查詢結果分析
相關文獻
- 影響線上遊戲玩家沈浸與價值共創因素之研究
- 多人沈浸式虛擬實境系統
- Higher Order Immersed Interface Methods for Hyperbolic Equations in Heterogeneous Media
- 魚眼影像沈浸式虛擬實境
- 多模式型態的網際網路虛擬實境人機介面環境
- 流線觀測實驗之研究
- 社交網站應用程式中產品置入型式與品牌知覺之關聯研究--網路沈浸之中介影響
- 外部關係整合與風險對供應鏈績效之影響
- 建構有意義的遊戲化圖書館服務
- Conceptual Differences in the Development of Korean-English Bilinguals in a Partial Immersion Kindergarten Program in Korea
頁籤選單縮合
題名 | 影響線上遊戲玩家沈浸與價值共創因素之研究=A Study on the Factors Influencing Online Game Players' Immersing and Value Co-Creating |
---|---|
作者姓名(中文) | 謝佩玲; | 書刊名 | 觀光與休閒管理期刊 |
卷期 | 2:2 2014.12[民103.12] |
頁次 | 頁197-211 |
分類號 | 997.8 |
關鍵詞 | 玩家活動; 快感認知; 沈浸; 價值共創; Activity; Pleasure; Immersion; Value co-creation; |
語文 | 中文(Chinese) |
中文摘要 | 即便景氣的低迷,台灣線上遊戲市場規模仍持續擴大成長。然目前針對線上遊戲產業的研究,仍多以科技面為著眼重點,行銷核心概念的遊戲設計與相關理論性基礎的建立相當缺乏,致使這種僅憑自身直覺與經驗的遊戲設計,屢屢淹沒於市場嚴峻的洪流中。線上遊戲業者如何針對玩家需求,提供更優質的環境,方能使玩家得以沉浸其中,共創其與廠商間的價值,成為產業中最重要的議題。本研究以刺激-有機體-反應模型為起點,發展線上遊戲之消費者行為模型,並以此模型來觀測玩家活動、快感認知、及後續的沈浸與價值共創行為。最後本研究根據研究分析的結果,提出管理意涵、檢討研究限制及未來研究之建議。 |
英文摘要 | In Taiwan, the market of online game is still expanding and growing, despite a lingering slowdown in global prosperity. However, the researches regarding online game industry are focused on technical level, and resulting in the short of designing and theory building on marketing concept. The online programs so rely on designers themselves intuition and experiences, as to be overflowed in the rigorous market competition. Targeting the players’ need and representing qualified, pleasant, and immersive environment are the most important issues, which promote value co-creation among game providers and players. By stimulus-organism-response (SOR) model, our study tries to develop the consuming model for the players of online games. Using this model, we find the correlations among online activity, pleasure, immersing and value co-creating. This study reviews research and concepts from various fields, including marketing and information systems, deriving three hypotheses, collecting 436 samples, and then testing the model. The results support the hypotheses, indicating that activity influence pleasure of players, then immersion and value co-creation. Finally, the implications, limits and future researches are discussed. |
本系統之摘要資訊系依該期刊論文摘要之資訊為主。