Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor | Graduate School of Business | en_US |
dc.creator | 楊可可 | - |
dc.creator | Yang, Keke | - |
dc.identifier.uri | https://theses.lib.polyu.edu.hk/handle/200/4055 | - |
dc.language | Chinese | en_US |
dc.publisher | Hong Kong Polytechnic University | - |
dc.rights | All rights reserved | en_US |
dc.title | 网络游戏消费态度及意向的影响因素分析 : 基于大陆网络游戏消费者的实证研究 | en_US |
dc.title | Wang luo you xi xiao fei tai du ji ying xiang de ying xiang yin en fen xi : ji yu da lu wang luo you xi xiao fei zhe de shi zhang yan jiu | en_US |
dcterms.abstract | Online games have become a major portion of the global entertainment sector. In China, the size of the online game industry has an extremely high rate of growth. The increasing maturity of the broadband technology and infrastructure development has facilitated this growth. It is a profitable area for both the online game vendors and the Internet providers. In an attempt to gain new insights into the determinants of behavioral intention to play online games, the current research propose a theoretical model that augments the Technology Acceptance Model (TAM) with two new constructs, product attributes and consumer experience. The proposed model is tested by using questionnaire responses of 1130 online game players in Beijing, Shanghai and Guangzhou. Game content is found to be the most important aspect of product attributes and illusion is the most important aspect of consumer experience. The results reveal several unexpected relationships which are different from previous technology acceptance studies. Firstly, attitude and behavior intention are negatively correlated which implies that people who use online games do not think that this is a good thing. Secondly, perceived ease of use and attitude are also negatively correlated which implies that the more challenging/difficult the game, the more people like it. Thirdly, consumer experience and perceived usefulness are negatively correlated which implies that the more people know about online games the more they think that this kind of product is not useful in terms of a healthy life. This study contributes by providing both academic and managerial implications in this area. | en_US |
dcterms.alternative | An analysis of factors affecting attitude and intention of online-game-players : an empirical study based on online game service of China | - |
dcterms.extent | ix, 153 leaves : charts (some col.) ; 30 cm. | en_US |
dcterms.isPartOf | PolyU Electronic Theses | en_US |
dcterms.issued | 2007 | en_US |
dcterms.educationalLevel | All Doctorate | en_US |
dcterms.educationalLevel | D.Mgt. | en_US |
dcterms.LCSH | Hong Kong Polytechnic University -- Dissertations. | en_US |
dcterms.LCSH | Internet games -- China. | en_US |
dcterms.accessRights | restricted access | en_US |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
b22572661.pdf | For All Users (off-campus access for PolyU Staff & Students only) | 4.09 MB | Adobe PDF | View/Open |
Copyright Undertaking
As a bona fide Library user, I declare that:
- I will abide by the rules and legal ordinances governing copyright regarding the use of the Database.
- I will use the Database for the purpose of my research or private study only and not for circulation or further reproduction or any other purpose.
- I agree to indemnify and hold the University harmless from and against any loss, damage, cost, liability or expenses arising from copyright infringement or unauthorized usage.
By downloading any item(s) listed above, you acknowledge that you have read and understood the copyright undertaking as stated above, and agree to be bound by all of its terms.
Please use this identifier to cite or link to this item:
https://theses.lib.polyu.edu.hk/handle/200/4055