A Research of the Game Acceptance of the League of Legends Players - Based on UTAUT2 Model

碩士 === 國立高雄第一科技大學 === 資訊管理系企業電子化碩士班 === 103 === Due to the current online games in Taiwan to flourish, online gamers are also mature, growth began to moderate in the online gaming market. Online game operators and manufacturers from the past continues to attract new users into the online gaming mark...

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Bibliographic Details
Main Authors: Xin-Xuan Zeng, 曾馨萱
Other Authors: Li-Ling Hsu
Format: Others
Language:zh-TW
Published: 2015
Online Access:http://ndltd.ncl.edu.tw/handle/38m3q4
Description
Summary:碩士 === 國立高雄第一科技大學 === 資訊管理系企業電子化碩士班 === 103 === Due to the current online games in Taiwan to flourish, online gamers are also mature, growth began to moderate in the online gaming market. Online game operators and manufacturers from the past continues to attract new users into the online gaming market, gradually evolved in the market have changed a little mutual player participation in the context of their own games. In such cases, workers how to convince players to accept in their development or the acting game. Extended integration technology acceptance model used in this study (UTAUT2), aims to explore, what factors can explain the acceptance of online game players of online games. The study mainly in League of Legends (LOL) of online gamers as the main object of study, after two stages of screening questionnaires, there were 988 questionnaires and using SmartPLS 3.0 software for statistical analysis of data shows that most are inclined to support the hypothesis raised by the original. The results show that (1) the League of Legends (LOL) the user''s "performance expectations", "social impact" for users of "intention" has a positive effect; (2) by the League of Legends (LOL) the user''s "friends" and "sex", "online game experiences" affect the "convenience" users "using" significant interference; (3) by the League of Legends (LOL) the user''s "friends" and "sex", "online game experiences" affect the "hedonic" for users of "intention" has significant interference effect; (4) by the League of Legends (LOL) the user''s "friends" and "sex", "online game experiences" affect the "value price" for users of "intention" has significant interference effect; (5) by the League of Legends (LOL) the user''s "friends" and "sex", "online game experiences" affect the "habit" for users of "intention" has significant interference effect; (6) among the League of Legends (LOL) the user''s "friends" and "sex", "online game experiences" affect the "habit" for user "" has a significant interference; (7) the League of Legends (LOL) the user''s "online game experiences" interferes with "intention" and user "uses" relationship.