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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

An Exploratory Study on the Interrelationship of Internet Addiction, Internet Usage Motivation, Internet Usage Behavior and User Characteristics for Taiwan High School Students.

Tung, Chieh-Ju 12 June 2003 (has links)
An Exploratory Study on the Interrelationship of Internet Addiction, Internet Usage Motivation, Internet Usage Behavior and User Characteristics for Taiwan High School Students. Chieh-Ju Tung Abstract The purpose of this study was to examine the interrelationship among motivation and gratification level, activities, personality and Internet addiction for Taiwan¡¦s high school students based on the Uses and Gratifications Theory. The characteristics of those identified as addicted are investigated along with the factors of demographic data, motivation and gratification, web attitude and personality. Moreover, structural equation modeling was used to verify the Theory. The study was conducted using purposive sampling at two major municipals in Taiwan. Questionnaires including Pathological Internet Use Scale for Taiwan high school student, Diagnoistic Questionnaires, Internet usage Motivation and Gratification Scale, Interpersonal Relationship Scale, Self-Esteem Scale, Center for Epidemiologic Studies Depression Scale, Internet Usage Behavior Questionnaire, Perceptions of the Internet Influences and Demographic Data. Of the 1708 qualified samples, 236 were classified as Internet addicted. Major findings of the study are: 1. Entertainment is the major factor for high school students to use Internet, information searching stands as second. Surfing with motivation of social and entertainment has positive correlation with Internet addiction. Those classified as addicted have higher motivation on social and entertainment and have higher satisfaction thereafter. 2. Males who own computer, with grades in lower two-thirds of the class, with more than 4 years Internet usage experience, always using cyber-café or surfing during weekday have higher tendency to become addicted. 3. System and location of school, the grade attended or whether access Internet at home have no relationship with addiction. 4. The average weekly hours on Internet is positive correlated with Internet addiction. 5. Students with personality of dependence, shyness, depression or lower self-esteem have higher tendency to become addicted. 6. The probability of males to become addicted is 2.6 times that of females. Vocational high school students have higher tendency to become addicted than non-vocational high school students. 7. The average weekly hours on Internet for those addicted is 21.2 hours, it¡¦s 1.75 times that of normal ones. 8. Those identified as addicted always surf in cyber-café and favor on-line games, chat room and sex-related activities. 9. Those identified as addicted have lower self-esteem and higher depression. 10. Internet addiction has significant canonical correlation with motivation on social/entertainment and hours on Internet. 11. Internet addiction has significant canonical correlation with shyness, depression emotion, poor interpersonal relationship, negative self-concept and lower self-esteem. 12. The theoretical model constructed in this study could explain the relationship among main variables by Amos. 13. ¡§Internet usage motivation¡¨ has greatest direct effect on addiction. It has greatest total effect when combines with the factor of ¡§Average weekly hours on Internet ¡¨. 14. The predictability for Internet addiction is 62% when six variables were used (Motivation on social, Motivation on entertainment, Average weekly hours on Internet, Interpersonal relationship, Depression and Self-esteem). Finally, suggestions on counseling addicted students are made for government and high school authorities, counselors and parents. Issues for futher study are also discussed.
2

探討即時通訊之使用動機、使用行為與滿足之關係

古明泓 Unknown Date (has links)
寬頻網路發展的日趨成熟,讓即時通訊成為許多網路族開機後必使用之軟體,本研究乃運用「使用與滿足」理論,探討即時通訊使用者的使用動機、使用行為、使用滿足,以及三者之間的關係。 經由資料分析發現,使用者在使用即時通訊上,有三大使用動機因素,分別為「同儕交流動機」、「新奇娛樂動機」、「生活便利動機」;有三大使用活動因素,分別為「影音導向活動」、「訊息導向活動」、「文件導向活動」;有三大使用滿足因素,分別為「情緒管理滿足」、「關係維繫滿足」、「問題解決滿足」。本研究以使用動機因素為基礎,將樣本資料進行集群分析,結果獲得三大使用族群:「無的導向群」、「交際導向群」、「功能導向群」,再以統計檢定三大族群在「人口變項」、「使用行為」、「使用選擇」及「使用滿足」上的特徵差異描述。本研究亦發現即時通訊的兩大主流為MSN、Yahoo,兩者之使用人數即佔了有效樣本98.7%。 本研究的結果發現,三大族群在「使用動機」、「使用行為」上均有顯著的差異,但在「使用選擇」上則無顯示出特別的選擇偏好;三大族群的「使用動機」、「使用行為」與其「使用滿足」均有正向的關係,亦即是使用動機、使用行為表現得愈強烈,其所獲得之使用滿足也就愈強烈;另外,三大族群中選擇使用MSN、Yahoo的使用者,在「使用滿足」上亦呈現出不同的滿足情形。
3

使用者需求及創新行銷新思考:Illuscook+手繪風食譜App / New Thinking from User’s Needs & Innovative Marketing: Illuscook+,An App of Recipes in Illustrations

林冠儀 Unknown Date (has links)
隨著數位時代的來臨,數位食譜的發展蔚為風潮,也以各種形式進行行銷推廣,再加上以文化融入創意、行銷而廣受歡迎的文化創意產業也相當風行,如何將文化價值帶入數位食譜中,創造新的火花,值得探究。 本研究以量化之網路問卷為主、質化之深度訪談法為輔,利用動機理論的概念及Maslow(1943)的需求理論了解數位食譜使用者使用數位食譜的動機、需求,另運用Davis et al.(1989)提出的科技接受模型、張銀益等人(2010)提出的手機線上遊戲特性進行延伸,做為使用者需求問卷調查的評測及分析指標,並依照以下項目分別對使用者的想法進行探討:(1)使用動機與需求、(2)知覺價值、(3)數位食譜三大平台特性與使用意願、(4)數位食譜行銷策略、(5)手繪插畫與數位食譜結合之吸引力。探討數位食譜的發展現況及行銷策略則以質化之深度訪談法進行,訪談國內數位食譜網站愛料理、多多開伙,外國案例則是美國手繪食譜網站They Draw & Cook,並且發現現有數位食譜平台主要的行銷策略以依照節慶或食材進行主題式的行銷活動居多,除了數位食譜網站/App本身的食譜內容外,常見的行銷方式則為(1)社群媒體、(2)異業合作與置入、(3)實體產品發行或實體活動。創新行銷案例探討則以覺旅咖啡為對象,以質化之深度訪談法了解其創新行銷方式,並發現覺旅咖啡將文化價值深植於體驗行銷的概念是數位食譜平台應該加以學習、深化的行銷方式。綜合以上結果,本研究對研究結果進行分析及整理,並對數位食譜的行銷策略與發展提出建議。 最後,本文將研究結果運用於輔助、支持Illuscook+的創作發展與功能設計,將 Illuscook+做為數位食譜創新行銷策略的構想場域,在「資訊有用性」、「介面易用性」及「使用趣味性」上均收到使用者相當良好的評價,未來可持續發展為具有完整功能的數位食譜資訊整合平台。 / With the advent of digital age, the development of digital recipes is a growing trend, they market and promote themselves in various forms. Besides, the cultural and creative industries which integrate culture, creation and marketing are quite popular, bringing cultural values into digital recipes and creating new spark are worth exploring. In this study, researcher used online questionnaires and depth interviews to understand users’ motivations and needs of using digital recipes, supplemented by motivation theory and Maslow's hierarchy of needs (1943), also used TAM by Davis et al. (1989) and mobile online games features by Chang Yin-Yih et al. (2010) as the indicators of evaluation and analysis of questionnaires. This study used the following items to discuss user’s ideas of digital recipes: (1)usage motivations and needs, (2)perceived value, (3)the relations between three characteristics of digital recipe platforms and willingness to use, (4)marketing strategies of digit recipes, (5)the attraction of combining hand-drawn illustration and digital recipe. Researcher explored the current development and marketing strategies of digital recipes in depth interviews, using iCook, dodocook and They Draw & Cook as subjects. Through the results of interviews, the main marketing strategy of existing digital recipes platform is theme-based marketing activities in accordance with festivals or ingredients, and in addition to their own recipe content of digital recipe website / App, the common ways of their marketing are: (1)social media, (2)cross-sector cooperation and placement, (3)release actual products or hold actual activities. Depth interview was also used to know the innovative marketing of Journey Kaffe, and found that its concept of making cultural values deeply rooted in the experiential marketing is the way that digital recipes platform should learn. Based on the above results, this research analyzed and organized the findings, and made recommendations of digital marketing strategies and development. Finally, the results of study was used to support the development and functional design of Illuscook+, made it a field to realize the innovative marketing ideas of digital recipes, and had received pretty good feedback from users in "information usefulness", "interface usability" and "usage interesting", may develop as a fully functional digital recipe platform in the future.
4

互動電視(IPTV)加值服務之滿意度與忠誠度之關係研究:以中華電信MOD「心靈開運網」算命服務為例 / The effect of IPTV value-added service on customer satisfaction and loyalty: The case of Chunghwa Telecom MOD "Superfate" service

李宜安 Unknown Date (has links)
中華電信MOD是台灣目前最具規模的互動電視(IPTV)平台,全台已有68萬用戶,除了提供影片隨選(Video on demad)的服務之外,也積極發展其他類型的加值服務,本研究以中華電信MOD之「心靈開運網」算命服務為例,從中探討該服務使用族群的「使用動機」、「服務品質」、「顧客滿意度」、「顧客忠誠度」之間的相互關係,並研究使用動機與服務品質等因子中,何者影響使用族群的滿意度?希望這樣的研究結果日後可提供其他互動電視加值服務開發廠商參考。 本研究經量化研究的統計分析方法與質化研究的深度訪談法,對中華電信MOD加值服務「心靈開運網」算命服務使用族群發放電視問卷,以分析用戶的基本資料與使用行為,同時輔以深度訪談,綜合用戶調查資料、同業建議、MOD平台經營者等各方看法,對本算命服務發現與建議如下: 一.每個年齡層對算命內容的需求有明顯差異,可根據用戶常算的算命分類紀錄,提供客製化的首頁,以方便用戶選擇。 二.從用戶的算命記錄可看出用戶目前的需求,可以針對用戶的需求尋找異業結盟或廣告交換,如理財、婚顧、養生、交友等服務,以提高用戶滿意度。 三.人口統計變項(性別、年齡、教育、職業、收入)對於中華電信MOD加值服務「心靈開運網」之使用動機、服務品質、忠誠度、滿意度,除了學歷之外,並無顯著差異,可能表示不同人口統計變項,對於算命的喜好差異不大。 四.服務品質與滿意度的關連性,較使用動機與滿意度的關連性強,服務品質愈好,滿意度愈高。 五.服務品質對滿意度的影響很大,其中產品可靠度,也就是算命的準確度,將影響整個服務品質構面給用戶的感覺。 六.本算命服務對於個人隱私愈保護,用戶的再度使用意願會愈高,同時算命內容若讓用戶感覺能趨吉避凶,感覺安心,推薦給他人的機會就愈高。 關鍵詞:互動電視、IPTV、MOD、加值服務、心靈開運網、使用動機、資訊來源、服務品質、滿意度、忠誠度、電視問卷 / Abstract Chunghwa Telecom MOD is the most popular IPTV provider in Taiwan, which now has around 680,000 subscribers. In addition to providing video on demand services, Chunghwa Telecom MOD is also aggressively expanding other value-added-services (VAS). Using Chunghwa Telecom MOD's "Superfate" service as an example, this study tried to examine the relationships between “usage motivation”, “service quality”, “customer satisfaction”, and “customer loyalty”. Furthermore, we tried to investigate which of the following factors (e.g., usage motivation and service quality) has the greatest impact on “customer satisfaction”. We hope that the research outcome could provide some directions for other VAS developers of IPTV industry. Using both quantitative statistical analysis and qualitative in-depth interviews. We extensively surveyed different consumer groups of Chunghwa Telecom MOD's "Superfate" service in order to understand consumer profile and user behavior. At the same time, we also conducted in-depth interviews Based upon research outcomes from consumer surveys and key industry players interviews, we provide several recommendations to the "Superfate" service as follow: 1.Different age groups have different demands on fortune telling content. To make this service more user-friendly, we should customize the front page according to the record of the customers' most-frequently-visit fortune-telling categories. 2.Based on the usage records of each user, we can easily identify the associated services each customer might need. We can effectively increase customer satisfaction level by forming strategic alliance with other value-added-services, e.g. personal finance, match-making, wedding-planning, and health care related services. 3.Demographic variables (e.g., age, gender, occupation, and income) do not have a significantly different impact on usage motivation, service quality, customer loyalty, and satisfaction. Educational level is the exception. Our results imply that demographic differences do not significantly influence customers' preference on fortune-telling. 4.Service quality has a stronger influence on satisfaction level than usage motivation. The better the service quality, the more satisfied the users are. 5.Service quality has a strong influence on the level of customer satisfaction. Moreover, the reliability of the service, or the accuracy of the fortune-telling result, can greatly impact customers' perception of service quality. 6.Users are more willing to reuse this service when they feel their privacy is protected. Meanwhile, the user is more willing to recommend this service to others when they feel the fortune-telling results could help them approach the positive luck and avoid the negative fate. Keywords:Multimedia On Demand(MOD)、IPTV、value-added-services、Superfate、usage motivation、service quality、customer satisfaction、customer loyalty、TV questionnaire survey

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