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研究生: 李名鴻
Lee, Ming-Hung
論文名稱: 以科技接受模型探討遊戲化情境下內在動機對使用意圖之影響-以PaGamO為例
Using TAM to discuss intrinsic motivations and user’s intention in the context of gamification: The case of PaGamO
指導教授: 謝中奇
Hsieh, Chung-Chi
學位類別: 碩士
Master
系所名稱: 管理學院 - 經營管理碩士學位學程(AMBA)
Advanced Master of Business Administration (AMBA)
論文出版年: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 86
中文關鍵詞: 遊戲化科技接受模型內在動機享樂享受心流TAM
外文關鍵詞: Gamification, Intrinsic motivation, Enjoyment, Flow, TAM
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  • 隨著 21 世紀以來遊戲產業之蓬勃發展,以及未來人口結構之轉變,一項將遊戲元素與機制應用在非遊戲事務的技術:遊戲化應之而生。遊戲化旨在透過提升產品之享樂價值,促進使用者之內在動機,以達到效用目的。其現今已受到眾多企業青睞,相關產品與服務常見於大眾生活當中;於教育、醫療、航空業等專業領域,亦可見到遊戲化之相關應用。
    本研究想了解,遊戲化提升使用者之內在動機,對於其使用意圖,有何種程度的影響。因此透過科技接受模型作為基礎架構,並加入享受與心流此兩項具享樂意義之內在動機作為外部變數,試圖了解其間的影響關係。本研究以國內較具代表性之遊戲化產品:PaGamO 平台作為案例,PaGamO 為一主打遊戲化學習之線上數位平台,至 2020 年底已累積超過 200 萬名用戶,其介面包含豐富之遊戲化元素與機制。
    本研究採用問卷調查法蒐集研究所需之數據,並使用 SEM 結構方程模組進行分析,結果發現:遊戲化情境下,原本科技接受模型中強調之感知有用性及態度,對產品使用意圖影響並不明顯;享受對產品使用意圖有高度影響;心流對使用意圖無顯著之影響,但對使用者的享受有高度影響,並透過享受對使用意圖產生間接效果。最後本研究根據研究結果,分別對於後續研究方向與企業實務應用給出建議。

    With the progress of the game industry since the 21st century, a technique that applies game elements and mechanisms to non-game context: Gamification, has emerged. Gamification aims to the intrinsic motivation of users, and enhances the hedonic value to achieve utilitarian purposes.
    Nowadays, it has been favored by many companies. Related products and services often appear in public and are used by consumers. In professional fields, we can also see some examples.
    This study wanted to understand the extent to which the intrinsic motivations of users affect the intention of use. Therefore, we add intrinsic motivations such as enjoyment and flow as external variables on TAM to understand the relationship between intrinsic motivations and intention of use. This research used PaGamO as a study case. PaGamO is a famous gamified e-Learning platform in Taiwan. The interface of PaGamO contains abundant gamification elements and mechanisms.
    This study used the questionnaire survey to collect the data needed for the research and used the SEM to analyze. Our study results were: in the context of gamification, perceived usefulness and attitude had no significant influence on intention of use; enjoyment had strong influence on intention of use; flow had no significant influence on intention of use, but had strong influence on enjoyment, hence had an indirect effect on intention of use through enjoyment.. Finally, based on the results of the research, this study provides recommendations for future studies and corporate use.

    中文摘要 i 英文摘要 ii 致謝 vii 目次 viii 表目錄 xi 圖目錄 xii 第一章 緒論 1 第一節 研究背景 1 一、 產業及環境 1 二、 遊戲化 2 第二節 動機與目的 3 第三節 研究範圍 5 第四節 研究流程 5 第二章 文獻回顧 8 第一節 遊戲化 8 一、 遊戲化背景 8 二、 遊戲化定義 9 三、 遊戲化元素與機制 12 第二節 遊戲化產品及應用 14 一、 公司管理 14 二、 品牌行銷 15 三、 醫療與健康 20 四、 教育與學習 21 五、 PaGamO 24 第三節 使用意圖與科技接受 29 一、 理性行動理論與計畫行為理論 29 二、 科技接受模型 30 三、 TAM延伸模型 33 四、 科技接受模型與遊戲化 34 第四節 內在動機 34 一、 內在動機及外在動機 34 二、 享樂及效用 36 三、 享受 37 四、 愉悅性 38 五、 心流 39 第五節 本章小結 41 第三章 研究方法 42 第一節 研究假設 42 第二節 研究架構 44 第三節 問項設計 45 第四節 調查對象 49 第五節 分析方法 49 第四章 研究結果 52 第一節 敘述性統計 52 第二節 驗證性因素分析 54 第三節 結構方程配適度 59 一、 配適度指標 59 第四節 路徑係數檢視 60 一、 路徑係數 60 二、 研究假設檢視 62 第五章 結論與建議 66 第一節 研究結論 66 第二節 研究限制 68 第三節 研究建議 68 一、 後續研究建議 68 二、 企業實務建議 69 參考文獻 71 附錄 83

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