Summary: | 碩士 === 輔仁大學 === 資訊管理學系 === 99 === Recently, portable entertainment devices are hot because they created a new world in mobile markets and hided substantial business benefits. In the past of mobile game’s studies, they often use Technology Acceptance Model (TAM) and Innovation Diffusion Theory (IDT) to explain the user’s satisfaction or user’s intention, but product quality and perceived value are less used. In this paper , it use product quality and perceived value to explain the user’s satisfaction or user’s intention, and wish to derive a model with “game design”, “security”, “business process”, “price”, “experience” and “blog evaluation” for purchase intention of mobile games. The questionnaires collect data through “BAHAMUT”, “gamebase”, “Ptt.cc” and other websites or discussion in the Internet.
In this study, it got 660 copies and had three results: 1. “Product quality” and “perceived value” had positively influenced consumer’s willingness of purchase intention for mobile games the most. 2. “Game design”, “security” and “business process” had positively influenced product quality of mobile games. 3. “Price”, “experience” and “Blog evaluation” had positively influenced consumer’s perceived value of mobile games.
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