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研究生: 劉加恩
Liu, Chia-En
論文名稱: 以雙元熱情模式探索內外在動機對玩家幸福感的影響:延伸CAC模型,並以心流和投入度作為中介
Exploring the influence of motivation on happiness among videogame players by using dualistic model of passion, extended CAC, and using flow and engagement as mediators
指導教授: 葉時碩
Yeh, Shih-Shuo
學位類別: 碩士
Master
系所名稱: 管理學院 - 企業管理學系
Department of Business Administration
論文出版年: 2024
畢業學年度: 112
語文別: 英文
論文頁數: 86
中文關鍵詞: 內外在動機熱情雙元模式心流投入度幸福感
外文關鍵詞: Extrinsic and Intrinsic motivations, dualistic model of passion, flow, engagement, happiness
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  • 幸福感在消費者行為領域越來越受重視,而遊戲開發者的最終目標是使得消費者得以透過遊戲體驗到幸福感。然而現有的研究並沒有完整的模型來探討整個遊戲行為到幸福感的過程。本研究希望探討遊戲情境中常見的元素是如何互相影響的,像是了解動機、熱情、心流、投入感和幸福感之間的關係來建立一個模型。本研究欲使用動機-認知-情感-意動(Motivation-Cognitive-Affective-Conative,CAC)模型作為框架來進行此研究,動機被加入傳統的熱情-情感-意動模型來研究不同動機是否有不同的影響。研究方法使用問卷調查,蒐集不同年齡層的受訪者,並透過Smart PLS 4.0 進行最小平方法和結構方成模型分析(PLS-SEM)。本研究共有426位受訪者參與。

    結果顯示,本研究提出的構面之間都有正向影響。本研究的主要發現在於,雖然投入感和心流有十分類似的概念,而本研究的HTMT也證實了這點。不過,透過和諧性熱情和強迫性熱情對心流和投入感的不同效果量,可以發現他們屬於不同的構面。和諧性熱情主要影響心流,而強迫性熱情主要影響投入感。

    總體而言,研究結果有助於理解遊戲中動機、熱情和投入感的複雜動態,提供了有關驅動遊戲行為的動機因素的見解,重點關注這些因素對熱情、投入感和心流的影響,以及它們如何對整體遊戲體驗和幸福感做出貢獻。本研究還強調了心流在增強玩家體驗中的關鍵作用,這些發現可進一步應用於教育或企業培訓場域。

    Consumers obtaining happiness experience through games is an ultimate goal for game developers, as happiness have become an important topic of consumer behavior. However, previous studies have not sufficiently made an integrated model to comprehensively understand the motivational process in gaming behavior and overall happiness. This study tends to examine the relationship between elements of games, such as motivation, passion, flow, engagement, and happiness, using the Motivation-Cognitive-Affective-Conative (MCAC) model as a framework to examine how these factors interact with each other. Motivation is added to the traditional framework of CAC to fully explain the effect of different motivations on happiness. The research methods include the analysis of questionnaire responses from a diverse age group and the application of Partial Least Squares Structural Equation Modeling (PLS-SEM). The study involves 426 respondents.

    The results show all positive relationship between these constructs. The main finding is that despite flow and engagement share similar concepts, as the result of HTMT also proves this. However, with the result of the effect size, they are proven to be distinct constructs. We have found that their effect on flow and engagement are totally different. While Harmonious passion have a larger effect on flow, obsessive passion has a larger effect on engagement.

    Overall, the findings contribute to understanding the complex dynamics of motivation, passion, and engagement in gaming, providing insights into the motivational factors that drive gaming behavior.

    中文摘要 I Abstract II 致謝 III Table of Content IV List of Tables V List of Figures VI Chapter 1: Introduction 1 1.1. Research Background 1 1.2. Research Objectives 3 1.3. Research Procedures 4 Chapter 2: Literature Review 6 2.1. Intrinsic and Extrinsic Motivation 9 2.2. CAC Theory and Relevant Studies 11 2.3. Passion as Cognitive Component 13 2.4. Flow Experience as Affective Component 15 2.5. Engagement and Happiness as Conative Component 17 Chapter 3: Methodology 20 3.1. Research framework 20 3.2. Hypotheses 21 3.3. Measurement 25 3.4. Data collection 33 3.5. Pilot test 34 Chapter 4: Data Analysis 41 4.1. Data collection and Respondent profile 41 4.2. Reliability and Validity 44 4.3. Data description 53 4.4. Hypothesis and model testing 57 4.5. Discussion 64 Chapter 5: Conclusion 66 5.1. Conclusion 66 5.2. Theoretical Implication 68 5.3. Managerial Implication 69 5.4. Research limitations and future study 70 Reference 71

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