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請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/96879
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dc.contributor.advisor林俊昇zh_TW
dc.contributor.advisorJiun-Sheng Chris Linen
dc.contributor.author邱柏誠zh_TW
dc.contributor.authorPo-Cheng Chiuen
dc.date.accessioned2025-02-24T16:22:49Z-
dc.date.available2025-02-25-
dc.date.copyright2025-02-24-
dc.date.issued2024-
dc.date.submitted2025-01-09-
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Grewal, L., Wu, E. C., & Cutright, M. K. (2022). Loved as-is: How God salience lowers interest in self-improvement products. Journal of Consumer Research, 49(1), 154-174.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, 3025-3034.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/96879-
dc.description.abstract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。
zh_TW
dc.description.abstractWith 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.
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dc.description.tableofcontents口試委員會審定書 I
致謝 II
摘要 III
Abstract IV
目次 V
圖次 VI
表次 VII
第一章 緒論 1
第一節、研究動機與目的 1
第二節、研究流程 4
第二章 文獻回顧 5
第一節、自我成長服務遊戲化體驗 8
第二節、目標承諾 11
第三節、自我成長服務遊戲化體驗與目標承諾及熱忱參與 12
第三章 研究方法 14
第一節、研究架構 14
第二節、研究假說 15
第三節、問卷調查 16
第四節、研究變數與衡量 17
第五節、資料分析方法 18
第四章 資料分析與研究結果 19
第一節、樣本屬性分析 19
第二節、衡量模型分析 24
第三節、結構方程式模型分析 31
第五章 結論與建議 33
第一節、研究結論 33
第二節、研究貢獻 35
第三節、管理意涵 36
第四節、研究限制與建議 38
參考文獻 39
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dc.language.isozh_TW-
dc.subject目標承諾zh_TW
dc.subject熱忱參與zh_TW
dc.subject自我成長服務遊戲化體驗zh_TW
dc.subject遊戲化zh_TW
dc.subject自我成長zh_TW
dc.subjectEnthused Participationen
dc.subjectSelf-improvementen
dc.subjectGamificationen
dc.subjectGamified Self-Improvement Service Experiencesen
dc.subjectGoal Commitmenten
dc.title自我成長服務遊戲化體驗之研究zh_TW
dc.titleAn Investigation of Gamified Self-Improvement Service Experiencesen
dc.typeThesis-
dc.date.schoolyear113-1-
dc.description.degree碩士-
dc.contributor.oralexamcommittee林政佑;梁浩怡zh_TW
dc.contributor.oralexamcommitteeCheng-Yu Lin;Haw-Yi Liangen
dc.subject.keyword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,zh_TW
dc.subject.keywordSelf-improvement,Gamification,Gamified Self-Improvement Service Experiences,Goal Commitment,Enthused Participation,en
dc.relation.page42-
dc.identifier.doi10.6342/NTU202500060-
dc.rights.note同意授權(限校園內公開)-
dc.date.accepted2025-01-09-
dc.contributor.author-college管理學院-
dc.contributor.author-dept國際企業學系-
dc.date.embargo-lift2030-01-08-
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