An Exploration on Elementary School Students’ Exercise Behavior with Wii Sports Game by Using Involvement Thory and Technology Acceptance Model

碩士 === 大葉大學 === 管理學院碩士在職專班 === 100 === The main purpose of this study is to survey the elementary middle and high grade students’ sport behavior and performance of playing Nintendo’s Wii by using involved in theory and technology acceptance model. Data are collected through questionnaire investigati...

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Bibliographic Details
Main Authors: Yan Pei-Fen, 顏珮芬
Other Authors: Zhang Zhi-Ming
Format: Others
Language:zh-TW
Published: 2012
Online Access:http://ndltd.ncl.edu.tw/handle/21766437722645568539
Description
Summary:碩士 === 大葉大學 === 管理學院碩士在職專班 === 100 === The main purpose of this study is to survey the elementary middle and high grade students’ sport behavior and performance of playing Nintendo’s Wii by using involved in theory and technology acceptance model. Data are collected through questionnaire investigation from 503 elementary middle and high grade students in Dali District of Taichung City. SPSS 12.0 is utilized for computing descriptive statistics and factor analysis. Then LISREL 8.52 is utilized for linear structural relation analysis. The study results are summarized as follows: 1. For both high involvement group and low involvement group, perceived usefulness and perceived ease of use do not significantly affect behavior and attitude. For high involvement group, behavior and attitude positively affect behavioral intentions. But for low involvement group, behavior and attitude do not affect behavioral intentions. For both high involvement group and low involvement group, perceived usefulness positively affect behavioral intentions; perceived ease of use has a positive relationship with perceived usefulness. 2. For all samples, perceived usefulness positively affects behavior and attitude; perceived ease of use does not affect behavior and attitude; behavior and attitude positively affect behavioral intentions; perceived usefulness positively affects behavioral intentions; perceived ease of use has a positive relationship with perceived usefulness. The study results can be the reference of game enterprises and elementary schools.