English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113325/144300 (79%)
Visitors : 51188341      Online Users : 886
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/110645


    Title: 消費者對手機遊戲之忠誠度之影響因素探討
    Influential factors of consumer loyalty for mobile games
    Authors: 李婉瑜
    Lee, Wan Yu
    Contributors: 邱志聖
    Chiou, Jyh Shen
    李婉瑜
    Lee, Wan Yu
    Keywords: 手機遊戲
    4C架構
    忠誠度
    Mobile games
    4C exchange cost
    Loyalty
    Date: 2016
    Issue Date: 2017-07-03 14:34:07 (UTC+8)
    Abstract: 隨著台灣消費者智慧型手機使用時間的拉長,手機遊戲產業也隨之快速成長,而本研究欲探討消費者對手機遊戲之忠誠度的影響因素,換言之,哪些因素會影響消費者持續使用手機遊戲的意願。
      本研究參考過去的文獻資料,並引用邱志聖(2014)策略行銷分析理論,整理出十二項影響因子:「人機互動」、「社交互動」、「實用主義結果期望」、「享樂主義結果期望」、「信任」、「同儕影響」、「使用知識的專屬資產」、「心理層面的認同」、「感知結合型社會資本」、「感知橋接型社會資本」、「流暢經驗」與「態度」,探討各個因子是否對消費者忠誠度有所影響。而研究結果顯示,消費者在人機互動和社交互動皆對流暢經驗有顯著且正面的影響,而享樂主義結果期望、信任、使用知識的專屬資產和心理層面的認同皆對態度有顯著且正面的影響,然感知結合型社會資本對態度的結果顯著但呈現負向關係。而流暢經驗、實用主義結果期望、同儕影響和感知橋接型社會資本對態度的影響因結果不顯著,因此無法有效推論這五個構面的假設。而態度、同儕影響、使用知識的專屬資產和心理層面的認同皆對忠誠度有顯著且正面的影響。然流暢經驗、信任、感知結合型社會資本和感知橋接型社會資本對忠誠度的影響因結果不顯著,因此無法有效推論這四個構面的假設。
      本研究亦進一步闡述研究結論背後的行銷意涵,廠商可根據此建議而調整自己未來的行銷策略,進而達到提高消費者忠誠度之目標。
    With the usage time extension of smartphones in Taiwan, mobile gaming industry will grow rapidly. This study wants to explore factors influencing consumer loyalty of mobile games. In other words, this study would reveal factors which affect consumers to continue to use mobile games.
    Referring to the past literatures and citing the 4C Exchange Cost Theory, this study sorts out 12 factors: Human-Computer Interaction, Social Interaction, Utilitarian Outcome Expectations, Hedonic Outcome Expectations, Trust, Peer Influence, Exclusive Asset of Use Knowledge, Psychological Identity, Perceived Bonding Social Capital, Perceived Bridging Social Capital, Flow Experience and Attitude.
    According to the research result, both Human-Computer Interaction and Social Interaction have a significant and positive impact on Flow Experience. Hedonic Outcome Expectations, Trust, Exclusive Asset of Use Knowledge and Psychological Identity have a significant and positive impact on Attitude. But Perceived Bonding Social Capital has a significant and negative impact on Attitude. Flow Experience, Utilitarian Outcome Expectations, Peer Influence and Perceived Bridging Social Capital have no significant impact on Attitude. Furthermore, Attitude, Peer Influence, Exclusive Asset of Use Knowledge and Psychological Identity have a significant and positive impact on Loyalty. However, Flow Experience, Trust, Perceived Bonding Social Capital and Perceived Bridging Social Capital have no significant impact on Loyalty. This study also proposes the marketing implications behind the research findings. Manufacturers of mobile games can adjust their marketing strategies to achieve the goal of enhancing consumer loyalty in the future.
    Reference: 中文文獻
    書籍
    吳萬益、林清河(2000) 。企業研究方法。台北:華泰文化事業。
    邱志聖(2013)。行銷研究:實務與理論應用。台北:智勝文化。
    邱志聖(2014)。策略行銷分析:架構與實務應用。台北:智勝文化。
    期刊論文
    林東清(2002)。顧客關係管理 (CRM) 研究的一些相關理論模式與重要議題。資訊管理學報,9(S),31-56。
    黃源協、莊俐昕、劉素珍(2011)。社區社會資本的促成, 阻礙因素及其發展策略: 社區領導者觀點之分析。行政暨政策學報,(52),87-129。
    博碩士學位論文
    向玲萱(2009) 。影響線上唱歌網站之顧客忠誠度之整合模式研究。國立政治大學管理碩士學程(AMBA)碩士論文。
    吳秀倫(2010) 。液晶電視品牌接觸點對顧客滿意度與忠誠度的影響之研究。國立政治大學廣告研究所碩士論文。
    張家銘(2015) 。台灣遊戲產業發展之危機與轉機。國立中興大學高階經理人碩士在職專班。
    網際網路
    周怡伶(2016) 。2017遊戲產業全面剖析!MIC分析師:2020年VR產值翻漲10倍。取自天地人文創,網址http://tiandiren.tw/archives/22575。
    洪君宇(2016) 。揭開手遊玩家的另一面:台灣手遊玩家質化調查(下) 。取自凱絡媒體週報第809期,網址http://isites.nhu.edu.tw/sys/read_attach.php?id=38923。
    紀品志(2016) 。全球行動上網用量首度超越桌機。取自數位時代,網址https://www.bnext.com.tw/article/41637/mobile-internet-use-passes-desktop。
    范慧宜(2016) 。2016年台灣遊戲產業發展趨勢與商機。取自財團法人商業發展研究院,網址http://www.pershing.com.tw/tw/download/seminar/20160311_seminar/handouts/160311_Session1_TW_Game_Industry_Dev_and_Trend_DrFan.pdf。
    張維仁(2016) 。手遊市場大爆發 遊戲廠商如何從中找商機?。取自動腦Brain.com.tw,網址http://www.brain.com.tw/news/articlecontent?ID=43664&sort=。
    曾俊洲(2016) 。台灣遊戲產業的發展現況與未來景氣展望。取自今日合庫第493期,網址http://www.tier.org.tw/achievements/pec3010.aspx?GUID=0b8cb47c-bec3-4c80-9d7b-a076ce2b5101。

    英文文獻
    書籍
    Bhote, K. R. (1996). Beyond customer satisfaction to customer loyalty. AMA.
    Csikszentmihalyi, M. (2000). Beyond boredom and anxiety. Jossey-Bass.
    Jacoby, J., & Chestnut, R. W. (1978). Brand loyalty: Measurement and management.
    Kotler, P. (1997). Marketing management: analysis, planning, implementation, and control (9th) Prentice Hall. Upper Saddle River, NJ.
    Laurel, B. (2013). Computers as theatre. Addison-Wesley.
    Lazzaro, N. (2004). Why we play games: Four keys to more emotion without story.
    Putnam, R. D. (2001). Bowling alone: The collapse and revival of American community. Simon and Schuster.
    Williamson, O. E. (1985). The economic institutions of capitalism: Firms, markets, relational contracting (Vol. 866). New York: Free Press.
    期刊
    Bowen, J. T., & Chen, S. L. (2001). The relationship between customer loyalty and customer satisfaction. International journal of contemporary hospitality management, 13(5), 213-217.
    Bowen, J. T., & Shoemaker, S. (1998). Loyalty: A strategic commitment. The Cornell Hotel and Restaurant Administration Quarterly, 39(1), 12-25.
    Chang, I. C., Liu, C. C., & Chen, K. (2014). The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games. Internet Research, 24(1), 21-45.
    Chang, Y. P., & Zhu, D. H. (2012). The role of perceived social capital and flow experience in building users’ continuance intention to social networking sites in China. Computers in Human Behavior, 28(3), 995-1001.
    Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. CyberPsychology & behavior, 7(1), 11-24.
    Choi, S. M., Kim, Y., Sung, Y., & Sohn, D. (2011). Bridging or bonding? A cross-cultural study of social relationships in social networking sites. Information, Communication & Society, 14(1), 107-129.
    Chu, S. C., & Choi, S. M. (2010). Social capital and self-presentation on social networking sites: a comparative study of Chinese and American young generations. Chinese Journal of Communication, 3(4), 402-420.
    Cronbach, L. J. (1951). Coefficient alpha and the internal structure of tests. psychometrika, 16(3), 297-334.
    Dick, A. S., & Basu, K. (1994). Customer loyalty: toward an integrated conceptual framework. Journal of the academy of marketing science, 22(2), 99-113.
    Donthu, N. (2001). Does your web site measure up?. Marketing Management, 10(4), 29.
    Edvardsson, B., Johnson, M. D., Gustafsson, A., & Strandvik, T. (2000). The effects of satisfaction and loyalty on profits and growth: products versus services. Total quality management, 11(7), 917-927.
    Elliott, M. T., & Speck, P. S. (2005). Factors that affect attitude toward a retail web site. Journal of Marketing Theory and Practice, 13(1), 40-51.
    Ellison, N. B., Steinfield, C., & Lampe, C. (2007). The benefits of Facebook “friends:” Social capital and college students’ use of online social network sites. Journal of Computer‐Mediated Communication, 12(4), 1143-1168.
    Flavián, C., Guinalíu, M., & Gurrea, R. (2006). The role played by perceived usability, satisfaction and consumer trust on website loyalty. Information & Management, 43(1), 1-14.
    Gefen, D. (2002). Customer loyalty in e-commerce. Journal of the association for information systems, 3(1), 2.
    Gefen, D., Karahanna, E., & Straub, D. W. (2003). Trust and TAM in online shopping: an integrated model. MIS quarterly, 27(1), 51-90.
    Granovetter, M. (1983). The strength of weak ties: A network theory revisited. Sociological theory, 201-233.
    Ji, Y. G., Hwangbo, H., Yi, J. S., Rau, P. P., Fang, X., & Ling, C. (2010). The influence of cultural differences on the use of social network services and the formation of social capital. Intl. Journal of Human–Computer Interaction, 26(11-12), 1100-1121.
    Jones, T. O., & Sasser, W. E. (1995). How to listen to customers. Harvard Business Review, 93(11), 88-99.
    Kim, B. (2011). Understanding antecedents of continuance intention in social-networking services. Cyberpsychology, Behavior, and Social Networking, 14(4), 199-205.
    Kim, Y. Y., Oh, S., & Lee, H. (2005). What makes people experience flow? Social characteristics of online games. International Journal of Advanced Media and Communication, 1(1), 76-92.
    Kwon, O., & Wen, Y. (2010). An empirical study of the factors affecting social network service use. Computers in human behavior, 26(2), 254-263.
    Lee, K. C., Kang, I., & McKnight, D. H. (2007). Transfer from offline trust to key online perceptions: an empirical study. IEEE Transactions on Engineering Management, 54(4), 729-741.
    Lee, M. C., & Tsai, T. R. (2010). What drives people to continue to play online games? An extension of technology model and theory of planned behavior. Intl. journal of human–computer interaction, 26(6), 601-620.
    Lewinski, J. S. (1999). Developer`s guide to computer game design. Wordware Publishing Inc..
    Lin, H. H., & Wang, Y. S. (2006). An examination of the determinants of customer loyalty in mobile commerce contexts. Information & management, 43(3), 271-282.
    Lin, H. H., Wang, Y. S., & Chou, C. H. (2012). Hedonic and utilitarian motivations for physical game systems use behavior. International Journal of Human-Computer Interaction, 28(7), 445-455.
    Lin, K. Y., & Lu, H. P. (2011). Why people use social networking sites: An empirical study integrating network externalities and motivation theory. Computers in Human Behavior, 27(3), 1152-1161.
    Oliver, R. L., Rust, R. T., & Varki, S. (1997). Customer delight: foundations, findings, and managerial insight. Journal of retailing, 73(3), 311-336.
    Parasuraman, A., Zeithaml, V. A., & Berry, L. L. (1994). Alternative scales for measuring service quality: a comparative assessment based on psychometric and diagnostic criteria. Journal of retailing, 70(3), 201-230.
    Reynolds, F. D., & Martin, W. S. (1974). A multivariate analysis of intermarket patronage: Some empirical findings. Journal of Business Research, 2(2), 193-200.
    Selnes, F. (1993). An examination of the effect of product performance on brand reputation, satisfaction and loyalty. European Journal of marketing, 27(9), 19-35.
    Sirgy, M. J., & Coskun Samli, A. (1985). A path analytic model of store loyalty involving self-concept, store image, geographic loyalty, and socioeconomic status. Journal of the Academy of Marketing Science, 13(3), 265-291.
    Voiskounsky, A. E., Mitina, O. V., & Avetisova, A. A. (2004). Playing online games: Flow experience. PsychNology journal, 2(3), 259-281.
    Zhou, T., & Lu, Y. (2011). Examining mobile instant messaging user loyalty from the perspectives of network externalities and flow experience. Computers in Human Behavior, 27(2), 883-889.
    會議資料
    Han, J. J., Zheng, R. J., & Xu, Y. (2007, January). The effect of individual needs, trust and identification in explaining participation intentions in virtual communities. In System sciences, 2007. HICSS 2007. 40th Annual Hawaii international conference on (pp. 179c-179c). IEEE.
    Refiana, L., Mizerski, D., & Murphy, J. (2005, December). Measuring the state of flow in playing online games. In Proceedings of ANZMAC 2005 Conference, Marketing Research and Research Methodologies (quantitative) (pp. 108-113). Freemantle, Australia: School of Business, University of Western Australia, Perth.
    網際網路
    StatCounter Global Stats - Browser, OS, Search Engine including Mobile Usage Share(http://gs.statcounter.com/)
    Description: 碩士
    國立政治大學
    國際經營與貿易學系
    103351034
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G1033510341
    Data Type: thesis
    Appears in Collections:[國際經營與貿易學系 ] 學位論文

    Files in This Item:

    File SizeFormat
    034101.pdf821KbAdobe PDF243View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback