An Investigation of the Playing Intention for Smartphone Users in Mobile Application Game

碩士 === 東海大學 === 資訊管理學系 === 103 === In recent years with the popularity of mobile handset, the phone is no longer just stay in the era of voice conversation, has become the personal mobile entertainment center, however, with the popularity of smart phones, App for mobile phone users are becoming incr...

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Bibliographic Details
Main Authors: Hao-Chin Chang, 張進皓
Other Authors: Chin-Shan Wu
Format: Others
Language:zh-TW
Published: 2015
Online Access:http://ndltd.ncl.edu.tw/handle/59131041973190878539
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Summary:碩士 === 東海大學 === 資訊管理學系 === 103 === In recent years with the popularity of mobile handset, the phone is no longer just stay in the era of voice conversation, has become the personal mobile entertainment center, however, with the popularity of smart phones, App for mobile phone users are becoming increasingly important influence, among mobile gameIt is becoming a new trend in the leisure and entertainment industry. Under this trend, many software vendors and software developers are beginning to join the development of the smart phone App game hoping to make a profit. But not all will be successful mobile games are attracting users to download and continuous use, so why can attract what kind of mobile phone users to download games and continue to use, it is a question worth exploring. The study also documents the past as a theoretical basis to discuss mobile application games is Trialability, Reward, Community support, Accessibility, Story, Sufficiency, Interaction, Achievement, Convenience, Curiosity, Cross-platform to impact of the Continuing Use. In this study, the primary means to explore the mobile games is Trialability, Reward, Community support, Accessibility, Story, Sufficiency, Interaction, Achievement, Convenience, Curiosity, Cross-platform and continued use of the relationship, and finally discuss and make recommendations based on findings of this study. The main findings of the study include: (1) Accessibility has significantly positive effect on continuing use. (2) Curiosity has significantly positive effect on continuing use. (3) Cross-platform has significantly positive effect on continuing use. (4) Sufficiency has significantly positive effect on continuing use.