A Study of Users’ Acceptance and Willingness to Pay for Mobile Video Apps of Animation

碩士 === 國立交通大學 === 經營管理研究所 === 105 === With the developing of Internet and smart phones, people’s habits of watching are gradually changing, not only watching video, but also watching animation. Before about 10 years ago, people sit in front of TV on the specific time to watching their favorite carto...

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Main Authors: Chen, Ming-Hung, 陳明宏
Other Authors: Shieh, Hwai-Shuh
Format: Others
Language:zh-TW
Published: 2017
Online Access:http://ndltd.ncl.edu.tw/handle/99w794
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spelling ndltd-TW-105NCTU54570632019-05-16T00:08:09Z http://ndltd.ncl.edu.tw/handle/99w794 A Study of Users’ Acceptance and Willingness to Pay for Mobile Video Apps of Animation 使用者對行動動畫影音Apps之付費意願研究 Chen, Ming-Hung 陳明宏 碩士 國立交通大學 經營管理研究所 105 With the developing of Internet and smart phones, people’s habits of watching are gradually changing, not only watching video, but also watching animation. Before about 10 years ago, people sit in front of TV on the specific time to watching their favorite cartoon or animation. But now it is possible to watch different kinds of animations through different mobile vehicles, like smart phones or tablet, anytime and anywhere. Besides, the first mobile video Apps of animation in Taiwan also had been published in 2014. However, although Taiwan has a potential animation market, the market of mobile video Apps of animation still developed slowly. People’s willingness to pay is much low to these kind of app, not like the mobile music apps (such as kkbox, Spotify) or the mobile video apps (such as LINE TV, Netflix, friDay). Therefore, in this research, we want to understand what factors can affect the user's intention to use the mobile video apps of animation and the willingness to pay of it. Based on the theory of social cognitive theory, we added environmental factors (Interpersonal Social Influence, External Social Influence), personal factors (Personal Innovativeness), Flow Experience, motivated factors (Perceived Usefulness, Perceived Enjoyment) and perceived value factors (Perceived Benefit, Perceived Cost) into the research structure. And we tested whether those factors would have significant effect on the intention to use and willingness to pay of mobile video Apps of animation by using the structural equation modeling (SEM) analysis. The results showed that Interpersonal Social Influence, External Social Influence, Perceived Enjoyment, Perceived Benefit and Perceived Cost have a significant effect on the Intention to Use. And Personal Innovativeness, Flow Experience, Perceived Usefulness have no significant effect on the intention of use. Finally, Perceived Benefit and Intention to Use have a significant impact on the Willingness to Pay, and through these results, we hope to give some advice and direction for companies of mobile video Apps of animation in Taiwan. Shieh, Hwai-Shuh 謝懷恕 2017 學位論文 ; thesis 50 zh-TW
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language zh-TW
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description 碩士 === 國立交通大學 === 經營管理研究所 === 105 === With the developing of Internet and smart phones, people’s habits of watching are gradually changing, not only watching video, but also watching animation. Before about 10 years ago, people sit in front of TV on the specific time to watching their favorite cartoon or animation. But now it is possible to watch different kinds of animations through different mobile vehicles, like smart phones or tablet, anytime and anywhere. Besides, the first mobile video Apps of animation in Taiwan also had been published in 2014. However, although Taiwan has a potential animation market, the market of mobile video Apps of animation still developed slowly. People’s willingness to pay is much low to these kind of app, not like the mobile music apps (such as kkbox, Spotify) or the mobile video apps (such as LINE TV, Netflix, friDay). Therefore, in this research, we want to understand what factors can affect the user's intention to use the mobile video apps of animation and the willingness to pay of it. Based on the theory of social cognitive theory, we added environmental factors (Interpersonal Social Influence, External Social Influence), personal factors (Personal Innovativeness), Flow Experience, motivated factors (Perceived Usefulness, Perceived Enjoyment) and perceived value factors (Perceived Benefit, Perceived Cost) into the research structure. And we tested whether those factors would have significant effect on the intention to use and willingness to pay of mobile video Apps of animation by using the structural equation modeling (SEM) analysis. The results showed that Interpersonal Social Influence, External Social Influence, Perceived Enjoyment, Perceived Benefit and Perceived Cost have a significant effect on the Intention to Use. And Personal Innovativeness, Flow Experience, Perceived Usefulness have no significant effect on the intention of use. Finally, Perceived Benefit and Intention to Use have a significant impact on the Willingness to Pay, and through these results, we hope to give some advice and direction for companies of mobile video Apps of animation in Taiwan.
author2 Shieh, Hwai-Shuh
author_facet Shieh, Hwai-Shuh
Chen, Ming-Hung
陳明宏
author Chen, Ming-Hung
陳明宏
spellingShingle Chen, Ming-Hung
陳明宏
A Study of Users’ Acceptance and Willingness to Pay for Mobile Video Apps of Animation
author_sort Chen, Ming-Hung
title A Study of Users’ Acceptance and Willingness to Pay for Mobile Video Apps of Animation
title_short A Study of Users’ Acceptance and Willingness to Pay for Mobile Video Apps of Animation
title_full A Study of Users’ Acceptance and Willingness to Pay for Mobile Video Apps of Animation
title_fullStr A Study of Users’ Acceptance and Willingness to Pay for Mobile Video Apps of Animation
title_full_unstemmed A Study of Users’ Acceptance and Willingness to Pay for Mobile Video Apps of Animation
title_sort study of users’ acceptance and willingness to pay for mobile video apps of animation
publishDate 2017
url http://ndltd.ncl.edu.tw/handle/99w794
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