Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go

碩士 === 開南大學 === 商學院碩士班 === 107 === Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go Abstract With the development of mobile devices and networks, people depend on mobile phone in their daily life, in acco...

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Main Authors: SUNG, CHIA-HAO, 宋家豪
Other Authors: Lin, Chein-Hung
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/z77s38
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spelling ndltd-TW-105KNU003180062019-07-17T03:54:35Z http://ndltd.ncl.edu.tw/handle/z77s38 Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go 以消費價值理論探討手機遊戲滿意度、沉浸經驗與持續使用意願 — 以寶可夢GO手遊為例 SUNG, CHIA-HAO 宋家豪 碩士 開南大學 商學院碩士班 107 Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go Abstract With the development of mobile devices and networks, people depend on mobile phone in their daily life, in accompany with the advent of more functional and playful. Recently, a very popular mobile game - Pokémon Go has caused the public entering a frenzy . With the combination of kinds of technologies, Augment reality (AR) and GPS positioning. Players can experience the adventure of game in their real life. This study aims to explores the perceived values of Pokémon go players, and how these factors leads players continuing play this game. The purpose of this study is to explore the impacts of perceived values (e.g.," utilitarian value", " hedonic value", "social value", "epistemic value", "emotional value" on "satisfaction ","flow experience" and "continuance intention". The survey method was conducted to collect research data. In the end, 367 valid questionnaires were collected. PLS software was used to carry out the research hypothesis. The results show that perceived "utilitarian value" has a positive effect on "satisfaction" but no significant effect on " flow experience"; " hedonic value " has a positive impact on both "satisfaction" and " flow experience ", " social value" has no positive effect on "satisfaction" and on “ flow experience", "emotional value" positively affects "satisfaction" and " flow experience ", " epistemic value" has a positive impact on "satisfaction" and " flow experience ". In addition "satisfaction" and "flow experience" have a significant impact on " continuance intention ". Gender differences exist in the relationship between "satisfaction" and " continuance intention", and that of "social value " and " flow experience". The study suggests that the company sure be increasing "satisfaction" and "flow experience" to increasing the intention of continuance . Keywords: Pokémon Go, Perceive Value, Consumer Value, Satisfaction, Flow Experience, Continuance Intention Lin, Chein-Hung Hsiao, Chun-Hua 林建宏 蕭君華 2018 學位論文 ; thesis 68 zh-TW
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language zh-TW
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description 碩士 === 開南大學 === 商學院碩士班 === 107 === Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go Abstract With the development of mobile devices and networks, people depend on mobile phone in their daily life, in accompany with the advent of more functional and playful. Recently, a very popular mobile game - Pokémon Go has caused the public entering a frenzy . With the combination of kinds of technologies, Augment reality (AR) and GPS positioning. Players can experience the adventure of game in their real life. This study aims to explores the perceived values of Pokémon go players, and how these factors leads players continuing play this game. The purpose of this study is to explore the impacts of perceived values (e.g.," utilitarian value", " hedonic value", "social value", "epistemic value", "emotional value" on "satisfaction ","flow experience" and "continuance intention". The survey method was conducted to collect research data. In the end, 367 valid questionnaires were collected. PLS software was used to carry out the research hypothesis. The results show that perceived "utilitarian value" has a positive effect on "satisfaction" but no significant effect on " flow experience"; " hedonic value " has a positive impact on both "satisfaction" and " flow experience ", " social value" has no positive effect on "satisfaction" and on “ flow experience", "emotional value" positively affects "satisfaction" and " flow experience ", " epistemic value" has a positive impact on "satisfaction" and " flow experience ". In addition "satisfaction" and "flow experience" have a significant impact on " continuance intention ". Gender differences exist in the relationship between "satisfaction" and " continuance intention", and that of "social value " and " flow experience". The study suggests that the company sure be increasing "satisfaction" and "flow experience" to increasing the intention of continuance . Keywords: Pokémon Go, Perceive Value, Consumer Value, Satisfaction, Flow Experience, Continuance Intention
author2 Lin, Chein-Hung
author_facet Lin, Chein-Hung
SUNG, CHIA-HAO
宋家豪
author SUNG, CHIA-HAO
宋家豪
spellingShingle SUNG, CHIA-HAO
宋家豪
Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go
author_sort SUNG, CHIA-HAO
title Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go
title_short Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go
title_full Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go
title_fullStr Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go
title_full_unstemmed Exploring Player Satisfaction、Flow Experience and Continuance Intention by Consumption Values Theory: An example of the Moblie Game Pokémon Go
title_sort exploring player satisfaction、flow experience and continuance intention by consumption values theory: an example of the moblie game pokémon go
publishDate 2018
url http://ndltd.ncl.edu.tw/handle/z77s38
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