A Study on Continuous Use of Digital Game Distribution Platform: An Example of Steam

碩士 === 國立高雄科技大學 === 資訊管理系 === 107 === With the digitalization of games and the rapid advancement of network technology, the use of digital game distribution platforms has become the first choice for people to buy games. In recent years, there have been several game distribution platforms such as Ste...

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Bibliographic Details
Main Authors: LO, CHI-PING, 羅繼平
Other Authors: LEE, CHING-CHANG
Format: Others
Language:zh-TW
Published: 2019
Online Access:http://ndltd.ncl.edu.tw/handle/wzvzhr
Description
Summary:碩士 === 國立高雄科技大學 === 資訊管理系 === 107 === With the digitalization of games and the rapid advancement of network technology, the use of digital game distribution platforms has become the first choice for people to buy games. In recent years, there have been several game distribution platforms such as Steam, Epic Games and Uplay. Although there have been many online shopping related literatures in the past research, few literatures have been studied on digital game platforms. In this study will use Steam-has the most users and games in the world as an example, to explore the factors affecting the continuance intention based on the " Technology Acceptance Model " and the " Information Systems Success Model ". This study focused on users who used Steam, using questionnaires to collect data. A total of 364 valid questionnaires were collected and analyzed by Smart PLS 3.0. The results showed that most of the hypotheses were supported. The results suggest that users’ continuance intention is determined by user satisfaction, which in turn is jointly determined by information quality, service quality, system quality, perceived ease of use and perceived usefulness. Perceived usefulness is also determined by perceived ease of use. The results of this study will help digital game distribution platform operators to better understand the needs of users and increase their intention to continue using the platform.