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Research On The Influencing Factors Of Users' Participation In Serious Game Value Co-creation

Posted on:2018-03-28Degree:MasterType:Thesis
Country:ChinaCandidate:J J LiFull Text:PDF
GTID:2428330512997623Subject:Library and Information Science
Abstract/Summary:PDF Full Text Request
With the development of electronic information and the prosperity of the Internet market,serious game market began to change,the growing trend of game users and the rapid development of serious game to the global education and training market has brought a lot of opportunities and challenges.People are increasingly demanding for the game;serious game industry began a high degree of segmentation,intelligence;academics to promote effective learning theory and technology,more and more enterprises began to set the target in a serious game market,these Have made serious games increasingly cause people to pay attention.Understanding the factors that users participate in the serious value of the game can not only enrich the theoretical research of gamers 'behavior,but also seek the measures to improve the users' willingness to participate from the point of view of value creation.Based on the theory of interactive theory,information system success theory,perceived value theory and S-O-R theory,this paper constructs the influencing factors model of users' participation in serious game value creation and puts forward the corresponding hypothesis.A total of 363 valid questionnaires were collected and analyzed with SPSS22,0 and AMOS21.0 tools.The structural equation model was used to test the reliability,validity test,model fitting and path analysis.Combined with a serious game of Tean,made a specific proposal to increase the player's willingness to participate.The conclusion of this paper shows that the direct factors that affect the users'participation in serious game value are perceived function value,perceived social value and perceived psychological cost.Enterprise-user interaction will significantly affect the perceived functional value,perceive social value and perceive pleasure,There is no significant negative impact on the perceived psychological cost.User-user interaction will significantly affect the perceived function value,perceive social value and perceived pleasure value,and have no significant negative influence on perceived psychological cost.System quality is related to perceived functional value,Social quality and perceived time cost have no significant effect;content quality has a significant positive impact on perceived functional value and perceived pleasure value,and there is no significant negative impact on perceived psychological cost;service quality assurance will positively affect perceived function value and perception But there is no significant effect on the perceived cost.The game reputation has no significant effect on the perceived social value and perceived psychological cost.The game cost has a significant positive effect on perceived psychological cost and perceived economic cost.The contribution of this paper is to combine the theory of interaction theory,the theory of information system success,the theory of perceived value and the theory of SOR from the user's point of view to construct the influencing factors model of users' participation in serious game value.Through empirical research,User-user interaction,content quality,service guarantee,game cost is the main factor that indirectly affects the users' participation in the value of serious game value,and puts forward some feasible suggestions:as in the aspects of interactive factors,in terms of content quality,Businesses can collaborate with the Open Network(MOOCs)to develop serious games,increase the richness of serious game content,and join the game level user ratings to ensure the quality of the game content,once the score is lower than the standard,the game content Rectification;establish a sound user communication mechanism,enterprises can establish a dedicated user and user communication community,to attract and encourage gamers in the community to express their own game point of view;in the service security can use efficient data encryption transmission,automatic disaster Prepared and DDos protection and so on New security technology to protect the privacy of the player's security,regular game staff to carry out professional skills training for the players to provide 7x24 hours of security professional services.
Keywords/Search Tags:serious game, value creation, user participation, perceived value, perceived cost, interaction
PDF Full Text Request
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