線上遊戲產業是目前國內數位內容發展當中的重點產業,隨著線上遊戲種類越來越多,其消費者區隔也成為重要的課題。本研究旨在研究性別差異與生活型態變項,對於線上遊戲使用者之消費行為影響,期能提供線上遊戲廠商與線上遊戲消費行為研究者,對於線上遊戲使用者間性別差異與生活形態差異之了解。
研究中採用了EKB消費者決策模式,將線上遊戲使用者之消費行為分為五個階段探討:「需求確認」(Problem Recognition)、「蒐集資訊」(Information Search)、「評估方案」(Alternative Evaluation)、「購買行為」(Purchase Decision)以及「購後行為」(Post-purchase Behavior)。
研究工具則使用網路問卷調查,將問卷內容置於免費問卷網站My3Q(www.my3q.com)提供BBS遊戲討論區及遊戲討論網站之網友連結填答,得到353份網路問卷,其中有效問卷計有327份。
研究結果如下:
一、男性使用者注重「遊戲主題與形式」,而女性注重「人物場景造形設計」。
二、女性使用者對「動作」、「益智」類型遊戲較男性使用者熱衷。
三、男性玩過的遊戲數量較女性為多。
四、女性較常與網友一同進行遊戲,男性則較常與現實中的朋友一起。
五、刺激流行族為線上遊戲主力族群。
六、積極規劃族對線上遊戲之投入程度較低。
七、固執理性族較不願意花費在線上遊戲上。 / On-line game industry is the key industry of digital content development in Taiwan. With the increasing categories of the on-line games, segmenting the consumers becomes an important subject. The study focus on how gender and lifestyle factors affect consumer behavior, which suggest to offer the on-line game manufacturers and on-line game consumer behavior researchers, to the understanding of on-line game players.
The E.K.B. consumer decision model has been applied on the study, and divides the consumer behavior into five stages: Problem Recognition, Information Search, Alternative Evaluation, Purchase Decision and Post-purchase Behavior.
Questionnaire post on free website My3Q (http://www.my3q.com) was used for this study, and offered BBS users and game websites users to link and fill out. Among completed 353 subjects, 327 are effective questionnaires.
The results of this study are:
First, most male players pay attention to “the theme and form of the game,” and most female players pay attention to “characters design and scenery design.”
Second, comparing with male players, most female users are in favor of “action games” and “casual games.”
Third, male players have more on-line game experience than female players.
Fourth, female players often join with internet friends; male players often join with friends in their real life.
Fifth, people who like exciting are the main population of on-line game.
Sixth, relatively, people who plan their life actively apply themselves less on the on-line game.
Finally, stubborn and rational people spend less on on-line game.
Identifer | oai:union.ndltd.org:CHENGCHI/G0924520131 |
Creators | 林孟萱, Lin,Meng-Syuan |
Publisher | 國立政治大學 |
Source Sets | National Chengchi University Libraries |
Language | 中文 |
Detected Language | English |
Type | text |
Rights | Copyright © nccu library on behalf of the copyright holders |
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