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研究生: 游雅茜
Yu, Ya-Chien
論文名稱: 短影音使用者的持續觀看意圖與購買意圖之研究: 整合自我決定理論與興趣驅動創造者理論
What drives continuous watching intention and purchase intention in short-form video apps? The perspective of the self-determination theory and IDC theory
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: 中文
論文頁數: 90
中文關鍵詞: 短影音持續意圖購買意圖興趣驅動創造者理論自我決定理論
外文關鍵詞: Short-form Video, Continuous Intention, Purchase Intention, Interest Driven Creator Theory, Self-determination Theory
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  • 隨著網路和社群媒體的普及、現代生活節奏加快,人們的注意力越來越短暫,而短影音長度較短,且以影片形式呈現,更符合現代人的碎片化的閱讀習慣,能夠在短時間內迅速吸引觀眾的注意力。短影音平台具有強大的社交互動功能,促進觀眾之間的互動和交流,這也使得短影音更加吸引人。此外,直式短影音符合手機觀看的習慣,進一步增加觀看的便利性。最後,短影音的製作門檻相對較低,讓更多人有機會參與創作,這也助力短影音平台成為現代娛樂的主流形式。這種低門檻和高互動性的特點,使短影音不僅在現今受到廣泛歡迎,也將對未來的影音行銷趨勢產生深遠影響。
    本研究以短影音為主題,根據以下研究目的進行探討: 瞭解用戶對短影音中產品的 知覺有用性與正向情緒之間的關係;瞭解用戶對短影音中產品的正向情緒與購買意圖 之間的關係;瞭解短影音的娛樂性對用戶於短影音中產品的正向情緒與心流體驗之間 的關係;瞭解用戶的心流體驗對短影音中產品的正向情緒與持續觀看意圖之間的關係; 瞭解用戶對短影音的持續觀看意圖與對短影音中產品的購買意圖之間的關係;以自我 決定理論結合興趣驅動者理論探討用戶對短影音平台的持續使用意圖及購買意圖。
    本研究以網路問卷方式收集數據,共回收 623 份問卷,其中 518 份為有效問卷。 使用SPSS 29.0 和 SmartPLS 進行資料分析,得出以下結果:第一,使用者對短影音 產品之知覺有用性及心流體驗會正向顯著影響其對產品的正向情緒,然而短影音之 娛樂性和正向情緒並無顯著相關性。第二,短影音娛樂性會正向顯著影響使用者心 流體驗。第三,使用者心流體驗會正向顯著影響其對短影音之持續觀看意圖。第 四,使用者持續觀看意圖以及其對產品的正向情緒對購買意圖具有正向顯著影響。
    這些結果為短影音創作者、平台開發者及品牌提供有用的指引和建議。平台方和 創作者應提升用戶沉浸感,如提供互動功能、數據推薦符合用戶興趣的內容,並增 加內容多樣性和新穎性; 創作者可透過故事展示產品,並展示使用產品後的正向結 果、與信任的 KOL 或網紅合作也能提高用戶認可度,進而提升購買意圖; 行銷人員 可在短影音平台上進行針對性的廣告投放和促銷,使用客製化廣告和互動式內容吸 引用戶關注,最終轉化為購買行為。

    Short-form videos have soared in popularity with the rise of the internet and social media, thanks to their concise video-based format, interactive features, and mobile- friendly vertical layout. The low barrier to entry for creating short videos allows more people to produce content, contributing to their success. This combination of accessibility and interactivity drives the popularity of short-form videos and points to a significant impact on the future of digital marketing.
    This study focuses on short-form videos and employs self-determination and interest-driven theory to examine the relationships among entertainment, perceived usefulness, positive emotions, flow experience, continuous watching intention, and purchase intention. This study collected data through an online survey, yielding 518 valid responses, which were then analyzed using SPSS 29.0 and SmartPLS 4 The analysis showed several key findings: First, perceived usefulness and flow experience significantly positively affect positive emotions towards products, while entertainment does not. Second, entertainment significantly positively affects users' flow experience. Third, flow experience significantly positively affects users' intention to continue watching short videos. Finally, both users' intention to keep watching and positive emotions towards a product significantly positively affect their intention to purchase. These insights are valuable for future studies in this area and offer practical advice for short-form video creators, platform developers, and brands engaged in short video production and marketing.

    摘要 i ABSTRACT ii 致謝 vii 目錄 viii 表目錄 xi 圖目錄 xii 第壹章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 3 第三節 研究缺口 3 第四節 研究範圍 4 一、 Instagram 5 二、 Facebook 5 三、 TikTok 5 四、 YouTube 6 五、 小紅書 6 六、 微博 6 七、 Twitter 7 八、 Snapchat 7 第五節 研究流程 9 第貳章 文獻探討 11 第一節 短影音 11 一、 短影音定義 11 二、 短影音發展歷程 11 三、 短影音相關研究 13 第二節 興趣驅動創造者理論 13 第三節 自我決定理論 16 一、 自我決定理論 16 二、 內在動機16 三、 外在動機 18 第四節 知覺有用性 19 一、 理性行為理論與計畫行為理論 19 二、 科技接受模型 20 三、 期望確認理論 21 四、 資訊系統接受後持續使用模式 21 第五節 正向情緒 22 第六節 娛樂性 23 第七節 心流體驗 24 第八節 持續觀看意圖 25 第九節 購買意圖 26 第參章 研究方法 28 第一節 研究架構 28 第二節 研究假說 29 一、 知覺有用性與正向情緒之關係 29 二、 娛樂性與正向情緒之關係 30 三、 娛樂性與心流體驗之關係 30 四、 心流體驗與正向情緒之關係 31 五、 心流體驗與持續觀看意圖之關係 31 六、 持續觀看意圖與購買意圖之關係 32 七、 正向情緒與購買意圖之關係 32 第三節 研究變數之操作型定義與衡量題項 33 一、 使用者特徵 33 二、 短影音使用情況調查 34 第四節 短影音使用之問卷設計 36 一、 知覺有用性 36 二、 正向情緒 36 三、 娛樂性 37 四、 心流體驗 37 五、 持續觀看意圖 38 六、 購買意圖 38 第五節 問卷前測39 第六節 資料搜集 40 第七節 資料分析方法 40 第肆章 研究分析與結果42 第一節 樣本結構分析 42 一、 樣本資料特性分布 42 二、 樣本使用習慣分析 44 三、 研究構面敘述性統計分析 45 第二節 驗證性因素分析與信效度檢定 46 一、 因素分析 46 二、 信度分析 46 三、 效度分析 47 第三節 結構方程模型分析 52 一、 共線性檢驗 52 二、 模型解釋力 52 三、 路徑關係檢定 54 第伍章 研究結論與建議 57 第一節、研究結論 57 一、 知覺有用性、娛樂性以及心流體驗對正向情緒之影響 57 二、 娛樂性對心流體驗之影響 58 三、 心流體驗對持續觀看意圖之影響 59 四、 持續觀看意圖以及正向情緒對購買意圖之影響59 第二節、研究貢獻 60 一、 學術貢獻 60 二、 實務貢獻 60 第三節、 研究限制與未來研究方向 61 一、 研究限制 61 二、 未來研究方向 62 參考文獻 63 附錄 72

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