Using Technology Acceptance Model to Examine the Attitude and Purchase Intention of Virtual Goods of APP Game User -The case of Tower of Saviors
碩士 === 國立交通大學 === 傳播研究所 === 103 === APP game is the new trend of the market of games. This research mainly discuss the factors that affect the attitude and purchase intention of virtual goods of APP game user. This research use the “Tower of Saviors” as an example, examining the new phenomena and...
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ndltd-TW-103NCTU53760242019-05-15T22:34:03Z http://ndltd.ncl.edu.tw/handle/df8qv2 Using Technology Acceptance Model to Examine the Attitude and Purchase Intention of Virtual Goods of APP Game User -The case of Tower of Saviors 以科技接受模式探討玩家對APP遊戲態度與虛寶購買意願-神魔現象為例 Wu, Han-Chen 吳函真 碩士 國立交通大學 傳播研究所 103 APP game is the new trend of the market of games. This research mainly discuss the factors that affect the attitude and purchase intention of virtual goods of APP game user. This research use the “Tower of Saviors” as an example, examining the new phenomena and element of APP games. This research use both qualitative research method and quantitative research method. First, the main purpose in the in-depth interview is to understand the game behavior and the purpose of APP game user. The result shows that usefulness, ease of use and enjoyment can affect the game attitude of APP game user. Moreover, enjoyment and game attitude can affect purchase intention of virtual goods of APP game user. Second, this research validate the results of in-depth interview and compare the difference of results through questionnaire survey. The result shows that sociality and enjoyment are main factors that affect the game attitude of APP game user. Besides, enjoyment and game attitude can affect purchase intention of virtual goods of APP game user. At the last, this research provides some advice for the game market. Chen, Yen-Shen 陳延昇 2014 學位論文 ; thesis 196 zh-TW |
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碩士 === 國立交通大學 === 傳播研究所 === 103 === APP game is the new trend of the market of games. This research mainly discuss the factors that affect the attitude and purchase intention of virtual goods of APP game user. This research use the “Tower of Saviors” as an example, examining the new phenomena and element of APP games.
This research use both qualitative research method and quantitative research method. First, the main purpose in the in-depth interview is to understand the game behavior and the purpose of APP game user. The result shows that usefulness, ease of use and enjoyment can affect the game attitude of APP game user. Moreover, enjoyment and game attitude can affect purchase intention of virtual goods of APP game user.
Second, this research validate the results of in-depth interview and compare the difference of results through questionnaire survey. The result shows that sociality and enjoyment are main factors that affect the game attitude of APP game user. Besides, enjoyment and game attitude can affect purchase intention of virtual goods of APP game user. At the last, this research provides some advice for the game market.
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author2 |
Chen, Yen-Shen |
author_facet |
Chen, Yen-Shen Wu, Han-Chen 吳函真 |
author |
Wu, Han-Chen 吳函真 |
spellingShingle |
Wu, Han-Chen 吳函真 Using Technology Acceptance Model to Examine the Attitude and Purchase Intention of Virtual Goods of APP Game User -The case of Tower of Saviors |
author_sort |
Wu, Han-Chen |
title |
Using Technology Acceptance Model to Examine the Attitude and Purchase Intention of Virtual Goods of APP Game User -The case of Tower of Saviors |
title_short |
Using Technology Acceptance Model to Examine the Attitude and Purchase Intention of Virtual Goods of APP Game User -The case of Tower of Saviors |
title_full |
Using Technology Acceptance Model to Examine the Attitude and Purchase Intention of Virtual Goods of APP Game User -The case of Tower of Saviors |
title_fullStr |
Using Technology Acceptance Model to Examine the Attitude and Purchase Intention of Virtual Goods of APP Game User -The case of Tower of Saviors |
title_full_unstemmed |
Using Technology Acceptance Model to Examine the Attitude and Purchase Intention of Virtual Goods of APP Game User -The case of Tower of Saviors |
title_sort |
using technology acceptance model to examine the attitude and purchase intention of virtual goods of app game user -the case of tower of saviors |
publishDate |
2014 |
url |
http://ndltd.ncl.edu.tw/handle/df8qv2 |
work_keys_str_mv |
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