Applying the Technology Acceptance Model to Explore the Use Intention of the Virtual Reality Games
碩士 === 義守大學 === 資訊管理學系 === 105 === With the popularity of smart phones and mobile devices, Virtual Reality (VR), Artificial Intelligence (AI), Cloud Computing and Internet of Things (IoT) are highly valued in 2016. As a result, this research aims to discuss the usage intention for Virtual Reality Ga...
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ndltd-TW-105ISU053960522019-05-15T23:39:17Z http://ndltd.ncl.edu.tw/handle/b4gpva Applying the Technology Acceptance Model to Explore the Use Intention of the Virtual Reality Games 以科技接受模式探討虛擬實境遊戲之使用意願 Hui-Yi Peng 彭惠儀 碩士 義守大學 資訊管理學系 105 With the popularity of smart phones and mobile devices, Virtual Reality (VR), Artificial Intelligence (AI), Cloud Computing and Internet of Things (IoT) are highly valued in 2016. As a result, this research aims to discuss the usage intention for Virtual Reality Games. The images in virtual world can present players picturesque scenery and create a simulated sense like being on spot. Virtual Reality combines animation, images, voice and some peripheral devices. This thesis tries to apply Technology Acceptance Model (TAM) perspective to analyze the impact on the convenience and the complexity of Virtual Reality Games, the perceived usefulness, the perceived ease, and the intention of using. The object of this study is the public having gone through the Virtual Reality Games. Plus, the concepts of perceived playfulness and flow experience are also added to analyze whether it has positive influence on the consumers. Two hundred and ten questionnaires were returned, showing that each item has high reliability and connection. The results are as follows: perceived ease of use has a positive effect on the perceived usefulness; perceived ease of use has a positive effect on perceived playfulness; perceived usefulness, perceived ease of use, perceived playfulness and flow experience have a positive effect on attitude toward using; flow experience have a positive effect on intention usage; attitude toward using has a positive effect on intention usage. The purpose of the thesis is to offer the marketing strategy to business and to provide a possible direction on Virtual Reality Games. Lisa Y. Chen 陳筠昀 2017 學位論文 ; thesis 70 zh-TW |
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碩士 === 義守大學 === 資訊管理學系 === 105 === With the popularity of smart phones and mobile devices, Virtual Reality (VR), Artificial Intelligence (AI), Cloud Computing and Internet of Things (IoT) are highly valued in 2016. As a result, this research aims to discuss the usage intention for Virtual Reality Games. The images in virtual world can present players picturesque scenery and create a simulated sense like being on spot. Virtual Reality combines animation, images, voice and some peripheral devices. This thesis tries to apply Technology Acceptance Model (TAM) perspective to analyze the impact on the convenience and the complexity of Virtual Reality Games, the perceived usefulness, the perceived ease, and the intention of using. The object of this study is the public having gone through the Virtual Reality Games. Plus, the concepts of perceived playfulness and flow experience are also added to analyze whether it has positive influence on the consumers.
Two hundred and ten questionnaires were returned, showing that each item has high reliability and connection. The results are as follows: perceived ease of use has a positive effect on the perceived usefulness; perceived ease of use has a positive effect on perceived playfulness; perceived usefulness, perceived ease of use, perceived playfulness and flow experience have a positive effect on attitude toward using; flow experience have a positive effect on intention usage; attitude toward using has a positive effect on intention usage. The purpose of the thesis is to offer the marketing strategy to business and to provide a possible direction on Virtual Reality Games.
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author2 |
Lisa Y. Chen |
author_facet |
Lisa Y. Chen Hui-Yi Peng 彭惠儀 |
author |
Hui-Yi Peng 彭惠儀 |
spellingShingle |
Hui-Yi Peng 彭惠儀 Applying the Technology Acceptance Model to Explore the Use Intention of the Virtual Reality Games |
author_sort |
Hui-Yi Peng |
title |
Applying the Technology Acceptance Model to Explore the Use Intention of the Virtual Reality Games |
title_short |
Applying the Technology Acceptance Model to Explore the Use Intention of the Virtual Reality Games |
title_full |
Applying the Technology Acceptance Model to Explore the Use Intention of the Virtual Reality Games |
title_fullStr |
Applying the Technology Acceptance Model to Explore the Use Intention of the Virtual Reality Games |
title_full_unstemmed |
Applying the Technology Acceptance Model to Explore the Use Intention of the Virtual Reality Games |
title_sort |
applying the technology acceptance model to explore the use intention of the virtual reality games |
publishDate |
2017 |
url |
http://ndltd.ncl.edu.tw/handle/b4gpva |
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