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研究生: 賴柏宇
Lai, Po-Yu
論文名稱: 遊戲特徵如何影響玩家心流體驗與後續購買意圖
The Influence of Game Features on Flow Experience and Post- Purchase Intention
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: 2026
畢業學年度: 114
語文別: 中文
論文頁數: 83
中文關鍵詞: 遊戲特徵累積成就感情緒釋放動機遊戲體驗購買意圖Flow 理論
外文關鍵詞: Game features, Flow theory, Game experience, Purchase intention
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  • 隨著開放世界遊戲與數位遊戲服務化趨勢的發展,遊戲已逐漸由一次性娛樂產品轉變為可持續經營的互動服務。玩家在遊戲中的參與不再僅止於遊玩本身,亦延伸至對加值內容與系列作品的後續支持。因此探討遊戲特徵如何影響玩家的遊戲體驗,並進一步影響其後續購買意圖,具有重要的研究價值。

    本研究以一般遊戲玩家為研究對象,從玩家觀點建構玩家所感知之遊戲特徵、遊戲體驗與後續購買意圖之整合架構,探討不同遊戲特徵如何透過玩家在遊玩過程中的主觀體驗,影響其對 DLC 與續作的購買意圖。研究中將遊戲特徵區分為兩個面向,分別為累積成就感與情緒釋放動機;遊戲體驗則包含遊戲享受、控制感、專注程度與逃離感四個構面。研究採問卷調查法蒐集資料,並以結構方程模型進行分析與驗證。

    研究結果顯示,不同遊戲特徵確實會影響玩家的遊戲體驗,且不同體驗構面對後續購買意圖的作用並不相同。控制感與專注程度對續作購買意圖具有顯著正向影響;控制感與逃離感則對 DLC 購買意圖具有顯著正向影響。另一方面,遊戲享受對 DLC 購買意圖呈現顯著負向影響,顯示正向體驗未必會直接轉化為加購意願,付費決策仍會受到價值評估影響。

    本研究有助於補充過去較少從玩家主觀體驗出發探討後續付費支持行為的研究 缺口,並可作為遊戲開發者與營運者在規劃成長系統、情緒體驗設計與後續內容策略時之參考。

    As open-world games continue to expand, digital games have gradually shifted from one- time entertainment products to ongoing interactive services. Under this trend, it is increasingly necessary to understand how specific game features shape players’ in-game experiences and, in turn, influence their post-game purchasing decisions. Instead of focusing only on gameplay duration or retention, this study examines how players’ subjective experiences during gameplay are connected to their later behavioral intentions.

    Grounded in flow theory, this study develops an integrated framework linking game features, flow-related experiences, and post-purchase intention. Two game features are emphasized. One is accumulated achievement, which reflects players’ sense of progress, collection, and the gradual buildup of in-game resources and accomplishments. The other is emotional venting, referring to the use of games as a channel for emotional release and temporary relief from real-life stress. These features are expected to affect players’ game experiences, including enjoyment, control, concentration, and a sense of escape from reality.

    Empirical data were obtained from an online survey of general game players, while open- world games were used as a contextual example, and the research framework was tested with structural equation modeling. Post-purchase intention was represented by two forms of support behavior: intention to purchase downloadable content and intention to purchase sequels. This study aims to explain how different game features contribute to players’experiential states and how those states further shape their willingness to keep investing time and money in a game or its franchise.

    The findings contribute to the literature by extending flow theory to the context of long-term game engagement and post-purchase behavior. In practical terms, the results offer implications for game developers and publishers seeking to design progression systems, emotional engagement mechanisms, and content strategies that strengthen player value and support sustainable game operations.

    中文摘要 i 英文延伸摘要 ii 誌謝 v 目錄 vi 表目錄 ix 圖目錄 x 第一章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的 2 1.3 研究流程 2 第二章 文獻探討 5 2.1 Flow 理論與遊戲情境之應用 5 2.2 遊戲特徵之理論探討 6 2.2.1 情緒釋放動機 6 2.2.2 累積成就感 7 2.3 遊戲體驗之理論探討 8 2.3.1 遊戲享受 8 2.3.2 控制感 8 2.3.3 專注程度 9 2.3.4 逃離感 9 2.4 購買意圖之理論探討 10 2.4.1 DLC 購買意圖 10 2.4.2 續作購買意圖 11 2.5 小結 11 第三章 研究方法 13 3.1 研究架構與假說 13 3.1.1 情緒釋放對遊戲體驗之影響 16 3.1.2 累積成就感對遊戲體驗之影響 17 3.1.3 遊戲體驗對 DLC 購買意圖之影響 17 3.1.4 遊戲體驗對續作購買意圖之影響 19 3.2 操作性定義 19 3.3 問卷設計 28 3.3.1 問卷說明與填答指引 28 3.3.2 正式問卷題項 (共 8 個構面) 28 3.3.3 背景資料 29 3.4 抽樣方法 29 3.5 資料分析方法 30 3.5.1 資料整理與描述性統計 30 3.5.2 測量模型分析 30 3.5.3 結構模型分析 31 3.6 前測問卷結果與分析 32 第四章 數據分析 33 4.1 樣本資料分析 33 4.2 信度分析 37 4.3 收斂效度分析 37 4.4 區別效度分析 39 4.5 結構模型分析 42 4.5.1 情緒釋放動機 (EM) 對遊戲體驗之影響 42 4.5.2 累積成就感 (AA) 對遊戲體驗之影響 42 4.5.3 遊戲體驗對 DLC 購買意圖 (PIDLC) 之影響 42 4.5.4 遊戲體驗對續作購買意圖 (PINE) 之影響 43 4.6 中介效果、模型解釋力與假說檢定 45 4.6.1 中介效果分析 45 4.6.2 模型解釋力分析 46 4.6.3 假說檢定 47 第五章 結論與建議 51 5.1 研究結論 51 5.1.1 玩家感知之遊戲特徵與玩家體驗的關係 51 5.1.2 玩家體驗與 DLC 購買意圖的關係 52 5.1.3 玩家體驗與續作購買意圖的關係 53 5.1.4 中介效果的意義 53 5.2 研究貢獻 54 5.3 實務建議 55 5.4 研究限制與未來研究建議 56 參考文獻 58 附錄一、正式問卷 62

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