請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/96879| 標題: | 自我成長服務遊戲化體驗之研究 An Investigation of Gamified Self-Improvement Service Experiences |
| 作者: | 邱柏誠 Po-Cheng Chiu |
| 指導教授: | 林俊昇 Jiun-Sheng Chris Lin |
| 關鍵字: | 自我成長,遊戲化,自我成長服務遊戲化體驗,目標承諾,熱忱參與, Self-improvement,Gamification,Gamified Self-Improvement Service Experiences,Goal Commitment,Enthused Participation, |
| 出版年 : | 2024 |
| 學位: | 碩士 |
| 摘要: | 隨著自我成長活動的興起,包括學習、運動和規律生活,人們越來越依賴遊戲化之自我成長服務來提升個人能力,例如納入遊戲化元素的健康應用程式、語言學習軟體等,相關的服務體驗更是維繫人們對成自我成長目標堅持的關鍵。然而,過往遊戲化文獻卻鮮少涵蓋自我成長的領域,而少數考量遊戲化概念的自我成長研究,亦僅侷限於社交功能層面的設計機制,有關自我成長服務遊戲化體驗概念及其影響,仍鮮少被討論。為填補此重要研究缺口,本研究旨在建立一實證模型,從自我成長服務遊戲化體驗出發,探討如何透過遊戲化的服務設計,提升服務使用者的目標承諾以及參與熱忱。
本研究以遊戲化之自我成長服務使用經驗的使用者做為調查對象,透過 SurveyCake 網站進行問卷調查,採用簡單隨機抽樣的方式執行問卷發放,共回收有效問卷共300份,採結構方程式(Structural Equation Modeling)的統計方法進行模型分析與假說驗證。研究結果發現,自我成長服務遊戲化體驗之任務趣味性以及成就獎勵,會正向影響服務使用者的目標承諾,進而提高對自我成長的熱忱參與。 綜上所述,本研究顯示自我成長服務遊戲化體驗,是提高自我成長服務使用者積極參與程度的重要因素。本研究亦針對此研究結果進行學術與管理意涵相關的討論,並提出未來研究建議與發展方向。 With the rising trend of self-improvement, customers are seeking related services to help them achieve personal growth and realize enhanced aspects of the self. Among them, gamified self-improvement services, such as fitness apps and language-learning software with gamified elements, have gained wide acceptance and popularity. Since excellent gamified experiences are suggested to help users persist on associated goals, understanding customers’ gamified self-improvement service experiences is thus critical in engaging them for self-improvement objectives and better service outcomes. Despite the importance, extant literature on gamification has rarely covered the self-improvement service domain. While a restricted few studies on self-improvement discussed gamified elements, they were still confined to specific social functions such as sharing on social media or user competition/cooperation structure. There is litter research examining customers’ experiences related to gamified self-improvement services. To fill this important research gap, this study aims to propose and empirically test a model that explores customers’ gamified self-improvement service experiences, and how such experiences affect customers’ goal commitment and participation behavior. Survey data were collected from 300 respondents with experience in gamified self-improvement services through a structured questionnaire distributed via the SurveyCake platform. The analysis was conducted using Structural Equation Modeling (SEM). Results indicated that task playfulness and achievement rewards associated with gamified self-improvement services positively influence customers’ goal commitment, thereby increasing their enthusiastic participation in the self-improvement journey. Implications, limitations, and further research directions are then discussed. |
| URI: | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/96879 |
| DOI: | 10.6342/NTU202500060 |
| 全文授權: | 同意授權(限校園內公開) |
| 電子全文公開日期: | 2030-01-08 |
| 顯示於系所單位: | 國際企業學系 |
文件中的檔案:
| 檔案 | 大小 | 格式 | |
|---|---|---|---|
| ntu-113-1.pdf 未授權公開取用 | 914.75 kB | Adobe PDF | 檢視/開啟 |
系統中的文件,除了特別指名其著作權條款之外,均受到著作權保護,並且保留所有的權利。
