English  |  正體中文  |  简体中文  |  Items with full text/Total items : 58317/91854 (63%)
Visitors : 14000845      Online Users : 197
RC Version 7.0 © Powered By DSPACE, MIT. Enhanced by NTU Library & TKU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: http://tkuir.lib.tku.edu.tw:8080/dspace/handle/987654321/64905

    Title: The impact of perceived risk, intangibility and consumer characteristics on online game playing
    Other Titles: 知覺風險、無形性與消費者特性對玩線上遊戲之影響
    Authors: Chen, Lily Shui-Lien
    Contributors: 淡江大學管理科學學系
    Keywords: Online game;Perceived risk;Intangibility;Behavioral intention
    Date: 2010-11
    Issue Date: 2011-10-20 16:09:09 (UTC+8)
    Publisher: Kidlington: Pergamon
    Abstract: Online game is the most popular entertainment application in the virtual world and online gamers demonstrate high attachment to playing online games. Previous studies have linked to the numerous negative outcomes in playing online games. The factors contribute to the negative consequences on using online game have been relatively neglected. The purpose of this study is to explore the impact of perceived risk, intangibility, gender and age (adolescent/adult) difference on online game playing consequences and intentions. Past usage frequency is also made to look into the influence additional purchase intention. A total of 1418 useful questionnaires (including 1018 from public interview and 400 from online questionnaire feedback) were collected for final data analysis. The results demonstrated the important roles that time risk, psychological risk, financial risk, physical intangibility, mental intangibility and generality play on the negative consequences associated with online game playing. The results also indicated that male and adolescent individuals spent much more time on online game and intented to act the entertainment more than females and adults did. Finally, past online game playing frequency was showed to be a positive predictor of future online game playing intention.
    Relation: Computers in Human Behavior 26(6), pp.1607–1613
    DOI: 10.1016/j.chb.2010.06.008
    Appears in Collections:[Department of Management Sciences] Journal Article

    Files in This Item:

    File Description SizeFormat

    All items in 機構典藏 are protected by copyright, with all rights reserved.

    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library & TKU Library IR teams. Copyright ©   - Feedback