博碩士論文 108421069 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:19 、訪客IP:18.118.193.123
姓名 施詠懷(Yung-Huai Shih)  查詢紙本館藏   畢業系所 企業管理學系
論文名稱 心理擁有感對轉蛋抽卡型手機遊戲購買意願: 探討一般自我效能、風險傾向、及賭博成癮之影響
(Psychological ownership and purchase intentions of loot box mobile games: Exploring the influence of general self-efficacy, risk propensity, and problem gambling)
相關論文
★ To see is to believe through social AR: A mechanism from user′s point-of-view (POV) sharing★ 虛擬角色認同、遊戲動機與遊戲忠誠度:探討遊戲滿意度之中介
★ 探討經驗開放性、消費者創新性、對促銷之期待與限量優惠商品之購買意願:以戰利品購物為中介
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]   至系統瀏覽論文 (2026-6-28以後開放)
摘要(中) 近年來隨著智慧型手機與行動網路的普及,智慧型手機遊戲的市場也呈現一片榮景,而在眾多遊戲類型中,又以轉蛋抽卡型手機遊戲長年佔據營收排行榜的前幾名。轉蛋抽卡型手機遊戲是指以手機為載體,且在遊戲中變強的唯一手段就是藉由特定機率的轉蛋抽卡型行為,來取得較強勢的角色或裝備,藉此提升遊戲中通關成功機率的一種遊戲種類。而由於其充滿不確定性的遊戲模式,使得消費者在進行購買時可能會受到一般自我效能、風險傾向與賭博成癮的影響,同時,若非對於遊戲有一定的心理擁有感,也可能無法輕易的花費這動輒一次就要百元新台幣以上的轉蛋抽卡行為。
綜合以上,本研究透過網路問卷來探討心理擁有感、一般自我效能、風險傾向、賭博成癮與轉蛋抽卡型手機遊戲購買意願之間的關係。而結果顯示心理擁有感以及賭博成癮皆對轉蛋抽卡型手機遊戲的購買意願有顯著的影響。
摘要(英) In recent years, with the popularization of mobile phones and mobile networks, the market for mobile phone games has also shown a prosperous scene. Among many game types, loot box mobile games have been at the top of the revenue for many years. Loot box mobile game refers to the mobile phone as the carrier, and the only way to become stronger in the game is to obtain stronger characters or equipment through a specific probability of the loot box. And because of its uncertain game mechanic, consumers may be affected by general self-efficacy, risk propensity and gambling addiction when making purchases. At the same time, if they do not have a certain sense of psychological ownership of the game, they may not be able to spend money on the game easily, which would cost them at least hundreds of NTD a time.
To sum up, this study explored the relationship between psychological ownership, general self-efficacy, risk propensity, gambling addiction, and purchase intention of loot box mobile games through online questionnaires. And the result shows that both psychological ownership and gambling addiction have a significant impact on the purchase intention of loot box mobile games.
關鍵字(中) ★ 轉蛋抽卡型手機遊戲
★ 心理擁有感
★ 一般自我效能
★ 風險傾向
★ 賭博成癮
★ 購買意願
關鍵字(英) ★ loot box mobile games
★ psychological ownership
★ general self-efficacy
★ risk propensity
★ gambling addiction
★ purchase intention
論文目次 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...3
1-3研究流程...5
第二章 文獻探討...7
2-1 智慧型手機遊戲之概況...7
2-1-1 智慧型手機遊戲之種類...7
2-1-2 轉蛋抽卡型手機遊戲...10
2-1-3 消費致勝(pat to win)...12
2-1-4 戰利品箱(loot box)...13
2-2 購買意願...14
2-3 心理擁有感...16
2-4 一般自我效能...20
2-5 風險傾向...22
2-6 賭博成癮...25
第三章 研究方法...29
3-1 研究架構...29
3-2 研究樣本...30
3-3 研究工具...30
3-4 研究步驟...33
第四章 研究結果...37
4-1 樣本敘述性統計分析...37
4-2 信度分析...40
4-3 相關性分析...41
4-4 效度分析...42
4-5 模型配飾度檢測...44
4-6 整體假說驗證...44
第五章 討論與建議...49
5-1 研究討論...49
5-2 管理意涵...52
5-3 研究限制與未來建議...54
參考文獻...55
附錄:研究問卷...66
參考文獻 一、中文文獻
吳治勳、陳慶餘、許志成、吳英璋。(2016)。臺灣老化態度量表之編製與心理計量特性。中華心理衛生學刊,29(2),159-186。
周太饒、唐瓔璋。(2013)。以沉浸理論探討智慧型手機遊戲使用者之群集分析。未出版之博士論文,國立交通大學。
怪物彈珠〈Monster Strike_TW〉(2020年3月20日):[【技能介紹影片】《魔導少年》合作活動 限定角色性能介紹影片][圖片]
張銀益、劉上嘉、陳松輝、陳慧玲、蔡幸蓁。(2010)。手機線上(Online)遊戲之消費者使用意願影響因素研究。輔仁管理評論,17(3),55-84。
黃彥傑(2009)。〈淺談智慧型手機〉。
黃姵嫙(2018)。綠色招募活動對組織人才吸引力之影響:以個人組織配適知覺為中介變數與個人環保態度為干擾變數。未出版之碩士論文,東海大學。
焦糖奶油派(2020年2月12日):〈【情報】與電視動畫《鬼滅之刃》的合作活動將於2月14日(五)中午起開跑!〉。
羅亦晽(2021年4月19日):〈通緝犯沉迷手遊販毒謀利 課金200萬升等前遭逮。〉
bitplay(2020年9月28日)〈【bitplay 旅人包|風格、擴充、快取,履行你的探索計劃】- 募資問卷調查中!〉
IKEA(2021年3月10日):[打造整齊餐廚區的3個整理訣竅][圖片]
Ivan(2019年11月1日):[GOGORO 2系列 車主公認必改的十大改裝品︱車主怎麼說][圖片]
MotoBuy(2019年5月14日):[[夯車分享] 亮到眼睛睜不開 - GOGORO 2S][圖片]
Shine祁拚ˇ(2019年12月26日)。〈【情報】世界之終結 第五集 比娜是我婆!〉。

二、英文文獻
Azjen, I. (1980). Understanding attitudes and predicting social behavior. Pearson College Div. Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179-211.
App Annie (2021). The State of Mobile 2021
Balakrishnan, J., & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87, 238-246.
Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change. Psychological Review, 84(2), 191-215.
Borna, S., & Lowry, J. (1987). Gambling and speculation. Journal of Business Ethics, 6, 219-224.
Buchanan, T., & Benson, V. (2019). Spreading Disinformation on Facebook: Do Trust in Message Source, Risk Propensity, or Personality Affect the Organic Reach of “Fake News”?. Social Media+ Society, 5(4), 2056305119888654.
Capone, V., & Petrillo, G. (2018). Mental health in teachers: Relationships with job satisfaction, efficacy beliefs, burnout and depression. Current Psychology, 39, 1-10.
Chen, G., Gully, S. M., & Eden, D. (2001). Validation of a new general self-efficacy scale. Organizational Research Methods, 4(1), 62-83.
Baraniuk, C. (2016, July 22). You might think gambling is all about winning, but a range of studies show that things just aren’t that simple. Why do gamblers, even unsuccessful ones, keep getting a buzz?.BBC.
Close, J., Spicer, S. G., Nicklin, L. L., Uther, M., Lloyd, J., & Lloyd, H. (2021). Secondary analysis of loot box data: are high-spending “whales” wealthy gamers or problem gamblers?. Addictive Behaviors, 117, 106851.
Cui, Y., Sun, C., Xiao, H., & Zhao, C. (2016). How to become an excellent entrepreneur: The moderating effect of risk propensity on alertness to business ideas and entrepreneurial capabilities. Technological Forecasting and Social Change, 112, 171-177.
Doll, W. J., Xia, W., & Torkzadeh, G. (1994). A confirmatory factor analysis of the end-user computing satisfaction instrument. MIS Quarterly, 18, 453-461.
Etzioni, A. (1991). The socio-economics of property. Journal of Social Behavior and Personality, 6(6), 465-468.
Farivar, S., Wang, F., & Yuan, Y. (2021). Opinion leadership vs. para-social relationship: Key factors in influencer marketing. Journal of Retailing and Consumer Services, 59, 102371.
Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50.
Gong, X., Ye, Z., Liu, K., & Wu, N. (2020). The effects of live platform exterior design on sustainable impulse buying: Exploring the mechanisms of self-efficacy and psychological ownership. Sustainability, 12(6), 2406.
Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., & Tatham, R. L. (2019). Multivariate data analysis (8th ed.). Prentice-Hall.
Han, B., & Windsor, J. (2013). An investigation of the smartphone user′s in–game purchase intention. International Journal of Mobile Communications, 11(6), 617-635.
Hatfield, J., & Fernandes, R. (2009). The role of risk-propensity in the risky driving of younger drivers. Accident Analysis & Prevention, 41(1), 25-35.
Head, G. L. (1967). An alternative to defining risk as uncertainty. Journal of Risk and Insurance, 34, 205-214.
Hee, O. C. (2014). Validity and Reliability of the Customer-Oriented Behaviour Scale in the Health Tourism Hospitals in Malaysia. International Journal of Caring Sciences, 7(3) , 771-775.
Hu, L. T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling: A multidisciplinary journal, 6(1), 1-55.
Jochemczyk, L., Pietrzak, J., Buczkowski, R., Stolarski, M., & Markiewicz, Ł. (2017). You only live once: present-hedonistic time perspective predicts risk propensity. Personality and Individual Differences, 115, 148-153.
Joo, J. (2020). Customers’ psychological ownership toward the third place. Service Business, 14(3), 333-360.
Ketelhut, D. J. (2011). Assessing gaming, computer and scientific inquiry self-efficacy in a virtual environment. In Serious Educational Game Assessment (pp. 1-18). SensePublishers.
Khairy, S., Aslan, A., Samara, A. M., Mousa, I., Alkaiyat, A. S., & Sa’ed, H. Z. (2021). Factors associated with self-efficacy in patients with hypertension: a cross-sectional study from Palestine. Journal of Health, Population and Nutrition, 40(1), 1-10.
Kline, R. B. (2015). Principles and practice of structural equation modeling. Guilford publications.
Ko, D. W., & Park, J. (2020). I am you, you are me: game character congruence with the ideal self. Internet Research,31(2), 613–634.
Li, W., Mills, D., & Nower, L. (2019). The relationship of loot box purchases to problem video gaming and problem gambling. Addictive Behaviors, 97, 27-34.
Liu, H. J., & Shiue, Y. C. (2014). Influence of Facebook game players′ behavior on flow and purchase intention. Social Behavior and Personality: An international journal, 42(1), 125-133.
MacCallum, R. C., & Hong, S. (1997). Power analysis in covariance structure modeling using GFI and AGFI. Multivariate Behavioral Research, 32(2), 193-210.
Martinez, L. M., Rando, B., Agante, L., & Abreu, A. M. (2021). True colors: Consumers’ packaging choices depend on the color of retail environment. Journal of Retailing and Consumer Services, 59, 102372.
Maruyama, G. (1997). Basics of structural equation modeling. Sage.
Memon, M., Soomro, B. A., & Shah, N. (2019). Enablers of entrepreneurial self-efficacy in a developing country. Education+ Training, 61, 684-699.
Mishra, S., Lalumière, M. L., & Williams, R. J. (2010). Gambling as a form of risk-taking: Individual differences in personality, risk-accepting attitudes, and behavioral preferences for risk. Personality and Individual Differences, 49(6), 616-621.
Morgenstern, S., & Zechmeister, E. (2001). Better the devil you know than the saint you don′t? Risk propensity and vote choice in Mexico. Journal of Politics, 63(1), 93-119.
Morisi, D. (2018). Choosing the risky option: Information and risk propensity in referendum campaigns. Public Opinion Quarterly, 82(3), 447-469.
Morwitz, V. G., & Schmittlein, D. (1992). Using segmentation to improve sales forecasts based on purchase intent: Which “intenders” actually buy?. Journal of Marketing Research, 29(4), 391-405.
Mullet, G. M., & Karson, M. J. (1985). Analysis of purchase intent scales weighted by probability of actual purchase. Journal of Marketing Research, 22(1), 93-96.
Nagaraj, S. (2021). Role of consumer health consciousness, food safety & attitude on organic food purchase in emerging market: A serial mediation model. Journal of Retailing and Consumer Services, 59, 102423.
National Research Council. (1999). Pathological gambling: A critical review. National Research Council.
Peng, Y. S., Hsiung, H. H., & Chen, K. H. (2012). The Level of Concern about Feng Shui in House Purchasing: The Impacts of Self‐efficacy, Superstition, and the Big Five Personality Traits. Psychology & Marketing, 29(7), 519-530.
Pierce, J. L., Kostova, T., & Dirks, K. T. (2003). The state of psychological ownership: Integrating and extending a century of research. Review of General Psychology, 7(1), 84-107.
Porteous, J. D. (1976). Home: The territorial core. Geographical Review, 66, 383-390.
Qiu, M., Hu, B., Xu, Z., & Li, Y. (2015). Employees′ psychological ownership and self-efficacy as mediators between performance appraisal purpose and proactive behavior. Social Behavior and Personality: An international journal, 43(7), 1101-1109.
Qiu, S., Dooley, L. M., & Xie, L. (2020). How servant leadership and self-efficacy interact to affect service quality in the hospitality industry: A polynomial regression with response surface analysis. Tourism Management, 78, 104051.
Ramesh, K., Saha, R., Goswami, S., & Dahiya, R. (2019). Consumer′s response to CSR activities: Mediating role of brand image and brand attitude. Corporate Social Responsibility and Environmental Management, 26(2), 377-387.
Raylu, N., & Oei, T. P. (2004). The Gambling Related Cognitions Scale (GRCS): Development, confirmatory factor validation and psychometric properties. Addiction, 99(6), 757-769.
Rose, I. N., & Loeb, R. A. (1998). Blackjack and the Law (1st ed.). RGE Pub.
San-Martín, S., Jimenez, N., Camarero, C., & San-José, R. (2020). The path between personality, self-efficacy, and shopping regarding games apps. Journal of Theoretical and Applied Electronic Commerce Research, 15(2), 59-75.
Schjoedt, L., & Craig, J. B. (2017). Development and validation of a unidimensional domain-specific entrepreneurial self-efficacy scale. International Journal of Entrepreneurial Behavior & Research, 23(1), 98-113.
Schumacker, R. E., & Lomax, R. G. (2004). A beginner′s guide to structural equation modeling. Psychology Press.
Sensor Tower (2020). Store Intelligence Data Digest.
Sensor Tower (2021, January 4). Global Consumer Spending in Mobile Apps Reached a Record $111 Billion in 2020, Up 30% from 2019. Sensor Tower.
Seo, Y. N., Jung, Y., Sng, J., & Park, J. (2019). Rational or irrational decision? Examination on gamers’ intention to purchase probability-type items. Interacting with Computers, 31(6), 603-641.
Sherer, M., Maddux, J. E., Mercandante, B., Prentice-Dunn, S., Jacobs, B., & Rogers, R. W. (1982). The self-efficacy scale: Construction and validation. Psychological Reports, 51(2), 663-671.
Sokolova, K., & Kefi, H. (2020). Instagram and YouTube bloggers promote it, why should I buy? How credibility and parasocial interaction influence purchase intentions. Journal of Retailing and Consumer Services, 53.
Vaughn, M. G., Salas-Wright, C. P., Alsolami, A. S., Oh, S., & Goings, T. C. (2021). Margin for error: examining racial and ethnic trends in adolescent risk propensity. Social Psychiatry and Psychiatric Epidemiology, 56, 993-1002.
von Meduna, M., Steinmetz, F., Ante, L., Reynolds, J., & Fiedler, I. (2020). Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey. Technology in Society, 63, 101395.
Wang, W., Zhao, J., Zhang, W., & Wang, Y. (2015, September). Conceptual framework for risk propensity, risk perception, and risk behaviour of construction project managers. In Proceedings 31st Annual ARCOM Conference’, Association of Researchers in Construction Management, Lincoln, UK (pp. 165-174).
Williams, R. J., Volberg, R. A., Stevens, R. M., Williams, L. A., & Arthur, J. N. (2017). The definition, dimensionalization, and assessment of gambling participation.
Yeh, S. C. J., Wang, W. C., Chou, H. C., & Chen, S. H. S. (2021). Private long-term care insurance decision: The role of income, risk propensity, personality, and life experience. Healthcare, 9, 102.
Yoo, S. C., & Peña, J. (2011). Do violent video games impair the effectiveness of in-game advertisements? The impact of gaming environment on brand recall, brand attitude, and purchase intention. Cyberpsychology, Behavior, and Social Networking, 14(7-8), 439-446.
Yule, K., & Grych, J. (2020). College students’ perceptions of barriers to bystander intervention. Journal of Interpersonal Violence, 35(15-16), 2971-2992.
Zendle, D., & Cairns, P. (2018). Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PloS One, 13(11), e0206767.
Zendle, D., & Cairns, P. (2019). Loot boxes are again linked to problem gambling: Results of a replication study. PloS One, 14(3), e0213194.
Zendle, D., Meyer, R., & Ballou, N. (2020). The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019. PloS One, 15(5), e0232780.
Zetou, E., Vernadakis, N., Derri, V., Bebetsos, E., & Filippou, F. (2014). The effect of game for understanding on backhand tennis skill learning and self-efficacy improvement in elementary students. Procedia-Social and Behavioral Sciences, 152, 765-771.
Zhang, D. C., Highhouse, S., & Nye, C. D. (2019). Development and validation of the general risk propensity scale (GRiPS). Journal of Behavioral Decision Making, 32(2), 152-167.
指導教授 杜秉叡 鄭明松(Ben-Roy Do Ming-Sung Cheng) 審核日期 2021-6-29
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