Why Do People Buy Virtual ItemsIn Free On-line GameWhy Do People Buy Virtual Items In Free On-line Game
碩士 === 東海大學 === 國際貿易學系 === 97 === Thanks for the improvement of internet technology and that brought the prosperity of Taiwan online game. However, the market is nearly saturated and the growth rate is gradually slipping down. For benefiting, the firms designed free online game and benefited by sell...
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ndltd-TW-097THU003230122015-11-20T04:18:45Z http://ndltd.ncl.edu.tw/handle/30825257973677505502 Why Do People Buy Virtual ItemsIn Free On-line GameWhy Do People Buy Virtual Items In Free On-line Game 為何線上遊戲玩家願意在免費線上遊戲中花錢購買道具 CHANG,TIEN-FU 張天福 碩士 東海大學 國際貿易學系 97 Thanks for the improvement of internet technology and that brought the prosperity of Taiwan online game. However, the market is nearly saturated and the growth rate is gradually slipping down. For benefiting, the firms designed free online game and benefited by selling the virtual items in the game. Hence, for understanding what are the factors will affect the game player to buy virtual items. We employed the Technology Acceptance Model (TAM) for our based theory and set the Self-Efficacy and Consumption Value for our moderator. We hypothesized Self-Efficacy will moderate the perceived ease of use positively and Consumption Value will moderate the perceived usefulness positively. We used the 466 questionnaire of internet for empirical study to support it. This study showed that the Self-Efficacy will moderate the perceived ease of use positively and three kind of Consumption Value (function value、social value、emotional value) will moderate the perceived usefulness positively. 張國雄 2009 學位論文 ; thesis 45 zh-TW |
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碩士 === 東海大學 === 國際貿易學系 === 97 === Thanks for the improvement of internet technology and that brought the prosperity of Taiwan online game. However, the market is nearly saturated and the growth rate is gradually slipping down. For benefiting, the firms designed free online game and benefited by selling the virtual items in the game.
Hence, for understanding what are the factors will affect the game player to buy virtual items. We employed the Technology Acceptance Model (TAM) for our based theory and set the Self-Efficacy and Consumption Value for our moderator. We hypothesized Self-Efficacy will moderate the perceived ease of use positively and Consumption Value will moderate the perceived usefulness positively. We used the 466 questionnaire of internet for empirical study to support it.
This study showed that the Self-Efficacy will moderate the perceived ease of use positively and three kind of Consumption Value (function value、social value、emotional value) will moderate the perceived usefulness positively.
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張國雄 |
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張國雄 CHANG,TIEN-FU 張天福 |
author |
CHANG,TIEN-FU 張天福 |
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CHANG,TIEN-FU 張天福 Why Do People Buy Virtual ItemsIn Free On-line GameWhy Do People Buy Virtual Items In Free On-line Game |
author_sort |
CHANG,TIEN-FU |
title |
Why Do People Buy Virtual ItemsIn Free On-line GameWhy Do People Buy Virtual Items In Free On-line Game |
title_short |
Why Do People Buy Virtual ItemsIn Free On-line GameWhy Do People Buy Virtual Items In Free On-line Game |
title_full |
Why Do People Buy Virtual ItemsIn Free On-line GameWhy Do People Buy Virtual Items In Free On-line Game |
title_fullStr |
Why Do People Buy Virtual ItemsIn Free On-line GameWhy Do People Buy Virtual Items In Free On-line Game |
title_full_unstemmed |
Why Do People Buy Virtual ItemsIn Free On-line GameWhy Do People Buy Virtual Items In Free On-line Game |
title_sort |
why do people buy virtual itemsin free on-line gamewhy do people buy virtual items in free on-line game |
publishDate |
2009 |
url |
http://ndltd.ncl.edu.tw/handle/30825257973677505502 |
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