The Study on the Factors Influencing Senior &; Vocational High School Students’ Continued Using Game Apps on Smartphnoes

碩士 === 國立高雄師範大學 === 事業經營系 === 102 === Recently, with the popularity of smartphones and mobile Internet, more and more applications (Apps) on smartphones spring up like mushrooms, and which becomes the focus of consumers’ life. Among those apps, game app is the most favored one. However, under the ra...

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Main Authors: Chien-Ching Chen, 陳建靖
Other Authors: Hui-Mei Hsu
Format: Others
Language:zh-TW
Published: 2014
Online Access:http://ndltd.ncl.edu.tw/handle/56545792910036021674
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spelling ndltd-TW-102NKNU51630172016-02-21T04:27:41Z http://ndltd.ncl.edu.tw/handle/56545792910036021674 The Study on the Factors Influencing Senior &; Vocational High School Students’ Continued Using Game Apps on Smartphnoes 影響高中職學生持續使用智慧型手機遊戲App因素之探討 Chien-Ching Chen 陳建靖 碩士 國立高雄師範大學 事業經營系 102 Recently, with the popularity of smartphones and mobile Internet, more and more applications (Apps) on smartphones spring up like mushrooms, and which becomes the focus of consumers’ life. Among those apps, game app is the most favored one. However, under the rapid development of market scale and quantities of game App, the choices for consumers become much multiple. That resulted in the life circle of product is getting shorter and shorter. Therefore, it is essentially important to find out the factors influencing consumers’ continued using game App. The study takes expectation confirmation theory as the basic theory, and has senior and vocational high school students who have frequently downloaded game App and use it be the objects of study with the variables such as challenge, perceived playfulness, perceived ease of use and social influence so as to discuss the factors influencing their continued using game App on smartphones. I adopts questionnaire method to do the survey in this study, and the survey has been carried out by using the paper-based questionnaires in two stages. There are 110 returned and effective samples of continued use of game App on smartphones overall. Under the analysis of PLS-SEM, the result of the study shows the eminent influence of challenge to perceived playfulness, of confirmation to perceived ease of use, of perceived playfulness and confirmation to satisfaction, and of satisfaction and social influence to continuence intention. Nevertheless, there is no eminent influence of perceived ease of use to satisfaction in these two stages. The result of this study leads game designers to focus more on the design of the degrees of difficulty for challenging and on users’ playful satisfaction other than easy mode of games in the future. Besides, they should strengthen the social relationship between real and virtual world for the purpose of enhancing users’ attempt to game App continuence intention. Hui-Mei Hsu 許惠媚 2014 學位論文 ; thesis 108 zh-TW
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description 碩士 === 國立高雄師範大學 === 事業經營系 === 102 === Recently, with the popularity of smartphones and mobile Internet, more and more applications (Apps) on smartphones spring up like mushrooms, and which becomes the focus of consumers’ life. Among those apps, game app is the most favored one. However, under the rapid development of market scale and quantities of game App, the choices for consumers become much multiple. That resulted in the life circle of product is getting shorter and shorter. Therefore, it is essentially important to find out the factors influencing consumers’ continued using game App. The study takes expectation confirmation theory as the basic theory, and has senior and vocational high school students who have frequently downloaded game App and use it be the objects of study with the variables such as challenge, perceived playfulness, perceived ease of use and social influence so as to discuss the factors influencing their continued using game App on smartphones. I adopts questionnaire method to do the survey in this study, and the survey has been carried out by using the paper-based questionnaires in two stages. There are 110 returned and effective samples of continued use of game App on smartphones overall. Under the analysis of PLS-SEM, the result of the study shows the eminent influence of challenge to perceived playfulness, of confirmation to perceived ease of use, of perceived playfulness and confirmation to satisfaction, and of satisfaction and social influence to continuence intention. Nevertheless, there is no eminent influence of perceived ease of use to satisfaction in these two stages. The result of this study leads game designers to focus more on the design of the degrees of difficulty for challenging and on users’ playful satisfaction other than easy mode of games in the future. Besides, they should strengthen the social relationship between real and virtual world for the purpose of enhancing users’ attempt to game App continuence intention.
author2 Hui-Mei Hsu
author_facet Hui-Mei Hsu
Chien-Ching Chen
陳建靖
author Chien-Ching Chen
陳建靖
spellingShingle Chien-Ching Chen
陳建靖
The Study on the Factors Influencing Senior &; Vocational High School Students’ Continued Using Game Apps on Smartphnoes
author_sort Chien-Ching Chen
title The Study on the Factors Influencing Senior &; Vocational High School Students’ Continued Using Game Apps on Smartphnoes
title_short The Study on the Factors Influencing Senior &; Vocational High School Students’ Continued Using Game Apps on Smartphnoes
title_full The Study on the Factors Influencing Senior &; Vocational High School Students’ Continued Using Game Apps on Smartphnoes
title_fullStr The Study on the Factors Influencing Senior &; Vocational High School Students’ Continued Using Game Apps on Smartphnoes
title_full_unstemmed The Study on the Factors Influencing Senior &; Vocational High School Students’ Continued Using Game Apps on Smartphnoes
title_sort study on the factors influencing senior &; vocational high school students’ continued using game apps on smartphnoes
publishDate 2014
url http://ndltd.ncl.edu.tw/handle/56545792910036021674
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