The study of online game user’s experience and virtual sense of community affect their behavioral intentions
碩士 === 國立中山大學 === 企業管理學系研究所 === 101 === This study was to explore the online game user’s experience and virtual sense of community affect the intentions of purchase through the users’flow experience, survey the World of Warcraft players. There are total of 274 valid questionnaires that show there...
Main Authors: | , |
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Other Authors: | |
Format: | Others |
Language: | zh-TW |
Published: |
2013
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Online Access: | http://ndltd.ncl.edu.tw/handle/90723354421635363976 |
Summary: | 碩士 === 國立中山大學 === 企業管理學系研究所 === 101 === This study was to explore the online game user’s experience and virtual sense of community affect the intentions of purchase through the users’flow experience, survey the World of Warcraft players. There are total of 274 valid questionnaires that show there is a positive relationship between users’ virtual sense of community and gaming experience, and the results which virtual sense of community for uses’ flow experience (enjoyment or time distortion) are not significant. The virtual sense of community af-fects positively the intention of purchase. Gaming experience affects positively us-ers’enjoyment. Gaming experience affects positively users’ time distortion. The hy-pothesis which gaming experience has a positive influence on intention of purchase wasn’t established. Users’enjoyment affects positively the intention of purchase, and time distortion affects positively the intention of purchase too.
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