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Mmorpg Online Game Users To Participate Intentions

Posted on:2011-12-04Degree:MasterType:Thesis
Country:ChinaCandidate:Y W WangFull Text:PDF
GTID:2199360308966915Subject:Information management and electronic commerce
Abstract/Summary:PDF Full Text Request
As a new form of entertainment, online game has made a rapid development in the world. It entered in China at 1998 officially and its users have reached 6931 million and its revenue has reached 25.8 billion yuan untill 2009. Now online game industry has entered into independent research and development stage in China.Although the development of online games industry is very fast in China, its developping cycle is short. Most online game operators know little about users'needs and behaviors so that many online games that developed independently have aborted in the stage of issuing or inner testing because of inappropriate game design. This makes online game operators play more attentions on users needs and behaviors.Therefore, the research object of this paper is online games'user behaviors. In addition, MMORPG is the most favorite online game of users, and according to statistics, the income of MMORPG has occupied 79% of overall market size of China in 2009. To make the research more relevantly, this paper takes MMORPG as the research object, finds out the main factors affecting users to accept the MMORPG, and provides some suggestions to Chinese research and development online game operators.Firstly, this paper analyzes and summarizes the research status of online games at home and abroad, and gets the conclusion that domestic researches on online games is based on the perspective of sociology mostly, and most studies are not deep and normative enough. Online game is a product of information technology's rapid development, and its nature is an information system. Therefore, this paper is to study the main factors which affect user to accept a MMORPG based on the perspective of information system. This study selects TAM model, which is well-known in the domain of information systems'user behavior research, combines with FLOW theory, which is widely used in the game psychological research, takes the game quality of MMORPG as external variables, builds a MMORPG user participation intention model and puts forward 11 hypotheses.Then, this paper designs a questionnaire based on a lot of related literatures and combined with MMORPG's characteristics and game situations. We choose users who have MMORPG experiences and do the empirical research. Then we use the SPSS15.0 as the data analyzing tools to deal with 287 questionnaires. Through the empirical research, the model is proven to be effective, and 10 hypotheses are supported empirically.Finally, this paper makes explanations to the hypothesis based on testing results and puts forward some suggestions for our online game operators. This paper studies MMORPG based on the perspective of information system, it helps game operators to get more comprehensive understanding of online game users'participation intentions and has an important reference value to promote the fast development of Chinese online games.
Keywords/Search Tags:MMORPG, Online Games, TAM Theory, Flow Theory
PDF Full Text Request
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