduate Institute of Global Business and Strategy
論文出版年: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 76
中文關鍵詞: 免費移動遊戲遊戲虛擬商品消費者認知價值購買意圖遊戲涉入程度
英文關鍵詞: mobile games, game virtual goods, consumer perceived value, purchase intention, game involvement
研究方法: 調查研究
DOI URL: http://doi.org/10.6345/NTNU202300268
論文種類: 學術論文
相關次數: 點閱:186下載:32
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  • 現今遊戲產業蓬勃發展,然而有關遊戲消費行為的研究仍有缺口,本研究旨在探討免費移動遊戲中,玩家對於遊戲虛擬商品的認知價值與購買意圖之影響,以了解遊戲玩家於免費遊戲中消費的影響因素,並加入遊戲涉入程度作為調節變項,進一步探討不同涉入程度的玩家對遊戲商品的認知價值與購買意圖之間的影響,以期提供遊戲營運商於遊戲商品設計及行銷的相關建議,並滿足玩家潛在的消費需求。
    本研究以曾經於免費移動遊戲中購買遊戲虛擬商品之玩家為研究對象,透過問卷調查法收集相關玩家資訊,繼而以SPSS Statistics做為資料分析工具,對本研究之研究架構與假說進行分析與驗證。研究結果顯示:(1)對於免費移動遊戲玩家而言,認知價值對購買意圖具有正向影響 (2)遊戲涉入程度高的玩家,其對於功能價值與購買意圖之間的影響較大 (3)遊戲涉入程度低的玩家,其對於社會價值與購買意圖之間的影響較大。

    Nowadays, the video game industry is thriving, but there are still fields worth exploring in the consumer behavior in the gaming industry. Thus, the aim of this research is to focus on the influence of players’ perceived value upon their purchase intention of virtual goods, so as to understand the factors that affect the game players' consumption in free mobile games. This project takes the level of game involvement as a moderating variable to delve into the extent of impact on players in terms of perceived value and purchase intention in order to provide game operators with suggestions on game product design and marketing strategies as well as meeting the potential needs of consumers.

    In this study, players who have purchased game virtual goods in free mobile games are recruited as objects, and their respective player information are collected through questionnaire survey. Then, SPSS Statistics is applied as a data analysis tool to analyze and verify the research framework and hypotheses of this research.
    The result of this project indicates that first, for free mobile game players, perceived value has a positive impact on purchase intention. Second, players with a higher degree of game involvement have a greater impact on the relationship between functional value and purchase intention. Third, players with a lower degree of game involvement have a greater impact on the relationship between social value and purchase intention.

    摘要 ii Abstract iii 致謝 iv 目錄 v 圖目錄 vi 表目錄 vii 第壹章 緒論 1 第一節 研究背景 1 第二節 研究動機 3 第三節 研究目的 4 第四節 研究流程 5 第貳章 文獻探討 6 第一節 移動遊戲 6 第二節 遊戲類型 8 第三節 遊戲虛擬商品 10 第四節 消費者認知價值與購買意圖 16 第五節 遊戲涉入程度 18 第六節 實證研究彙整 19 第參章 研究方法 22 第一節 研究與假說與研究架構 22 第二節 操作型定義與衡量 25 第三節 問卷設計與資料蒐集 29 第四節 資料分析方法 31 第肆章 資料分析與結果 33 第一節 敘述性統計分析 33 第二節 信度與效度分析 39 第三節 相關分析 47 第四節 迴歸分析 49 第五節 討論與分析 56 第伍章 結論與建議 60 第一節 研究結論 60 第二節 研究限制與未來建議 63 參考文獻 64 附錄 72

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