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研究生: 方喻晞
Fang, Yu Si
論文名稱: 以S-O-R與P-A-D 模型探討節奏街機遊戲之持續遊玩意圖
Exploring Players’ Intention to Continue Playing Rhythm Arcade Games through the S-O-R and P-A-D Models
指導教授: 林佑鴻
Lin, You Hung
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: 2025
畢業學年度: 113
語文別: 中文
論文頁數: 132
中文關鍵詞: S-O-R模型P-A-D模型節奏街機遊戲持續遊玩意圖情緒歷程
外文關鍵詞: S-O-R model, P-A-D model, rhythm arcade games, intention to continue playing
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  • 在數位遊戲蓬勃發展的今日,節奏街機遊戲憑藉其結合音樂節奏與肢體操作的沉浸式體驗,在亞洲地區(尤其是臺灣、日本與韓國)仍具有高度人氣與市場潛力。然而,相較於行動遊戲與大型多人線上遊戲,節奏街機遊戲在學術研究中,尤其對玩家持續遊玩行為之探討較為稀少。因此,本研究嘗試從「情緒歷程」的視角切入,結合S-O-R(Stimulus-Organism-Response)模型與P-A-D(Pleasure-Arousal-Dominance)模型作為理論基礎,系統性探討玩家在遊戲過程中所經歷的外部刺激如何影響其內在情緒狀態,進而推動其持續遊玩的行為意圖。本研究以節奏變化、觸覺回饋與觀眾效應作為外部環境刺激構面,愉悅感、喚醒感與支配感作為內在感知構面,持續遊玩意圖為行為反應構面,建構完整的研究架構與假設模型。本研究透過網路問卷調查法蒐集600份實際曾經遊玩過節奏街機遊戲之玩家樣本,並採用結構方程模型(PLS-SEM)進行統計分析與假設驗證。研究結果顯示:(1)節奏變化顯著正向影響支配感與喚醒感;(2)觸覺回饋對喚醒感有正向影響;(3)觀眾效應正向影響支配感;(4)支配感與喚醒感皆正向影響愉悅感;(5)愉悅感對持續遊玩意圖具顯著正向影響。然而,觸覺回饋對支配感、觀眾效應對喚醒感以及支配感對喚醒感皆沒有產生正面影響。此外,亦透過多群組分析進一步比較不同遊玩時長者在各路徑關係上的顯著差異,結果顯示:對於遊玩時常較短者而言,支配感對愉悅感、愉悅感對持續遊玩意圖的影響更為顯著。本研究的理論貢獻在於補足節奏街機遊戲在行為意圖與情緒歷程方面的研究缺口,並驗證S-O-R與P-A-D模型於互動遊戲情境之適用性與延展性。實務上,本研究亦提供遊戲開發者與街機場所經營者具體建議,透過優化節奏變化設計、強化觸覺操作回饋與創造觀眾參與氛圍,提升玩家情緒體驗,進而強化其持續遊玩意圖與遊戲忠誠度。

    Rhythm arcade games, which integrate music and physical interaction, remain popular in Asia, especially in Taiwan, Japan, and South Korea. However, academic research on player retention in this genre is limited. To address this, the study adopts an emotional-process perspective by integrating the Stimulus-Organism-Response (S-O-R) model with the Pleasure-Arousal-Dominance (P-A-D) framework. It investigates how external stimuli—tempo variation, haptic feedback, and audience effect—influence emotional states (pleasure, arousal, dominance) and players’ intention to continue playing.
    An online survey of 600 experienced rhythm arcade game players was conducted, and data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). Results showed that tempo variation significantly enhanced dominance and arousal, haptic feedback increased arousal, and audience effect strengthened dominance. Dominance and arousal positively influenced pleasure, which strongly predicted continued play intention. However, haptic feedback did not significantly affect dominance, nor did audience effect affect arousal. Multi-group analysis revealed that players with shorter gaming experience exhibited stronger emotional responses, especially in the paths from dominance to pleasure and from pleasure to continued intention.
    This study contributes theoretically by extending S-O-R and P-A-D models to rhythm arcade games, a relatively underexplored context. Practically, it suggests that enhancing tempo variation, improving tactile feedback, and designing for visible audience engagement may help boost emotional involvement and long-term player retention.

    摘要 I Abstract II 致謝 VI 目錄 VII 表目錄 X 圖目錄 XII 第一章 緒論 1 1.1研究背景與動機 1 1.2研究缺口 4 1.3研究問題 6 1.4研究目的 7 1.5研究流程 7 第二章 文獻探討 9 2.1 節奏遊戲(Rhythm game) 9 2.2街機遊戲 (Arcade game) 12 2.3 節奏街機遊戲(Rhythm Arcade Game) 17 2.4 S-O-R 模型(刺激-內在感知狀態-反應) 20 2.5 P-A-D 模型(愉悅感-喚醒感-支配感) 22 2.6節奏變化(Tempo variation ) 30 2.7觸覺回饋 (Haptic feedback) 32 2.8觀眾效應(Audience Effect) 35 2.9持續遊玩意圖(Intention to Continue Playing ) 37 2.10研究架構 40 第三章 研究假設與研究方法 43 3.1研究假設 43 3.1.1 節奏變化與支配感H1a 、節奏變化與喚醒感H1b 43 3.1.2觸覺回饋與支配感H2a、觸覺回饋與喚醒感H2b 45 3.1.3 觀眾效應與支配感H3a、觀眾效應與喚醒感H3b 47 3.1.4 支配感與喚醒感H4、支配感與愉悅感H5、喚醒感與愉悅感H6 49 3.1.5愉悅感與持續遊玩意圖H7 52 3.2 研究變數與操作型定義 53 3.2.1 各項構面定義與整理 53 3.2.2 各項假設定義與整理 54 3.3 量表發展與研究設計 55 3.3.1 外部環境刺激(Stimulus) 56 3.3.2 內在感知狀態(Organism) 57 3.3.3 反應(Response) 58 3.4 前測問卷結果與分析 58 3.5 資料分析方法 62 3.5.1 樣本人口統計與敘述性統計分析 62 3.5.2 驗證性因素分析(Confirmatory Factor Analysis CFA) 62 3.5.3 信度與效度分析 62 3.5.4 共同方法偏誤檢驗 Common Method Variance( CMV) 63 3.5.5 結構方程模型Structural Equation Model(SEM) 63 3.5.6 多群組分析Multi-Group Analysis(MGA) 63 3.5.7 模型適配度分析(Model Fit) 64 第四章 資料分析與研究驗證 65 4.1 樣本人口統計與敘述性統計分析 65 4.2 驗證性因素分析Confirmatory Factor Analysis (CFA) 69 4.3 信度與效度分析 72 4.4 共同方法偏誤檢驗(Common Method Variance CMV) 75 4.5 結構方程模型Structural Equation Model(SEM) 76 4.6 模型適配度分析 (Model fit) 83 第五章 結論與建議 84 5.1 研究結果 84 5.2 理論意涵(Theoretical implications) 91 5.3 實務意涵(Managerial implications) 94 5.4 研究限制與未來方向(Limitations and directions) 97 參考文獻 100 附錄一 112 第一節:背景資料 112 第二節:問卷題項 114 附錄二 117

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