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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 曹承礎 | zh_TW |
dc.contributor.advisor | Seng-Cho Chou | en |
dc.contributor.author | 陳宣彣 | zh_TW |
dc.contributor.author | Shiau Woon Emelda Tan | en |
dc.date.accessioned | 2023-08-15T17:38:35Z | - |
dc.date.available | 2023-11-09 | - |
dc.date.copyright | 2023-08-15 | - |
dc.date.issued | 2023 | - |
dc.date.submitted | 2023-08-04 | - |
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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/88752 | - |
dc.description.abstract | 本研究調查了感知趣味性、暗黑設計模式和遊戲成癮對手機遊戲購買意向的影響,並採用了定量分析來探索這些因素和購買意向之間的關係。數據收集來源於手機遊戲玩家的問卷調查。研究結果顯示,感知遊戲性和暗黑設計模式對遊戲成癮和購買意向存在影響,而遊戲成癮和購買意向之間的關係卻不明顯。該研究通過解決手機遊戲中未被充分探索的暗黑設計模式,強調了理解操縱性設計元素的影響及其潛在後果的重要性。研究結果提供了對遊戲設計和貨幣化策略的道德含義的見解,旨在促進負責任的和以玩家為中心的遊戲開發實踐。提高對黑暗模式的認識可以激勵遊戲開發者、政策制定者和監管機構採取優先考慮玩家福祉和公平遊戲環境的措施。 | zh_TW |
dc.description.abstract | This study investigates the impact of perceived playfulness, dark patterns, and game addiction on purchase intention in mobile games. It employs quantitative analysis to explore the relationships between these factors and purchase intention. Data was collected through surveys from mobile game players. The findings reveal the influence of perceived playfulness and dark patterns on game addiction and purchase intention, with a non-significant relationship between game addiction and purchase intention. The research contributes to the existing literature by addressing the underexplored area of dark patterns in mobile games, emphasizing the importance of understanding the effects of manipulative design elements and their potential consequences. The findings provide insights into the ethical implications of game design and monetization strategies, aiming to promote responsible and player-centered game development practices. Raising awareness of dark patterns can inspire game developers, policymakers, and regulatory bodies to adopt measures that prioritize player well-being and fair gaming environments. | en |
dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2023-08-15T17:38:35Z No. of bitstreams: 0 | en |
dc.description.provenance | Made available in DSpace on 2023-08-15T17:38:35Z (GMT). No. of bitstreams: 0 | en |
dc.description.tableofcontents | 口試委員會審定書 ⅰ
ACKNOWLEDGEMENT ⅱ 摘要 ⅲ ABSTRACT ⅳ CONTENTS ⅴ LIST OF FIGURES ⅷ LIST OF TABLES ⅸ Chapter 1 Introduction 1 1.1 Background and Motivation 1 1.2 Objectives 3 Chapter 2 Literature Review 4 2.1 Recognizing dark patterns 4 2.1.1 Dark pattern strategies and types of dark patterns 6 2.1.2 Dark patterns in games 11 2.2 Game Disorder 13 2.3 In-Game Purchase Intention 13 Chapter 3 Methodology 16 3.1 Relational Hypotheses 16 3.1.1 Impacts of perceived playfulness on game addiction, and in-game purchase intention 16 3.1.2 Impacts of dark patterns on game addiction, and in-game purchase intention 17 3.1.3 Impacts of game addiction on in-game purchase intention 17 3.2 Measures 18 3.3 Structural Equation Modeling (SEM) 19 3.3.1 Measurement Model 19 3.3.1.1 Reliability Testing 20 3.3.1.2 Convergent Validity Assessment 20 3.3.1.3 Discriminant Validity Assessment 20 3.3.1.4 Factor Analysis 21 3.3.2 Structural Model 21 3.3.3 Model Fit Assessment 21 Chapter 4 Analysis and Results 23 4.1 Data Collection 23 4.2 Tests of the Exploratory Factor Analysis (EFA) and Reliability 24 4.2.1 Exploratory Factor Analysis (EFA) of Perceived Playfulness 24 4.2.2 Exploratory Factor Analysis (EFA) of Dark Patterns 25 4.2.3 Exploratory Factor Analysis (EFA) of Game Addiction 27 4.2.4 Exploratory Factor Analysis (EFA) of In-game Purchase Intention 29 4.3 Sample Data 30 4.3.1 Demographic Information 30 4.3.2 Game Experiences 31 4.4 Structural Equation Modeling (SEM) 35 4.4.1 Descriptive Statistics and Normality 35 4.4.2 Tests of the Measurement Model 37 4.4.2.1 Measurement Model of Perceived Playfulness 38 4.4.2.2 Measurement Model of Dark Patterns 40 4.4.2.3 Measurement Model of Game Addiction 42 4.4.2.4 Measurement Model of In-game Purchase Intention 44 4.4.2.5 Measurement Model of Pooled Construct 46 4.4.3 Tests of Structural Model 51 4.4.3.1 Model Fit of Proposed Model 51 4.4.3.2 Path Analysis and Hypothesis Testing 52 4.4.3.3 Mediation Analysis 54 Chapter 5 Discussion and Implications 57 5.1 Discussion 57 5.2 Supplementary Information from Open-Ended Survey 60 5.2.1 Bad experience regarding dark patterns in mobile games 60 5.2.2 Opinions and attitudes towards dark patterns 61 5.2.3 Balancing among dark patterns, players' experiences, and game ethics 63 5.3 Implications 64 5.4 Limitations and Future Research 65 5.5 Conclusions 67 REFERENCES 69 APPENDIX A 74 APPENDIX B 77 APPENDIX C 80 | - |
dc.language.iso | en | - |
dc.title | 感知好玩性、暗黑模式和遊戲成癮對手機遊戲內購買意願的影響 | zh_TW |
dc.title | The Influence of Perceived Playfulness, Dark Patterns, and Game Addiction on Purchase Intention in Mobile Games | en |
dc.type | Thesis | - |
dc.date.schoolyear | 111-2 | - |
dc.description.degree | 碩士 | - |
dc.contributor.oralexamcommittee | 陳建錦;周子元 | zh_TW |
dc.contributor.oralexamcommittee | Chien-Chin Chen;Tzy-Yuan Chou | en |
dc.subject.keyword | 感知好玩性,暗黑模式,遊戲成癮,購買意願,手機遊戲,操縱性設計, | zh_TW |
dc.subject.keyword | perceived playfulness,dark patterns,game addiction,purchase intention,mobile game,manipulative design, | en |
dc.relation.page | 83 | - |
dc.identifier.doi | 10.6342/NTU202302607 | - |
dc.rights.note | 同意授權(限校園內公開) | - |
dc.date.accepted | 2023-08-08 | - |
dc.contributor.author-college | 管理學院 | - |
dc.contributor.author-dept | 資訊管理學系 | - |
顯示於系所單位: | 資訊管理學系 |
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