A Study on the Satisfaction and Continuance Intention of Usage in Live Broadcast Website - The Case of Twitch

碩士 === 淡江大學 === 企業管理學系碩士班 === 106 === Along with the development of the Internet and the rise of online video games, the game network live broadcasting platform has emerged as a novel expression in the market. In recent years, there has been an increase in the birth of live game platforms in China,...

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Main Authors: Tao Fu, 傅韜
Other Authors: Chu-Ching Wang
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/9975tn
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spelling ndltd-TW-106TKU051210762019-09-12T03:37:44Z http://ndltd.ncl.edu.tw/handle/9975tn A Study on the Satisfaction and Continuance Intention of Usage in Live Broadcast Website - The Case of Twitch 網路影音直播平台觀眾之滿意度與持續使用意圖之研究-以Twitch直播平台為例 Tao Fu 傅韜 碩士 淡江大學 企業管理學系碩士班 106 Along with the development of the Internet and the rise of online video games, the game network live broadcasting platform has emerged as a novel expression in the market. In recent years, there has been an increase in the birth of live game platforms in China, showing a flourishing scene of a hundred schools of thought. The online video and audio broadcasting platform is nowadays the most popular tool for delivering messages to the public. Why does the audience enthusiastically use the online video and audio broadcasting platform? And how the audience satisfaction and continuous use intention of the online video and audio broadcasting platform? These are the problems this study intends to explore: This study mainly explores the behovior of users (ie viewers) of Twitch. This study uses questionnaires to collect 263 valid samples. Descriptive statistic analysis, reliability and validity analysis, correlation analysis, and structural equation model analysis are conducted. The important finding in this study as below: 1. Perceived entertainment has no significant positive effect on perceived usefulness. 2. Confirmation has no significant positive effect on perceived usefulness and satisfaction. 3. Perceptual interaction has a significant positive effect on perceived usefulness. 4. Perceived usefulness has a significant positive effect on satisfaction and continuous use intention. 5. Satisfaction has a significant positive effect on continuous use intentions. 6. There is a significant difference in the level of educational interaction in perceived interactivity. Chu-Ching Wang Yun-Huei Lee 王居卿 李芸蕙 2018 學位論文 ; thesis 70 zh-TW
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language zh-TW
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sources NDLTD
description 碩士 === 淡江大學 === 企業管理學系碩士班 === 106 === Along with the development of the Internet and the rise of online video games, the game network live broadcasting platform has emerged as a novel expression in the market. In recent years, there has been an increase in the birth of live game platforms in China, showing a flourishing scene of a hundred schools of thought. The online video and audio broadcasting platform is nowadays the most popular tool for delivering messages to the public. Why does the audience enthusiastically use the online video and audio broadcasting platform? And how the audience satisfaction and continuous use intention of the online video and audio broadcasting platform? These are the problems this study intends to explore: This study mainly explores the behovior of users (ie viewers) of Twitch. This study uses questionnaires to collect 263 valid samples. Descriptive statistic analysis, reliability and validity analysis, correlation analysis, and structural equation model analysis are conducted. The important finding in this study as below: 1. Perceived entertainment has no significant positive effect on perceived usefulness. 2. Confirmation has no significant positive effect on perceived usefulness and satisfaction. 3. Perceptual interaction has a significant positive effect on perceived usefulness. 4. Perceived usefulness has a significant positive effect on satisfaction and continuous use intention. 5. Satisfaction has a significant positive effect on continuous use intentions. 6. There is a significant difference in the level of educational interaction in perceived interactivity.
author2 Chu-Ching Wang
author_facet Chu-Ching Wang
Tao Fu
傅韜
author Tao Fu
傅韜
spellingShingle Tao Fu
傅韜
A Study on the Satisfaction and Continuance Intention of Usage in Live Broadcast Website - The Case of Twitch
author_sort Tao Fu
title A Study on the Satisfaction and Continuance Intention of Usage in Live Broadcast Website - The Case of Twitch
title_short A Study on the Satisfaction and Continuance Intention of Usage in Live Broadcast Website - The Case of Twitch
title_full A Study on the Satisfaction and Continuance Intention of Usage in Live Broadcast Website - The Case of Twitch
title_fullStr A Study on the Satisfaction and Continuance Intention of Usage in Live Broadcast Website - The Case of Twitch
title_full_unstemmed A Study on the Satisfaction and Continuance Intention of Usage in Live Broadcast Website - The Case of Twitch
title_sort study on the satisfaction and continuance intention of usage in live broadcast website - the case of twitch
publishDate 2018
url http://ndltd.ncl.edu.tw/handle/9975tn
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