A Study on the Relationships among Virtual Reality Game Experience, Functional Interaction and Purchase Intention

碩士 === 國立高雄大學 === 亞太工商管理學系碩士班 === 107 === Since 2016, virtual reality has been widely used in various industrial fields. Recently, the game entertainment market of virtual reality has gradually matured in Taiwan. Therefore, this study intends to explore the key factors that attract consumers thr...

Full description

Bibliographic Details
Main Authors: Li, JIA-JUN, 李佳駿
Other Authors: HUANG, ING-CHUNG
Format: Others
Language:zh-TW
Published: 2019
Online Access:http://ndltd.ncl.edu.tw/handle/j6v894
id ndltd-TW-107NUK00026016
record_format oai_dc
spelling ndltd-TW-107NUK000260162019-10-19T05:21:05Z http://ndltd.ncl.edu.tw/handle/j6v894 A Study on the Relationships among Virtual Reality Game Experience, Functional Interaction and Purchase Intention 虛擬實境遊戲體驗、功能性互動與購買意願關係之研究 Li, JIA-JUN 李佳駿 碩士 國立高雄大學 亞太工商管理學系碩士班 107 Since 2016, virtual reality has been widely used in various industrial fields. Recently, the game entertainment market of virtual reality has gradually matured in Taiwan. Therefore, this study intends to explore the key factors that attract consumers through the experience of various dimensions in the questionnaire. Based on the flow theory, this study explores the relationship between the virtual reality game experience and purchase intention, with further investigation of the personal interaction and social interaction as the moderating variables to examine whether the influence between the independent variable and the dependent variable produce a moderating effect. This study took the game players who have experienced virtual reality to be research samples. The study was investigated on a questionnaire and was randomly distributed on the spot. A total of 347 questionnaires were distributed in this study, and 347 valid questionnaires were collected. A total of 346 valid questionnaires were available for analysis. Reliability, correlation, independent sample t-test and regression analysis were applied to examine the research hypothesis. The empirical results of this study are as follows: 1. For the virtual reality game experience of players, the positive flow of the game experience has a significant positive influence on purchase intention;the skillful challenge of the game experience has a significant positive influence on purchase intention;the negative sensation of the game experience has a significant negative influence on purchase intention. The involvement of the social presence has a significant positive influence on purchase intention;the connection of the social presence has a significant positive influence on purchase intention;the mutual admiration of the social presence has a significant positive influence on purchase intention. The negative experience of the post-game experience has a significant negative influence on purchase intention;the positive experience of the post-game experience has a significant positive influence on purchase intention. 2. For the virtual reality game experience of players, personal interaction has a positive moderation effect between the relationship of the negative sensation of the game experience and purchase;social interaction has a positive moderation effect between the relationship of the skillful challenge of the game experience and purchase;social interaction has a positive moderation effect between the relationship of the negative sensation of the game experience and purchase. HUANG, ING-CHUNG LIN, LONG-SHENG 黃英忠 林龍生 2019 學位論文 ; thesis 92 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 碩士 === 國立高雄大學 === 亞太工商管理學系碩士班 === 107 === Since 2016, virtual reality has been widely used in various industrial fields. Recently, the game entertainment market of virtual reality has gradually matured in Taiwan. Therefore, this study intends to explore the key factors that attract consumers through the experience of various dimensions in the questionnaire. Based on the flow theory, this study explores the relationship between the virtual reality game experience and purchase intention, with further investigation of the personal interaction and social interaction as the moderating variables to examine whether the influence between the independent variable and the dependent variable produce a moderating effect. This study took the game players who have experienced virtual reality to be research samples. The study was investigated on a questionnaire and was randomly distributed on the spot. A total of 347 questionnaires were distributed in this study, and 347 valid questionnaires were collected. A total of 346 valid questionnaires were available for analysis. Reliability, correlation, independent sample t-test and regression analysis were applied to examine the research hypothesis. The empirical results of this study are as follows: 1. For the virtual reality game experience of players, the positive flow of the game experience has a significant positive influence on purchase intention;the skillful challenge of the game experience has a significant positive influence on purchase intention;the negative sensation of the game experience has a significant negative influence on purchase intention. The involvement of the social presence has a significant positive influence on purchase intention;the connection of the social presence has a significant positive influence on purchase intention;the mutual admiration of the social presence has a significant positive influence on purchase intention. The negative experience of the post-game experience has a significant negative influence on purchase intention;the positive experience of the post-game experience has a significant positive influence on purchase intention. 2. For the virtual reality game experience of players, personal interaction has a positive moderation effect between the relationship of the negative sensation of the game experience and purchase;social interaction has a positive moderation effect between the relationship of the skillful challenge of the game experience and purchase;social interaction has a positive moderation effect between the relationship of the negative sensation of the game experience and purchase.
author2 HUANG, ING-CHUNG
author_facet HUANG, ING-CHUNG
Li, JIA-JUN
李佳駿
author Li, JIA-JUN
李佳駿
spellingShingle Li, JIA-JUN
李佳駿
A Study on the Relationships among Virtual Reality Game Experience, Functional Interaction and Purchase Intention
author_sort Li, JIA-JUN
title A Study on the Relationships among Virtual Reality Game Experience, Functional Interaction and Purchase Intention
title_short A Study on the Relationships among Virtual Reality Game Experience, Functional Interaction and Purchase Intention
title_full A Study on the Relationships among Virtual Reality Game Experience, Functional Interaction and Purchase Intention
title_fullStr A Study on the Relationships among Virtual Reality Game Experience, Functional Interaction and Purchase Intention
title_full_unstemmed A Study on the Relationships among Virtual Reality Game Experience, Functional Interaction and Purchase Intention
title_sort study on the relationships among virtual reality game experience, functional interaction and purchase intention
publishDate 2019
url http://ndltd.ncl.edu.tw/handle/j6v894
work_keys_str_mv AT lijiajun astudyontherelationshipsamongvirtualrealitygameexperiencefunctionalinteractionandpurchaseintention
AT lǐjiājùn astudyontherelationshipsamongvirtualrealitygameexperiencefunctionalinteractionandpurchaseintention
AT lijiajun xūnǐshíjìngyóuxìtǐyàngōngnéngxìnghùdòngyǔgòumǎiyìyuànguānxìzhīyánjiū
AT lǐjiājùn xūnǐshíjìngyóuxìtǐyàngōngnéngxìnghùdòngyǔgòumǎiyìyuànguānxìzhīyánjiū
AT lijiajun studyontherelationshipsamongvirtualrealitygameexperiencefunctionalinteractionandpurchaseintention
AT lǐjiājùn studyontherelationshipsamongvirtualrealitygameexperiencefunctionalinteractionandpurchaseintention
_version_ 1719270413006012416