Using Expectation-Confirmation Theory Model to Explore the Continuance Usage Intention of Pokémon GO

碩士 === 淡江大學 === 資訊管理學系碩士在職專班 === 106 === Abstract Pokémon GO was released on iOS and Android platforms in July 2016. This mobile game provides players to catch, battle, train, and deal virtual creatures “Pokémon” in the real-world locations. Unfortunately, the population of worldwide daily active p...

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Bibliographic Details
Main Authors: Pei-Wei Weng, 翁培瑋
Other Authors: 吳錦波
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/fux2y7
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Summary:碩士 === 淡江大學 === 資訊管理學系碩士在職專班 === 106 === Abstract Pokémon GO was released on iOS and Android platforms in July 2016. This mobile game provides players to catch, battle, train, and deal virtual creatures “Pokémon” in the real-world locations. Unfortunately, the population of worldwide daily active players kept decreasing after collecting all the first generation of Pokémon. However, Pokémon GO was added the second generation of Pokémon in February 2017. The aim was to increase players’ continuance usage intention by enriching the game. The study was conducted by surveys, say total 154 pieces of valid questionnaires. The objects are the users of Pokémon GO. And the surveys were included not only the confirmation and satisfaction of Expectation-Confirmation Theory Model to find out their influence on continuance usage. Also the perceived playfulness, perceived competition, and the perceived usefulness of Technology acceptance model to find out their behavior of continuance usage. The study was trying to understand the main factor for continuance usage from the analysis results. The results of the study indicated that “confirmation” is a significant positive effect on “satisfaction”, “perceived playfulness”, and “perceived usefulness”; and “satisfaction” and “perceived playfulness” are significant positive effects on “continuance usage intention”; also “perceived playfulness” is a significant positive effect on “satisfaction”; then “perceived competition” is a significant positive effect on “perceived playfulness”; lastly, “perceived usefulness” is not a significant effect on “continuance usage intention”. The phenomenon that the perceived usefulness effect weakly on continuance usage intention for Pokémon GO revealed that there’re playfulness and satisfaction much more than usefulness when using Pokémon GO. The theoretical contribution of this study is to provide understanding of the factors that affect the use of Pokémon GO. It was also found that there’s a management meaning. The platform manager of Pokémon GO can increase users’ continuance usage intention by taking advantage of different factors. And based on different groups’ characters, the management level can release the interesting items for them or provide more inspects of services. For example, designing a function with social entertainment allow users to interaction by online chatting while playing the game; and raising users’ behavior intention by abundant contents.