Summary: | 碩士 === 國立屏東教育大學 === 教育科技研究所 === 99 === The purpose of this study was to analyze flow experience , perceived usefulness, perceived ease of use and perceived playfulness whether effect the online game players’ continuance intention.
The research used a questionnaire and the subjects of survey were
online game users, and received 306 effective samples after one month-long collection.
The data individually used frequency distribution, percentage,
average, standard deviation, one-sample t test, t-test, and one-way
ANOVA to analyze.
The conclusions I have come to were as follows:
1. There were significant correlations among perceived usefulness, perceived ease of use and perceived enjoyment of online games.
2. There was a significant correlation between the cognition after playing the online game and flow experience.
3. The cognition after playing the online game and flow experience were related to continuance intention.
4. Sexuality and education background were not related to the cognition after playing the online game and flow experience.
5. There were significant differences in the two aspects involve “how many hours you take to play online game in one day and the cognition after playing the online game.”
6. There were no significant differences in the two aspects involve “how many hours you take to play online game in one day and flow experience.”
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