博碩士論文 105421036 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:52 、訪客IP:3.145.193.134
姓名 陳志豪(Chih-Hao Chen)  查詢紙本館藏   畢業系所 企業管理學系
論文名稱 YouTuber會調節虛擬寶物內在動機與購買意圖嗎?
(Will YouYuber Moderates the Intrinsic Motivation of Virtual Goods and Purchase Intention?)
相關論文
★ 創造力與創業精神-探索創業動機 與創業環境之調節★ 工作壓力源、人格特質與工作滿意度之關係—以在職進修者為例
★ Shopping Motivation on Purchase intention: Can Loyalty Program and Corporate Image Enhance Such Relationship?★ 企業社會責任對求職者應徵意圖之影響: 以組織人才吸引力與企業聲望為中介
★ 人力資源彈性策略和組織創新相關性之研究:論適應型文化調節適應能力及知識整合之中介效果★ 個人靈性與人生滿意度-探討人格特質之中介
★ 購買動機與便利商店集點行為之研究★ 五大與九型人格對工作績效、組織公民行為及工作滿意度的影響
★ 體育賽事觀賽體驗與球隊吉祥物品牌個性 對職業球隊品牌權益之關聯-以MLB為例★ 學習成效、組織承諾對留職意願之影響:
★ 消費者特徵與購物意願: 探討網站與商品特性之中介★ 資訊來源之信任與品質對於購買傾向之影響
★ 享樂購物動機與衝動購買: 探討購後後悔之影響與因應行為★ 產品包裝設計與化妝品之購買意圖: 探討生活型態與消費者認知之中介
★ 信任與價值觀一致性對 轉型領導與適應性績效關係之中介★ 品牌信任受價值知覺與服務品質之影響: 以旅館顧客滿意度為中介
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   [檢視]  [下載]
  1. 本電子論文使用權限為同意立即開放。
  2. 已達開放權限電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。
  3. 請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。

摘要(中) 隨著網路普及率地提升,使得人們的部分生活逐漸由實體環境轉為虛擬世界。近年來智慧型手機與平板電腦的出現,人手一機已是常態,這也讓行動網路變得非常重要,成為生活不可或缺的一部分。網際網路帶起線上虛擬遊戲的崛起,各家遊戲廠商紛紛投入戰場,研發各種類型的遊戲來吸引遊戲玩家,這樣的遊戲商機,誰都不想放過!目前線上虛擬遊戲的收入來源,大部分來自於線上虛擬寶物的販售。本研究試圖探討遊戲玩家是否會因為虛擬寶物本身的內在動機影響其對於虛擬寶物購買意圖。
網路也改變許多人的影視習慣,使得線上社交媒體YouTube成為目前最熱門的線上影音平台,在YouTube上可以分享與觀看各種生活紀錄影片,虛擬遊戲當然也不例外。許多YouTuber透過YouTube來分享他的遊戲過程,因此我們也想知道到底YouTuber會不會影響遊戲玩家對虛擬寶物的購買態度呢?
研究模型是依據相關文獻整理後所提出,利用網路問卷的方式來進行問卷調查法,共取得218份有效樣本。主要透過SPSS與AMOS統計軟體進行資料分析,以檢驗本研究模型與假說。
研究結果顯示:(1)虛擬寶物內在動機之「角色強化」會對虛擬寶物購買意圖有顯著影響。(2)虛擬寶物內在動機之「享樂性」會對虛擬寶物購買意圖有顯著影響。(3)享樂性對於虛擬寶物購買意圖的影響,受到「信任」之正向調節。(4)客製化對於虛擬寶物購買意圖的影響,受到「口碑行銷」之負向調節。
摘要(英) With the rapid progress of the internet, our life had been shift from reality to the world of virtual. Recently, almost everyone has a smartphone and tablet, we can hardly live without internet. With the growth of the cyber, online games had also catch the customer’s attention. A lot of online game company started to developing variety of online games. The revenue from the online gaming business is mostly from the profit of the virtual goods. This study attempts to understand the ways the intrinsic motivation of the virtual goods affects costumers’ purchase intention.
People had also changed their video-watching habit, nowadays, we tend to watch video on YouTube, which have become the most popular online video platform. A lot of online game player loves to share the process of the game via YouTube. Thus this survey investigated whether the YouTuber will affect customers’ purchase intention in virtual goods.
A research model is proposed based on related literatures. Online questionnaires were distributed and 218 valid samples were collected, and analyzed SPSS, AMOS.
Analysis reveals that: (1) One of the intrinsic motivation “character advancement” positively affects the purchase intention of the virtual goods. (2) One of the intrinsic motivation “enjoyment” positively affects the purchase intention of the virtual goods. (3) the effects of enjoyment in the purchase intention of the virtual goods is positively moderated by “Trust” (4) the effects of customization in the purchase intention of the virtual goods negatively moderated by “WOM”.
關鍵字(中) ★ 線上遊戲
★ 購買意圖
★ 內在動機
★ YouTuber
★ 虛擬寶物
關鍵字(英)
論文目次 目錄
摘要 i
Abstract ii
誌謝 iii
目錄 iv
圖目錄 vi
表目錄 vii
第一章 緒論 1
1-1 研究背景與動機 1
1-2 研究目的 2
1-3 研究流程 3
第二章 文獻探討 5
2-1 線上虛擬遊戲 5
2-2 購買意圖 6
2-3 虛擬寶物內在動機 7
2-3-1 角色強化 8
2-3-2 客製化 9
2-3-3 享樂性 10
2-4 YouTuber 11
2-4-1 信任 11
2-4-2 態度 13
2-4-3 參與意圖 14
2-4-4 口碑行銷 16
第三章 研究方法 18
3-1 研究架構 18
3-2 研究樣本 18
3-3 研究工具 19
3-4 研究步驟 21
第四章 研究結果 23
4-1 樣本描述性統計 23
4-2 信度分析 24
4-3 效度分析 25
4-4 量表描述性統計 27
4-5 階層迴歸分析 27
第五章 討論與建議 35
5-1 研究討論 35
5-2 管理意涵 38
5-3 研究限制與未來建議 39
5-4 研究結論 40
參考文獻 42
附錄:研究問卷 48
參考文獻 一、中文部份
王正德(2006)。寬頻網路與數位內容發展前景與關連之研析。政治大學廣播電視學研究所學位論文。
王凱與張震元(2010)。整合實用性,享樂性與社群認同性建構社群網站態度衡量模型之研究。資訊管理學報,19(2),64-102。
汪維揚與林家瑋(2009)。台灣網路遊戲產業成長與競爭動態之研究。資訊管理學報,16(2),25-60。
林子凱(2002)。線上遊戲[天堂]之使用者參與動機與滿意度研究。成功大學企業管理學系學位論文。
林建煌(2018)。行銷管理。台北:華泰文化事業股份有限公司。
徐慧君(2016)。玩家對線上MMORPG遊戲「虛擬寶物」衝動性購買行為之研究。龍華科技大學學位論文。
許士軍(1987)。新加坡消費者對不同來源地產品之知覺及態度。管理評論,6,5-23。
黃俊堯與柳秉佑(2016)。消費者線上口碑與評論研究:國內外相關文獻回顧與討論。臺大管理論叢,26(3),215-256。
詹閔茹(2008)。網路時代的免費經濟。
蘇品伃(2017)。YouTuber對美妝消費者購買決策影響之研究。國立政治大學學位論文。
二、英文部份
Agag, G., & El-Masry, A. A. (2016). Understanding consumer intention to participate in online travel community and effects on consumer intention to purchase travel online and WOM: An integration of innovation diffusion theory and TAM with trust. Computers in Human Behavior, 60, 97-111.
Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., & Kinnunen, J. (2014). Free-to-play games: Professionals’ perspectives. Proceedings of Nordic DiGRA, 2014.
Allport, G. W. (1935). Attitudes. In C. Murchison (Ed), Handbook of Social Psychology (pp. 798-844). Worcester, MA: Clark University Press.
Arndt, J. (1967). Role of product-related conversations in the diffusion of a new product. Journal of Marketing Research, 4(3), 291-295.
Biel, J.-I., & Gatica-Perez, D. (2010). Vlogcast yourself: Nonverbal behavior and attention in social media. Paper presented at the International Conference on Multimodal Interfaces and the Workshop on Machine Learning for Multimodal Interaction.
Brodie, R. J., Hollebeek, L. D., Jurić, B., & Ilić, A. (2011). Customer engagement: Conceptual domain, fundamental propositions, and implications for research. Journal of Service Research, 14(3), 252-271.
Cermak, D. S., File, K. M., & Prince, R. A. (1994). Customer participation in service specification and delivery. Journal of Applied Business Research, 10(2), 90-100.
Childers, T. L., Carr, C. L., Peck, J., & Carson, S. (2001). Hedonic and utilitarian motivations for online retail shopping behavior. Journal of Retailing, 77(4), 511-535.
Dabholkar, P. A. (2015). How to improve perceived service quality by increasing customer participation. Paper presented at the Proceedings of the 1990 academy of marketing science (AMS) annual conference.
Doney, P. M., & Cannon, J. P. (1997). An examination of the nature of trust in buyer-seller relationships. The Journal of Marketing, 61(2), 35-51.
Duan, W., Gu, B., & Whinston, A. B. (2008). The dynamics of online word-of-mouth and product sales—An empirical investigation of the movie industry. Journal of Retailing, 84(2), 233-242.
Eagly, A. H., & Chaiken, S. (2007). The advantages of an inclusive definition of attitude. Social Cognition, 25(5), 582-602.
Engel, J., Blackwell, R., & Miniard, P. (1990). Consumer Behavior. Hinsdale, IL: Dryden Press.
Ennew, C. T., & Binks, M. R. (1999). Impact of participative service relationships on quality, satisfaction and retention: an exploratory study. Journal of Business Research, 46(2), 121-132.
Evans, E. (2016). The economics of free: Freemium games, branding and the impatience economy. Convergence, 22(6), 563-580.
Featherstone, M., & Burrows, R. (1996). Cyberspace/cyberbodies/cyberpunk: Cultures of technological embodiment (Vol. 43). London, UK: Sage.
Fink, L., & Geldman, D. (2017). The effects of consumer participation in product construction and design on willingness to pay: The case of software. Computers in Human Behavior, 75, 903-911.
Fu, S., Yan, Q., & Feng, G. C. (2018). Who will attract you? Similarity effect among users on online purchase intention of movie tickets in the social shopping context. International Journal of Information Management, 40, 88-102.
Goode, S., Shailer, G., Wilson, M., & Jankowski, J. (2014). Gifting and status in virtual worlds. Journal of Management Information Systems, 31(2), 171-210.
Guo, Y., & Barnes, S. (2011). Purchase behavior in virtual worlds: An empirical investigation in Second Life. Information & Management, 48(7), 303-312.
Ha, S., & Stoel, L. (2009). Consumer e-shopping acceptance: Antecedents in a technology acceptance model. Journal of Business Research, 62(5), 565-571.
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546.
Haven, B. (2007). Marketing’s new key metric: Engagement. Cambridge, MA: Forrester Research, Inc.
Jarvenpaa, S. L., Tractinsky, N., & Vitale, M. (2000). Consumer trust in an Internet store. Information Technology and Management, 1(1-2), 45-71.
Kim, A. J., & Ko, E. (2012). Do social media marketing activities enhance customer equity? An empirical study of luxury fashion brand. Journal of Business Research, 65(10), 1480-1486.
Kruglanski, A. W. (2013). Lay epistemics and human knowledge: Cognitive and motivational bases: Springer Science & Business Media.
Li, G., Park, E.-M., & Park, S.-T. (2016). Effects of social media usage on country image and purchase intention from social P2P network perspective. Peer-to-Peer Networking and Applications, 9(3), 487-497.
Li, Y.-M., Lin, C.-H., & Lai, C.-Y. (2010). Identifying influential reviewers for word-of-mouth marketing. Electronic Commerce Research and Applications, 9(4), 294-304.
Lloyd, A. E. (2003). The role of culture on customer participation in services. Unpublished doctoral dissertation, The Hong Kong Polytechnic University.
Lovelock, C. H., & Young, R. F. (1979). Look to consumers to increase productivity. Harvard Business Review, 57(3), 168-178.
Luhmann, N. (2018). Trust and power. Chichester, UK: John Wiley & Sons.
Maru File, K., Judd, B. B., & Prince, R. A. (1992). Interactive marketing: the influence of participation on positive word-of-mouth and referrals. Journal of Services Marketing, 6(4), 5-14.
Morgan, R. M., & Hunt, S. D. (1994). The commitment-trust theory of relationship marketing. the Journal of Marketing, 20-38.
Olson, J. M., & Zanna, M. P. (1993). Attitudes and attitude change. Annual Review of Psychology, 44(1), 117-154.
Orús, C., Gurrea, R., & Flavián, C. (2017). Facilitating imaginations through online product presentation videos: effects on imagery fluency, product attitude and purchase intention. Electronic Commerce Research, 17(4), 661-700.
Park, B.-W., & Lee, K. C. (2011). Exploring the value of purchasing online game items. Computers in Human Behavior, 27(6), 2178-2185.
Pine, B. J. (1993). Mass customizing products and services. Planning Review, 21(4), 6-55.
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67.
Sarnoff, I. (1960). Psychoanalytic theory and social attitudes. Public Opinion Quarterly, 24(2), 251-279.
Sedley, R., & Perks, M. (2008). Six theses on digital customer engagement in a troubled economy. Accessed February 21, 2018.
Silpakit, P., & Fisk, R. P. (1985). Participatizing the service encounter: A theoretical framework. Paper presented at the Services marketing in a changing environment.
Skinner, B. (1938). The behavior of organisms. New York: Appleton-Century-Crofts.
Skinner, BF (1953). Science and human behavior. New York: Macmillan.
Thongpapanl, N., & Ashraf, A. R. (2011). Enhancing online performance through website content and personalization. Journal of Computer Information Systems, 52(1), 3-13.
Tuli, K. R., Kohli, A. K., & Bharadwaj, S. G. (2007). Rethinking customer solutions: From product bundles to relational processes. Journal of Marketing, 71(3), 1-17.
Tussyadiah, I. P., & Park, S. (2018). When guests trust hosts for their words: Host description and trust in sharing economy. Tourism Management, 67, 261-272.
Van der Heijden, H., Verhagen, T., & Creemers, M. (2003). Understanding online purchase intentions: contributions from technology and trust perspectives. European Journal of Information Systems, 12(1), 41-48.
White, R. W. (1959). Motivation reconsidered: The concept of competence. Psychological Review, 66(5), 297-333.
Whiting, A., & Williams, D. (2013). Why people use social media: a uses and gratifications approach. Qualitative Market Research: An International Journal, 16(4), 362-369.
Yang, K.-C., Huang, C.-H., Yang, C., & Yang, S. Y. (2017). Consumer attitudes toward online video advertisement: YouTube as a platform. Kybernetes, 46(5), 840-853.
Zhang, H., Lu, Y., Wang, B., & Wu, S. (2015). The impacts of technological environments and co-creation experiences on customer participation. Information & Management, 52(4), 468-482.
指導教授 杜秉叡 審核日期 2018-6-27
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明