The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention

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 on...

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Main Authors: Chien-hung Chen, 陳建宏
Other Authors: none
Format: Others
Language:zh-TW
Published: 2011
Online Access:http://ndltd.ncl.edu.tw/handle/03149957274903934866
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spelling ndltd-TW-099NPTT56200032015-10-13T19:07:22Z http://ndltd.ncl.edu.tw/handle/03149957274903934866 The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention 流暢感覺經驗與認知有用性、認知易用性、認知有趣性對網路遊戲玩家的持續使用意願影響之研究 Chien-hung Chen 陳建宏 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.” none 林志隆 2011 學位論文 ; thesis 121 zh-TW
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language zh-TW
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sources NDLTD
description 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.”
author2 none
author_facet none
Chien-hung Chen
陳建宏
author Chien-hung Chen
陳建宏
spellingShingle Chien-hung Chen
陳建宏
The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention
author_sort Chien-hung Chen
title The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention
title_short The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention
title_full The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention
title_fullStr The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention
title_full_unstemmed The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention
title_sort effect of flow experience , perceived usefulness, perceived ease of use and perceived playfulness on online game players'' continuance intention
publishDate 2011
url http://ndltd.ncl.edu.tw/handle/03149957274903934866
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