本研究回收之有效樣本數共1004份，並以SPSS作為統計分析工具，來檢驗本研究之架構與假說。研究結果發現當個人特質-知覺樂趣性越高與時，會正向影響知覺品質與購買行為/意願；不同年齡的使用者與知覺品質有顯著正向影響。 With the internet is developing fast, On-line game has its an important place around the world now. According as Taiwan team won the championship of League of Legends in 2012, even more League of Legends has gained widespread popularity everywhere in Taiwan. Therefore, it also brought a lot of commercial opportunity.
Take League of Legends as a study. To investigate the prices of products of Online-game point cards, the Personal Qualities - Perceived Playfulness the Demographic Variables for the Perceived Quality and the influence of the Purchase Intention / Behavior.
We have collected 1004 copies of valid surveys of the study of League of Legends. Beside, we use SPSS as a Statistical Analysis tool to examine the structure and hypothesis verification of the study of League of Legends. The found result of the study showed us the higher Personal Qualities - Perceived Playfulness, the more positive influence of the Purchase Intention/Behavior. Therefore, there are obviously positive influences between the different age and the Perceived Quality.