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    Title: 以延伸性整合性科技接受模式(UTAUT2)探討健康遊戲化與使用動機-以《Pokemon Sleep》睡眠遊戲APP為例
    Exploring Health Gamification and User Motivation through the Extending the Unified Theory of Acceptance and Use of Technology(UTAUT2): A Case Study of the Pokemon Sleep Application
    Authors: 涂嘉豪
    Tu, Chia-Hao
    Contributors: 陳宜秀
    Chen, Yi-Hsiu
    涂嘉豪
    Tu, Chia-Hao
    Keywords: 延伸性整合科技接受模式
    健康遊戲化
    使用動機
    使用行為
    寶可夢睡眠遊戲應用程式
    UTAUT 2
    Health Gamification
    User Motivation
    User Behavior
    Pokémon Sleep App
    Date: 2025
    Issue Date: 2025-09-01 16:00:53 (UTC+8)
    Abstract: 隨著智慧型行動裝置普及,健康管理應用程式已成為人們實踐健康目標的重要工具。然而,針對遊戲玩家使用健康遊戲化應用程式的動機與行為,仍缺乏深入探討。本研究結合UTAUT 2理論,聚焦探討新手玩家使用《Pokémon Sleep》的影響因素,並採用量化與質化方法進行分析。

    量化研究回收284份有效問卷,結果顯示UTAUT 2七項核心構面(績效期望、努力期望、社會影響、便利條件、享樂動機、價格價值與習慣)皆對使用意向或行為具顯著正向影響。

    質化研究透過日記研究與半結構式訪談,深入了解16位參與者的行為歷程。結果顯示,10位參與者初期因期望改善睡眠品質而使用App,後續動機逐漸轉向由角色蒐集、任務挑戰與儀式感驅動,並養成使用習慣。11位參與者認為介面簡潔、操作便利,有助使用門檻降低;另有5位提及社交互動與操作流程仍有優化空間。

    本研究以UTAUT2模型探討健康遊戲化應用《Pokémon Sleep》之使用行為。量化結果顯示,七大構面皆對使用意圖與行為具顯著正向影響,其中努力期望、績效期望與習慣影響最顯著,此外,年齡與性別僅在部分構面中具調節效果。質化結果指出,使用者初期多以改善睡眠為動機,後期轉向角色蒐集與任務挑戰,並逐漸養成睡前儀式;介面簡潔、操作便利,有助降低使用門檻,惟社交互動與操作流程仍待優化。綜合分析,本研究確認兼顧操作便利性、遊戲趣味性與健康目標導向,可有效提升使用者參與及持續使用。未來健康遊戲設計可將行為回饋、角色養成及適度社交互動列入考量,以促進長期健康管理行為之建立。
    With the widespread use of smart mobile devices, health management applications have become essential tools for achieving health goals. This study examines the motivations and behaviors of novice players using the Pokémon Sleep app, applying the UTAUT 2 model.

    The quantitative analysis of 284 questionnaires showed that all seven UTAUT 2 constructs (performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, and habit) positively influenced usage intention and behavior, with effort expectancy, performance expectancy, and habit having the strongest effects. Age and gender were found to have moderating effects only on a few constructs.

    The qualitative section involved diaries and interviews with 16 participants. Initially, users sought to improve sleep quality but became more motivated by character collection, task challenges, and ritualistic aspects, which eventually led to habit formation. The app's straightforward interface and intuitive design were appreciated by most participants, although some suggested improvements in social interaction and operational flow.

    The data analyses reveal that the UTAUT2 model effectively explains user behavior in the health gamification app Pokémon Sleep. Quantitative results indicate that all seven constructs have significant positive effects on usage intention and behavior, with effort expectancy, performance expectancy, and habit showing the greatest influence. Findings from qualitative study show that users initially aimed to improve sleep but later shifted toward game character collection and task challenges, gradually forming bedtime rituals. The app’s simple interface and ease of operation help lower usage barriers, though social interaction and game content still require improvement. These findings suggest that integrating ease of use, gaming enjoyment, and health-oriented goals can effectively enhance user engagement and sustained use. For future health game design, incorporating behavioral feedback, character development, and appropriate social interaction may facilitate the establishment of long-term health management behaviors.
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    Description: 碩士
    國立政治大學
    傳播學院碩士在職專班
    111941010
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0111941010
    Data Type: thesis
    Appears in Collections:[傳播學院碩士在職專班] 學位論文

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