南華大學機構典藏系統:Item 987654321/26693
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    jsp.display-item.identifier=請使用永久網址來引用或連結此文件: http://nhuir.nhu.edu.tw/handle/987654321/26693


    题名: 從人際需求與從眾理論探討多人線上網路遊戲之行為意圖
    其它题名: Behavior Intention of Multiplayer Online Games Based on the Theory of Interpersonal Needs and Conformity
    作者: 謝鎮鴻
    HSIEH, CHEN-HUNG
    貢獻者: 資訊管理學系
    尤國任
    YU, GRA-HAM
    关键词: 多人線上網路遊戲;從眾理論;人際需求理論;行為意圖
    Multiplayer Online Games;Conformity Theory;Interpersonal Needs Theory;Behavior Intention
    日期: 2018
    上传时间: 2018-12-21 09:35:33 (UTC+8)
    摘要:   隨著科技日新月異的進步,多人線上網路遊戲儼然成為現代社會中一項很重要的經濟產業。人們的娛樂行為不限於過去的看電視或逛街,更多人選擇了參與多人線上網路遊戲,這也帶動出許多經濟與社會的影響。在日常生活與人接觸的社交過程中,都會發展人際行為,進而建立人際關係,這都歸因於人際需求,另外,生活中,人們亦會受到群眾的影響而做一些本來不會做的事情,如去排隊兩個小時買一杯奶茶。因此,本研究想探究人際需求與從眾理論是否會有影響關係及對於參與多人線上網路遊戲的行為意圖是否會造成影響。本研究以便利抽樣方式發放問卷,有效問卷為117份,並以SPSS 22及SmartPLS進行資料分析,結果顯示:(1)個人的歸屬需求對個人的資訊性影響有正向顯著影響;(2)個人的控制需求對個人的資訊性影響有正向顯著影響;(3)個人的情感需求對個人的資訊性影響有反向顯著影響(4)個人的歸屬需求對個人的規範性影響有正向顯著影響;(5)個人的控制需求對個人的規範性影響有正向顯著影響;(6)個人的規範性影響對參與多人線上網路遊戲行為意圖有正向;(7)個人的控制需求對參與多人線上網路遊戲行為意圖有正向顯著影響。
      Science and technology is changing with each passing day, Multiplayer online games have become a very important economic industry in modern society. People's entertainment is not limited to watching TV or shopping in the past, more people have proactive participation in online multiplayer online games now, also led to many economic and social influences. In the social of daily contact with people, almost may developed interpersonal behavior and establishes the interpersonal relationship, this is influence to interpersonal needs. In addition, in life, people are also affected by the masses and did something they didn't otherwise do, for example, get in line up for two hours to buy a cup of milk tea. Therefore, this study wants to explore whether there is an influential relationship between interpersonal needs theory and conformity theory, and whether it will have an influential on the behavioral intention of participation in multiplayer online games. In this study, were issued by convenience sampling questionnaires. The effective questionnaires were 117, and the data were analyzed with SPSS 22 and SmartPLS. The results showed: (1)The inclusion need has a positive influential on the personal informational influence; (2)The control need has a positive influential on the personal informational influence; (3)The affection need has a reverse influential on the personal informational influence; (4)The inclusion need has a positive normative on the personal informational influence; (5)The control need has a positive influential on the personal normative influence; (6)The normative influence of individuals has a positive influential on the participation multiplayer online games; (7)The control need has a positive influential on the participation multiplayer online games.
    显示于类别:[資訊管理學系] 博碩士論文

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