Examining Users’ Continuance Usage Intention of Sports Mobile Game: A Flow Theory Perspective

碩士 === 國立成功大學 === 電信管理研究所 === 106 === Universal internet connections and advanced smartphones have made mobile games widely accepted by the public. People enjoy sports mobile game during commuting, lunch breaks, or leisure time, and they provide huge business opportunities for game operators. In par...

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Main Authors: Bo-TingLi, 李柏霆
Other Authors: Chun-Hsiung Liao
Format: Others
Language:en_US
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/p7q3x9
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spelling ndltd-TW-106NCKU54350092019-05-16T01:08:01Z http://ndltd.ncl.edu.tw/handle/p7q3x9 Examining Users’ Continuance Usage Intention of Sports Mobile Game: A Flow Theory Perspective 以沉浸理論觀點探討使用者對運動型手機遊戲的持續使用意願 Bo-TingLi 李柏霆 碩士 國立成功大學 電信管理研究所 106 Universal internet connections and advanced smartphones have made mobile games widely accepted by the public. People enjoy sports mobile game during commuting, lunch breaks, or leisure time, and they provide huge business opportunities for game operators. In particular, continuance usage intention is one of the most influential factors for revenue drivers. The aim of this study is, based on flow theory and consumer value, to understand how users immerse in sports mobile game and continue playing them. The constructs of skill, challenge, and flow are considered as flow experiences, and the constructs of perceived hedonic value and perceived utilitarian value are considered as consumer value. In the theoretical framework, the levels of the constructs are measured, and the causal relationships among flow experiences, consumer value, and sports mobile game continuance usage intention are investigated. Further, the mediating roles of perceived hedonic value and perceived utilitarian value on the linkage of flow to continuance usage intention are examined. Questionnaires are posted to sports mobile game forums on the Bulletin Board System and Reddit from March 2018 to April 2018, and a total of 403 effective responses are collected. A descriptive statistics analysis is conducted to understand the demographics of the respondents, game usage experience, and the characteristics of each variable. The ANOVA results reveal that there are significant differences in characteristics among the three study groups: light users, moderate users, and heavy users. Exploratory factor analysis (EFA) indicates that six factors in this model are extracted with eigenvalues of 1.0 or greater and that the total cumulative variance is 64.059%. In the confirmatory factor analysis (CFA), the criteria for measurement model fit, chi-square/df (2.027), GFI (0.892), AGFI (0.867), CFI (0.931), and RMSEA (0.051) demonstrate good model fit with the data. The structural equation modeling (SEM) analysis reveals that all the paths are found to be significant, with t-values higher than 1.96, indicating that user ability and the difficulty level of NBA 2K18 both have a positive effect on flow; flow is positively related to perceived hedonic value, perceived utilitarian value, and sports mobile game continuance usage intention, and perceived hedonic value and perceived utilitarian value are positively related to sports mobile game continuance usage intention. In addition, both perceived hedonic value and perceived utilitarian value are found to partially mediate flow and sports mobile game continuance usage intention. Finally, practical strategies drawn from the results are provided for mobile game operators when developing new games. Chun-Hsiung Liao 廖俊雄 2018 學位論文 ; thesis 74 en_US
collection NDLTD
language en_US
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description 碩士 === 國立成功大學 === 電信管理研究所 === 106 === Universal internet connections and advanced smartphones have made mobile games widely accepted by the public. People enjoy sports mobile game during commuting, lunch breaks, or leisure time, and they provide huge business opportunities for game operators. In particular, continuance usage intention is one of the most influential factors for revenue drivers. The aim of this study is, based on flow theory and consumer value, to understand how users immerse in sports mobile game and continue playing them. The constructs of skill, challenge, and flow are considered as flow experiences, and the constructs of perceived hedonic value and perceived utilitarian value are considered as consumer value. In the theoretical framework, the levels of the constructs are measured, and the causal relationships among flow experiences, consumer value, and sports mobile game continuance usage intention are investigated. Further, the mediating roles of perceived hedonic value and perceived utilitarian value on the linkage of flow to continuance usage intention are examined. Questionnaires are posted to sports mobile game forums on the Bulletin Board System and Reddit from March 2018 to April 2018, and a total of 403 effective responses are collected. A descriptive statistics analysis is conducted to understand the demographics of the respondents, game usage experience, and the characteristics of each variable. The ANOVA results reveal that there are significant differences in characteristics among the three study groups: light users, moderate users, and heavy users. Exploratory factor analysis (EFA) indicates that six factors in this model are extracted with eigenvalues of 1.0 or greater and that the total cumulative variance is 64.059%. In the confirmatory factor analysis (CFA), the criteria for measurement model fit, chi-square/df (2.027), GFI (0.892), AGFI (0.867), CFI (0.931), and RMSEA (0.051) demonstrate good model fit with the data. The structural equation modeling (SEM) analysis reveals that all the paths are found to be significant, with t-values higher than 1.96, indicating that user ability and the difficulty level of NBA 2K18 both have a positive effect on flow; flow is positively related to perceived hedonic value, perceived utilitarian value, and sports mobile game continuance usage intention, and perceived hedonic value and perceived utilitarian value are positively related to sports mobile game continuance usage intention. In addition, both perceived hedonic value and perceived utilitarian value are found to partially mediate flow and sports mobile game continuance usage intention. Finally, practical strategies drawn from the results are provided for mobile game operators when developing new games.
author2 Chun-Hsiung Liao
author_facet Chun-Hsiung Liao
Bo-TingLi
李柏霆
author Bo-TingLi
李柏霆
spellingShingle Bo-TingLi
李柏霆
Examining Users’ Continuance Usage Intention of Sports Mobile Game: A Flow Theory Perspective
author_sort Bo-TingLi
title Examining Users’ Continuance Usage Intention of Sports Mobile Game: A Flow Theory Perspective
title_short Examining Users’ Continuance Usage Intention of Sports Mobile Game: A Flow Theory Perspective
title_full Examining Users’ Continuance Usage Intention of Sports Mobile Game: A Flow Theory Perspective
title_fullStr Examining Users’ Continuance Usage Intention of Sports Mobile Game: A Flow Theory Perspective
title_full_unstemmed Examining Users’ Continuance Usage Intention of Sports Mobile Game: A Flow Theory Perspective
title_sort examining users’ continuance usage intention of sports mobile game: a flow theory perspective
publishDate 2018
url http://ndltd.ncl.edu.tw/handle/p7q3x9
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