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1

Cox, Trissa. "Factors Associated with Behavioral Intention to Disclose Personal Information on Geosocial Networking Applications". Thesis, University of North Texas, 2012. https://digital.library.unt.edu/ark:/67531/metadc115059/.

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Information privacy is a major concern for consumers adopting emerging technologies dependent on location-based services. This study sought to determine whether a relationship exists among factors of personalization, locatability, perceived playfulness, privacy concern and behavioral intention to disclose personal information for individuals using location-based, geosocial networking applications. Questionnaire responses from undergraduate students at a 4-year university provide insight into these relationships. Multiple regression results indicated that there was a statistically significant relationship between the four significant predictor variables and the dependent variable. Analysis of beta weights, structure coefficients, and commonality analysis shed light on the variance attributable to the predictor variables of the study. Findings provide understanding of the specific factors examined in the study and have implications for consumers, businesses, application designers, and policymakers. The results from this study contribute to an understanding of technology acceptance theory and offer insight into competing beliefs that may affect an individual’s behavioral intention to disclose personal information. Knowledge gained form the study may be useful for overcoming challenges related to consumer adoption of location-based services that require disclosure of personal information.
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2

Chang, Chia-Chun y 張佳純. "Wii Sports acceptance and usage model:Antecedents of perceived playfulness and perceived ease of use". Thesis, 2011. http://ndltd.ncl.edu.tw/handle/79577384886777395524.

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碩士
朝陽科技大學
休閒事業管理系碩士班
99
There is a growing steam of playing video games into a person’s daily life as a leisure activity. Usage of one such technology has been widely accepted as there is much potential for software manufacturers to develop new products. Understanding user acceptance of the video game is important to assess its effectiveness. A well-designed general game helps to ensure a positive user experience and therefore repeat usage. Wii Sports is a sports game produced by Nintendo as being the study case, to examine how this technology is adopted by users, Davis’ technology acceptance model (TAM) framework (1989) has been used and modified as a theoretical foundation for this study. Furthermore, the author responds to the suggestions of previous studies by extending existing research work and explores the antecedents of Perceived Ease of Use and Perceived Playfulness. The purpose of this study was to extend the TAM to include the influences of on Wii Sports game in user behavior. The proposed model was empirically tested using AMOS 16.0 with a survey data collected from 442 users of Wii Sports game. Perceived playfulness was a key predictor of users’ attitudes toward using Wii Sports game. Both perceived playfulness and attitudes were two key predictors of users’ intentions. Contrary to our hypothesis, social influences have no significant direct effect on intention. Notably, however, the perceived ease-of-use had indirect effects, mainly through attitude, on intention to play Wii Sports game. The research results also indicated that challenge plays a dominant role in influencing a user’s experience of Playfulness and that control is an important factor to affect Perceived Ease of Use. The findings should enable designers of video Sports games to create software that encourage maximum user acceptance through the understanding of TAM and its antecedents of Perceived Playfulness and Perceived Ease of Use. This will therefore promote Video Sports games as a positive experience for users.
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3

LIN, KUAN-HSIU y 林冠秀. "The Influence of Subjective Norms,Perceived Risk, and Perceived Playfulness on Online Purchase Intentions". Thesis, 2017. http://ndltd.ncl.edu.tw/handle/79878259409958728121.

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碩士
崇右技術學院
經營管理研究所
105
Under the popularity and fast development of information products, technology skills and Internet communication, the use of Internet has turned into an integral part of life. Corporations and stores have invested on on-line sales as their business strategy. Meanwhile consumers have switched their purchases from selecting products in brick and mortar stores to browsing websites who offer fast and convenient service, competitive prices to attract customers. The Internet is an easy access for both domestic customers and global markets. The electronic marketing, therefore, is becoming more and more important. This research is aimed at the relevance among consumers’ subjective norms, perceived risks, and perceived playfulness on online purchase Intentions. The subjective norms were specified as injective norm and descriptive norm to study their influences on perceived risk, perceived playfulness, and on-line purchase intentions. The research object is experienced on-line consumers, using paper questionnaires and Net questionnaires to collect consumers’ opinions, adopting repression analysis to prove the mutual influences among variables. The research results show (1) subjective norms have partial negative influence on perceived risk (2) injective norm has negative influence on perceived risk (3) descriptive norm does not have negative influence on perceived risk (4) subjective norms have positive influence on on-line purchase intentions (5) perceived risk does not have negative influence on on-line purchase intentions (6) perceived playfulness has positive influence on on-line purchase intentions.
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4

Wen, Hua y 溫樺. "An EEG Study of the Perceived Playfulness in Playing Mobile Game". Thesis, 2013. http://ndltd.ncl.edu.tw/handle/64126883729605587234.

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碩士
淡江大學
資訊管理學系碩士班
101
Perceived playfulness is a sensory-depth enjoyment. It has mostly applied in the research of man-machine interface or Web browsing. But there is a lack of study in mobile game. The brain waves study has recently emerged, many researchers have applied advanced electronic measurement devices to experiment. Thus, this study is to understand user’s brain-waves change, by utilizing electroencephalogram (EEG) to detect user’s brain waves while playing mobile game. And a self-report perceived playfulness scale is also administered to users after playing the game with an aim to understand the impacts of user’s perceived playfulness on the user’s attitude towards mobile game. This research employs laboratory experiment to examine the differences in brain waves measured with the EEG and the impacts with perceived playfulness scale. The results show that there are differences in β waves between male and female subjects. Female have higher β waves than male in playing mobile game. Also there are differences in β waves in playing mobile games with different popularity. The higher the popularity, the higher the β waves. Subjects with different experiences in playing mobile have also resulted in different β waves. Experienced users have significantly higher β wave than less inexperienced users. In addition, perceived playfulness has impacts on the attitude towards usage, and gender and game popularity have moderating effects towards usage attitude.
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5

Lien, Guan-Jie y 連貫傑. "Study of The Effects of Perceived Interactivity And Perceived Playfulness for Intention of QR Code Users". Thesis, 2014. http://ndltd.ncl.edu.tw/handle/03652191816885343447.

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碩士
國立體育大學
休閒產業經營學系
102
QR Code is a two-dimensional bar Code which is scaned by smart phones. Because of the ability to get a large number of information quickly, QR Code has generally been used in various industries. However, even if the marketing and publicity benefits of QR Code is great, but they are not widespread used. Therefore, this study attempts to add some variables into technology acceptance model (TAM), to analyze the components of intentions behind QR Code users. Providing the academics and industry related to QR Codes as research material or marketing business strategy, and to unleashed the superiority of QR Code. QR has numerous of expose pipelines, and extensive application. This study combined TAM with QR Code, divided the intentions behind user behavior into four dimensions: Perceived ease of use (PEoU), perceived usefulness (PU), perceived playfulness (PP), and perceived interactivity (PI), explore these variables’ influence to QR Code users' intentions. This study shows perceived interactivity (PI) and perceived playfulness (PP) impacts the process from user’s attitude to user’s intention. The QR Code related industries and reserchers should focus on perceived interactivity (PI) and perceived playfulness (PP) when developing marketing / business strategy in the future.
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6

Chou, Jacky Po Ching. "Understanding user's perceived playfulness toward mobile information and entertainment services in New Zealand". 2006. http://hdl.handle.net/10292/383.

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The convergence of mobile commerce and internet technologies has promised users unprecedented convenience and greater enjoyment. Over the past few years, the development of mobile information and entertainment services (MIES) has been phenomenal. Recently, research has been conducted into ways toward better acceptance of these services by users. However, many of these studies are technical driven, without discussing important end user needs. To understand users' perception associated with mobile information and entertainment services the author extended and empirically tested a new antecedent model of Perceived Playfulness an intrinsic motivator toward technology acceptance by users, based on previous research. It has been shown that user's Perceived Playfulness toward information technologies has a direct impact on his/her subsequent use. Using the new antecedent model of Perceived Playfulness, the author argues users' Autotelic Personality, Perceived Service Quality, Perceived Technology Compatibility, their Motivation for Using and tolerance of Social Influence affect their Perceived Playfulness when interacting with MIES. A questionnaire was administered to students in business and computing schools at Auckland University of Technology. The closed-ended questions within the questionnaire were used to validate the proposed research model. The data were analyzed using Partial Least Squares. Most of the proposed hypotheses were supported, rendering several significant findings in this thesis. In this study, it has been found that individuals who are more innovative and confident about using MIES are more likely to develop a positive image toward these services. They also value services that are useful and easy to use and demonstrate high enthusiasm for more personalized mobile services. More importantly, their perceptions toward MIES can be further reinforced if their mobile phone functionalities are highly compatible with these services. Therefore, service providers should strive to create a seamless MIES experience for users. Furthermore, given that mobile phones have their own strengths and limitations, the motivation behind user's choices of various applications becomes an important issue for service providers to consider. It has been shown that the importance of service attributes vary with user's motivations of using MIES. This study therefore focuses on several important end user issues which are not well explored in the research of mobile internet services. Overall, this study contributed to existing research into user s perception toward MIES as an information technology based on his/her intrinsic motivator. Several important antecedents have been identified to influence user's Perceived Playfulness in this context. Limitations and suggestions for future studies are considered at the end of this thesis. Implications are also discussed.
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7

Zhang, Heng-Ming y 張恆銘. "Use the UTAUT, trust and perceived playfulness to research on SNS user's behavior". Thesis, 2012. http://ndltd.ncl.edu.tw/handle/17262572848089478460.

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碩士
國立臺北商業技術學院
商學研究所
100
In this study, the UTAUT as the theoretical basis to explore the behavioral intentions and usage behavior of users of social networking sites, will be key factors. Taking into account the level of trust users on the social networking sites and site content to attract users to an interesting degree. This study used empirical research to the Facebook social networking site users as subjects, the effective recovery of the sample size was 286 copies, results showed: (1) "Effort expectancy", "social influence" and "trust" positive and significant impact on users of Facebook "behavioral intention" (2) "behavioral intention" and "facilitating conditions" significantly positive impact users to use Facebook's "use behavior". Findings, the main reason for performance expectancy on behavioral intentions, does not hold the user does not use Facebook to increase productivity or efficiency; and trust impact on behavioral intention will be set up the main reason for Facebook's reputation; As for the perceived playfulness on behavioral intentions, not the establishment of the main reasons for users concerned about the link is not interesting or not.
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8

Tsai, Wei-Ling y 蔡瑋玲. "The Impact of Menu Elements on the Consumers’ Perceived Playfulness and Product Attitudes". Thesis, 2011. http://ndltd.ncl.edu.tw/handle/08517894700357389130.

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碩士
國立中央大學
企業管理研究所
99
According to the Government statistic and the private sectors, people who live in Taiwan increase their costs of dining out year by year. With the increase of dining out arisng, more and more unique and stylish restaurants sprouted up. In order to stand out in so many restaurants, the owners of the restaurants have to care the details of their restaurants, as the menu is a good media for restaurants use to communicate with consumers and exhibits restaurants’ information, the above notations prompt this rsearch. This rsearch adopts internet questionnaire to survey, and chooses the Multivariate Analysis of Variance as a testing tool to examine the different types of the names of the restaurant dishes, the perceieve playfulness and the consumer product attitudes. This study also uses Pearson Correlation Analysis to analyze the relationahip between the perceieve playfulness and product attitudes. To understand how the consumers’ life-style influences the perceieve playfulness, this study uses Factor Analysisand Cluster Analysis to classificate of the consumer lifestyle, followed by choosing the Multivariate Analysis of Variance as testing tools to examine the different types of the names of the restaurant dishes and consumer lifestyle. The results of this research propose some advices for the owners of restaurants and following researchers.
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9

Chen, Chien-hung y 陳建宏. "The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention". Thesis, 2011. http://ndltd.ncl.edu.tw/handle/03149957274903934866.

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碩士
國立屏東教育大學
教育科技研究所
99
The purpose of this study was to analyze flow experience , perceived usefulness, perceived ease of use and perceived playfulness whether effect the online game players’ continuance intention. The research used a questionnaire and the subjects of survey were online game users, and received 306 effective samples after one month-long collection. The data individually used frequency distribution, percentage, average, standard deviation, one-sample t test, t-test, and one-way ANOVA to analyze. The conclusions I have come to were as follows: 1. There were significant correlations among perceived usefulness, perceived ease of use and perceived enjoyment of online games. 2. There was a significant correlation between the cognition after playing the online game and flow experience. 3. The cognition after playing the online game and flow experience were related to continuance intention. 4. Sexuality and education background were not related to the cognition after playing the online game and flow experience. 5. There were significant differences in the two aspects involve “how many hours you take to play online game in one day and the cognition after playing the online game.” 6. There were no significant differences in the two aspects involve “how many hours you take to play online game in one day and flow experience.”
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10

CHEN, YI-CHUN y 陳奕鈞. "A Study of Instagram Behavior Intention with UTAUT, Perceived Playfulness and Media Richness Theory". Thesis, 2018. http://ndltd.ncl.edu.tw/handle/y2y426.

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碩士
中華大學
資訊管理學系
106
The popularization of mobile devices and the maturity of communication technology, combined with the functions of communication, entertainment, social intercourse, and service, have become one of the necessities of modern life. Through the service of the community website, change the traditional social way, let the user have new social interaction way. In recent years, the fast-strung community software Instagram has succeeded in attracting young communities with images and video-sharing social networking. The purpose of this study is to analyze the factors that Instagram uses to attract users. Through the UTAUT as an infrastructure, adding Perceived Playfulness and Media Richness factors, a research framework was developed. Online questionnaires were used for data collection, and SPSS statistical software was used for data analysis. The purpose of this study was to analyze the user’s intention to use Instagram in terms of Performance Expectancy, Effort Expectancy, Social Influence, Perceived Playfulness, and Media Richness, and they were affected by the Gender, Age, and time of use. According to data analysis, Performance Expectancy results do not significantly affect Behavioral Intention; Effort expectancy, Social Influence, Perceived Playfulness, and Media Richness, significantly influence Behavioral Intentions; Social Influence and Perceived Playfulness influence Behavioral Intention by a time of use. The conclusions of this study were mainly influenced by Instagram's interface, which is easy to operate, interesting, not boring, informative, and subject to the influence of people around us. However, social assistance for life is not obvious.
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11

蔡惠真. "The Relationships among Interpreter's Perceived Playfulness, Subject Norm and Enduring Involvement in Changhua Areas". Thesis, 2019. http://ndltd.ncl.edu.tw/handle/fnzhwu.

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碩士
大葉大學
休閒事業管理學系碩士班
107
The purpose of this study was to understand the current situation of perceived playfulness, subject norm and enduring activity involvement, and the differences of perceived playfulness, subject norm and enduring activity involvement among differ-ent demographic backgrounds and participating behaviors. It also explored whether perceived playfulness and subject norm have significant effects on enduring activity involvement. Taking the interpreters in Changhua Areas as the research object, con-venient sampling method was used to collect 49 valid questionnaires. 241 valid ques-tionnaires were retrieved from a total 280 questionnaires, with a recovery rate of 86%. All the data were analyzed with SPSS22.0 software, and the results of analysis are as follows: 1.The sample characteristics of interpreters in Changhua Area are mainly female, "51to 60-year-old", "with the educational background of specialty or university", and par-ticipation seniority of "more than 36 months". In terms of participation behaviors, the majority are part-time, without relevant certificates, practical experience of in-terpretion and non-trained lecturers. 2.There were significant differences in perceived playfulness, subject norm and en-during activity involvement among interpreters with different demographic back-grounds and participating behaviors. 3.There were significant differences in the "concentration" of different attributes of the interpreters in the secondary dimension of perceived playfulness, but no signifi-cant differences in "subject norm " and " enduring activity involvement ". 4.There was a significant positive correlation between perceived playfulness and en-during activity involvement, and the other between subject norm and enduring ac-tivity involvement. 5.The perceived playfulness and subject norm of interpreters had significant positive effects on enduring activity involvement. Among them, "subject norm" had the highest predictive power, and the total variance of interpretation reaches 61.1%. Finally, relevant discussions would be put forward based on the results of the study for the reference of relevant units and future researchers. Keywords: interpreter, perceived playfulness, subject norm, enduring activity in-volvement
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12

Wu, Ching-yi y 吳靜宜. "TAM, Perceived Playfulness and Conformity toward Behavior Intention of Virtual Community: An Empirical Study". Thesis, 2010. http://ndltd.ncl.edu.tw/handle/12585854472867572498.

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碩士
國立中央大學
企業管理研究所
98
With the rapid development of virtual community, the communication of people is no longer limited in the real life, and further to the network without restricted by geography. The interpersonal intangible sense of love comes true and shown on the virtual world. Along with the variety of virtual communities the development of community that people probably built the relationships first on the Internet in the past. But nowadays, people built the relationships first in the real world. Virtual community is multi-function, and also provides the need of communication, entertainment, information etc. If only use the single theory of TAM to find out the behavior intention of virtual community, lack of explanatory power will be a problem. So according to the characteristic of interaction and entertainment, based on the TAM, together with conformity and perceived playfulness, find out the key reason to influence the behavior intention of virtual community. A structural equation modeling (SEM) approach was employed to analyze respondents’ intention of virtual community Facebook. As the result of this study, the perceived usefulness, perceived ease of use and perceived playfulness could influence the behavior intention of virtual community, the informational influence also plays an role in behavior intention of virtual community, but normative influence which in the conformity cannot working in the behavior intention of virtual community.
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13

Wu, Yi-Fang y 吳依芳. "An EEG Study of the Perceived Playfulness in Playing App Game with Different Popularity". Thesis, 2014. http://ndltd.ncl.edu.tw/handle/18158558737550518603.

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碩士
淡江大學
資訊管理學系碩士班
102
Nowadays, with the popularity of smartphones and tablets, surfing Internet and playing mobile games have become an indispensable part of our life. Perceived Playfulness can be defined in three dimension as concentration, curiosity, and enjoyment. Perceived playfulness has currently been applied in a wide range of research. NeuroIS is a subfield of Information system research using tools such as electroencephalograph (EEG), functional magnetic resonance imaging (fMRI), among others to record user’s brain-wave changes. This study is to understand user’s behavior through the use of electroencephalograph to detect user’s brain waves while playing App games. Self-report on perceived playfulness is also administered to users after playing the game to understand the impacts of user’s perceived playfulness on the user’s attitude towards playing App games. It is expected to have a better understanding of physiological and psychological measurements and to provide guidelines for App game design in the future. This research employs laboratory experiment to examine the differences in brain waves measured with the EEG and with perceived playfulness scale. The results show that the more popular of an App game, the higher the brain waves. Subjects with different experiences in playing mobile have also resulted in different waves. Experienced users have significantly higher wave than less inexperienced users.
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14

Cheng, Yu-Ling y 鄭聿伶. "A Study of Continuous Usage Intention of E-Learning System-An Application of Autonomy Support, Self-Determination, Perceived Usefulness, Perceived Ease of Use, and Perceived Playfulness". Thesis, 2010. http://ndltd.ncl.edu.tw/handle/78226751376533173650.

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碩士
國立中興大學
行銷學系所
98
The aim of this research is to study the continuous usage intention of e-learning systems among e-learners, hence study subjects must be someone who have used the systems before. One specific feature of e-learning is that users must do their course more spontaneously through the Internet. Therefore, this research is mainly based on two theories ─ Self-Determination Theory ( SDT ) and Technology Acceptance Model ( TAM ), and the combination of these two theories has never been done before in academic. The questionnaires were sent through the Internet, and 450 of them were valid for further analysis. Study methods include descriptive statistics, analysis of reliability and validity, chi-square test, t-test and regression analysis. Following are the results of this research: 1. Autonomy support has significant effect on autonomy, competence and relatedness. 2. Autonomy has significant effect on perceived usefulness and perceived playfulness. 3. Competence doesn’t have significant effect on perceived usefulness and perceived playfulness; but does have significant effect on perceived ease of use. 4. Relatedness has significant effect on perceived usefulness and perceived playfulness. 5. Perceived ease of use has significant effect on perceived usefulness and perceived playfulness. 6. Perceived usefulness, perceived ease of use and perceived playfulness have significant effect on continuous usage intention.
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15

Huang, Shiue-Jen y 黃雪甄. "The Study of Smartphone Flow Experience and Addiction Influenced by Users' Cognitive Style and Perceived Playfulness". Thesis, 2011. http://ndltd.ncl.edu.tw/handle/80070008607551679806.

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碩士
國立臺灣師範大學
工業教育學系在職進修碩士班
100
Smartphones have made today’s younger generations seem much more “addicted” to their smartphones, this is called “smartphone addiction (SA)”. The purpose of this study, therefore, is to analyze the factors of experience of immersion and addiction caused by smartphones. Based on Technology Acceptance Model, the research consisted of six constructs: “cognitive style”, “perceived playfulness”, “perceived usefulness”, “perceived easy of use”, “flow experience”, and “smartphone addiction” as endogenous variables. Using convenience sampling, this study collected 427 samples through emails. Moreover, 413 were validated for confirmatory factor analysis with structural equation modeling. The results show that the user graphic-oriented cognitive style and perception playfulness on perceived usefulness and perceived usefulness were all the significantly positive impact. User's flow experience through perceived usefulness and perceived ease of use were reflected to the smart phone addiction. Thus, the more inclination of graphic-oriented cognitive style the participants was, the easier to produce flow experience and effect to playing addiction. In addition, participants with higher playfulness, they would have higher level of flow experience and addiction affect. The implication of this study suggested that the notification of user cognitive feedback smartphone could provide product designers to meet users’ needs.
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16

Wu, Yan-Ru y 吳彥儒. "A Study the Influence of Interpersonal interaction、perceived playfulness and Critical Mass to Continuance Intention for Facebook". Thesis, 2013. http://ndltd.ncl.edu.tw/handle/7z3q55.

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碩士
中華大學
企業管理學系碩士班
101
After the internet network enters the era of Web 2.0, change one kind of looks of the network world, has changed the user's habit and demand too, community's websites show the concept of Web 2.0 concretely. In recent years, as Facebook must grow up constantly fast, the ones that assumes the air of and already becomes users to community's websites are first-selected, the interpersonal relationships each other of people and people are bound while extending actual life, people can utilize the website function offered on websites to set up binding with relatives and friends, and through planting more different interdynamic ways, instead of increasing the mutual tightness of contacting. However, as time goes on, the speed of growth of Facebook has already eased up gradually, the user even in a lot of countries presents the state reduced by a wide margin. So, this research uses model as the foundation of the structure continuously with the information system, introduce cognition interdynamically, cognition is interesting and key majority of cognition, and then propose a merger research structure. By this, it influences the network user to use the factor of Facebook to influence the relation continuously to probe into. This research is with PLS (partial least squares) The method analyses, the result shows:(1) The Facebook user one cognition the interdynamic and cognition the interesting appear to satisfaction to influence of showing;(2) satisfaction, Facebook of user with cognition getting interesting apparent to influence their use the intention continuously;(3) cognition key majority have a apparent one to influence to satisfaction, Facebook of user, but to use the intention continuously not having apparent influence relation.
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17

Ayundyayasti, Prima y Prima Ayundyayasti. "Exploring the Effects of Perceived Service Quality and Perceived Playfulness on Adoption of Mobile Instant Messaging in Semarang, Indonesia: Gratification as a Mediating Construct". Thesis, 2016. http://ndltd.ncl.edu.tw/handle/7a64t7.

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碩士
長庚大學
資訊管理學系
104
Mobile phone is now widely used to connect to the internet owing to its advancing capabilities that allows users accessing the internet effortlessly. Mobile Instant Messaging (MIM) is a widely used internet based communication media nowadays. Three most popular MIM applications used in Semarang, Indonesia, namely BBM, LINE, and WhatsApp are targeted in this study. To understand the behavior and adoption of MIM usage, this study applies Perceived Service Quality and Perceived Playfulness with Gratification as the mediating construct to investigate the factors related to MIM usage. After testing and validating the reliability and validity for this study, a questionnaire study was conducted to university students and employees in Semarang, Indonesia whom already used MIM applications. The outcomes of the questionnaire study are then tested through structural equation modeling (SEM) to test whether the proposed constructs is confirm to the designated model.
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18

Feng, Chun Yi y 馮俊嶧. "The Influence of Trust and Perceived Playfulness in Technology Acceptance Model to Assess Internet Shopping Attitude and Behavior". Thesis, 2011. http://ndltd.ncl.edu.tw/handle/19852456663624322858.

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碩士
明新科技大學
企業管理研究所
99
In view of the rapid development of the Internet and emerging era of network marketing, internet shopping is one of the shopping models for accepted by the public, this study will focus on more in-depth analysis and understanding of the acceptance of internet shopping behavior. Technology Acceptance Model is often used to explore the theory of information technology acceptance model, and this study was to investigate the influence of internet shopping users perceived usefulness, perceived ease of use, perceived playfulness and Trust on attitudes of use, behavior of use and after use with the evaluation. This study analysis tools is the Structural Equation Modeling and SPSS statistical software. The research results show that the perceived usefulness, perceived ease of use, perceived of playfulness and trust are affects the attitude of consumers to use internet shopping, thereby affecting the behavior of use and after use with the evaluation, The results of this study can be used as a reference for Network Operators.
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19

Hsu, Chi-Nan y 徐吉男. "A Study on the Relationship among Students'' Perceived Ease of Use, Perceived Usefulness, Perceived Playfulness, and Perceived Convenience toward Junyi Academy Platform and its Impact on Intention to Use– An Example of Gangshan Junior High School". Thesis, 2017. http://ndltd.ncl.edu.tw/handle/5jnjf5.

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碩士
樹德科技大學
資訊管理系碩士班
105
The purpose of this study was to explore: (1) the effects of perceived ease of use on the perceived usefulness, perceived playfulness, and perceived convenience towards the Junyi Academy Platform, and (2) the effects of perceived usefulness, perceived playfulness and perceived convenience on behavioral intention to use Junyi Academy Platform. For this purpose, the present study designed a structured questionnaire according to the constructs concerned and conduct a survey on the users of the Junyi Academy Platform at Gangshan Junior High School. A total of 340 valid samples were finally collected for the empirical study. The results showed that the perceived ease of use had significant and positive effects on perceived usefulness, perceived playfulness and perceived convenience. Moreover, perceived usefulness, perceived playfulness and perceived convenience had significant and positive effects on the behavioral intention. Based on these findings, this study suggested that the administration should make efforts to improve Junyi Academy Platform in terms of its usefulness, ease of use, playfulness and convenience in order to enhance users’ intention to use the system.
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20

Hung, Shao-Wei y 洪劭瑋. "The Effect of Perceived Playfulness and Relationship Marketing on Customer Voluntary Performance– A Study of Virtual Community for Airlines". Thesis, 2016. http://ndltd.ncl.edu.tw/handle/63126818836891151172.

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碩士
世新大學
觀光學研究所(含碩專班)
104
Recently, the consumer population of aero business in Taiwan grows steadily. Furthermore, the prevalence of internet has offered multiple options to travelers and which leads to higher traveler turnover rate; therefore, airline industry has to abandon traditional marketing strategy in order to keep competitiveness in this business. In 2014, Taiwan broadband internet use survey showed the main purpose for people to get online is social function through social networking sites. Ever since, local airline industry started to focus on the effects of social networking marketing against target customer groups. This research would like to discuss different “customers voluntary performance ” developed from various “relationship marketing” on airline Facebook fans page, different “playfulness” from users based on different effects from “relationship quality” of fans page. Research verification was based on questionnaire survey delivered through Facebook airline fans page and related internet community during 2015/4/25 to 2015/6/8. Survey subjects were selected from fans (from fans page) of one of 4 airlines. Total 314 questionnaires collected, after deleted careless response, repeated response and incompatible data collection methods, 289 effective questionnaires acquired and then statistical factor analysis, average analysis and regression analysis processed based on research purpose. Research result shows, “relationship marketing” on fans page affects user “relationship quality” positively, while the user perceived “playfulness” will partially affect user “relationship quality” positively, moreover, “relationship quality” will positively affect “customers voluntary performance” respectively. Furthermore, long-term fans page usage will not increase user “relationship quality” and “customers voluntary performance”, however, interesting message might arouse user curiosity and increase “customers voluntary performance” on the other hand. Moreover, on the research for “relationship quality” aspects, we found lower perception on high income groups again social networking marketing. At last we proposed specific suggestions based on above findings for industries and follow researchers.
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21

Tsai, Yi-hsuan y 蔡宜璇. "Analysis of the Relationship among Perceived Playfulness, Team Vision and Team Performance in Virtual Teams: The Mediating Effect of Social Support". Thesis, 2009. http://ndltd.ncl.edu.tw/handle/14951779324007710576.

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碩士
朝陽科技大學
企業管理系碩士班
97
The development of high-speed technology have highlighted the issue of virtual teams, through the intermediary environment of computer, how to effectively enable remote and unfamiliar with team members to show the effectiveness of the work is important. In the virtual environment, coordination of the tasks have to be mediated by technology to communicate, the lack of enthusiasm communication in face-to-face, member work which is not acquainted with one another prone to conflict and pressure, through the intermediary effect of social support, it can effectively relieve pressure and solve the problem. And a strong intrinsic motivation of playfulness will guide to make attempts personally, it helpful environment adaptation and problem solving, the individual will towards self-set goals and give the meaning to the thing oneself and actively engaged in. However, although the playfulness brings the profit for the work, but personal goals are inconsistent with the job objective may have a negative effect. Therefore the virtual team must have a vision to enable the members to follow the same goals to work on. The objective of this research was to explore the team vision and perceived playfulness how to promote team member’s social support to enhance team performance.   The research invited 168 participants come from three universities of three counties and cities, the based of cross-school, cross-gender and the same group size were randomly assigned to the team by the research team and composed of 42 virtual teams, the tasks is naming of two patented products and slogan, and write a proposal, the process must operate the network creativity decision support system "TeamSpirit". The results show that (1) Team vision will affect the Team satisfaction and task performance;(2) Perceived playfulness will affect the Team satisfaction and task performance;(3) Social support will affect the Team satisfaction and task performance;(4) and social support has mediating effects on the team vision, team satisfaction and task performance; social support has mediating effects on the perceived playfulness, team satisfaction and task performance.
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22

Shen-Chieh, Chang y 張勝傑. "The Intention of Switching and Continuous Using Influenced by both Brand equity and Perceived Playfulness of English Learning - Analysis by Technology Acceptance Model". Thesis, 2007. http://ndltd.ncl.edu.tw/handle/37194624314829798401.

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碩士
開南大學
資訊及電子商務學系
95
According to Insightxplorer, 59.1% of Taiwanese use the internet, over half of the Taiwanese, and take younger generations as the core more, In this environment, Manufacturer on-line to take products service have one after another, cause the popularization of the on-line shop, and in this support it rather than asking environment, how to enable users to use continuously、consume continuously to make it become happy experience to consume, and reduce the switching intention, become all questions paid close attention to of every enterprise. This research is aimed at the Learner of English study, the target of entity’s questionnaire for students in Kai-Nan university, Virtual questionnaire for browser in “Youthwant”, purposes of this study was to investigated with the coming of an New-Product, user’s accept degree and switching intention will can because which king of the influences of factors, according to this research structure, will investigated the brand equity、perceived playfulness、perceived usefulness、perceived ease of use、attitude, whether will influence use continuously intention and switching intention. In this research structure, perceived usefulness、perceived ease of use and attitude items of the questionnaires based on the Davis (1986), brand equity items of the questionnaires based on the Aaker (1996), perceived playfulness items of the questionnaires based on the Moon (2001), customer satisfaction items of the questionnaires based on the Gronboldt (2000), switching intention items of the questionnaires based on Keaveney (1995). The study according to the literature presented with nine hypothesis, the positive relationship existing in the brand equity and Perceived perceived usefulness, the positive relationship existing in the brand equity and perceived ease of use, the positive relationship existing in the perceived playfulness and perceived ease of use, the positive relationship existing in the perceived playfulness and perceived ease of use, the positive relationship existing in the perceived ease and perceived usefulness, the positive relationship existing in the perceived usefulness and attitude, the positive relationship existing in the perceived ease of use and attitude, the positive relationship existing in the attitude and continuous use intention, the positive relationship existing in the continuous use intention and switching intention, and use this structure in the English Leaning, this research is divided into on-line and entity’s questionnaire, entity’s questionnaire obtained 331 usable responses and the valid samples were 128 copies, on-line questionnaire obtained 461 usable responses and the valid samples were 134 copies. In conclusion, Research this part.1 preferential to study for face-to-face teaching to questionnaire, the second is preferential it is broadcast and televisions that studies the way, the second is preferential it is CD teaching that studies the way, the second is preferential it is E-learning that studies the way, Research this part.1 preferential to study for face-to-face teaching to questionnaire, the second is preferential it is broadcast and televisions that studies situation, the second is preferential it is CD teaching that studies situation, the second is preferential it is E-learning that studies situation, Research this part.1 preferential to study for face-to-face teaching to questionnaire, the second is preferential it is broadcast and televisions that studies results, the second is preferential it is CD teaching that studies results, the second is preferential it is E-learning that studies results, the first of questionnaire is in the part.1, Research this part.1 preferential to study for face-to-face teaching to questionnaire, the second is preferential it is broadcast and televisions that studies the way, the second is preferential it is CD teaching that studies the way, the second is preferential it is E-learning that studies the way, the second is preferential it is Video On Demand that studies the way, Research this part.1 preferential to study for face-to-face teaching to questionnaire, the second is preferential it is broadcast and televisions that studies situation, the second is preferential it is CD teaching that studies situation, the second is preferential it is E-learning that studies situation, the second is preferential it is Video On Demand that studies situation, Research this part.1 preferential to study for face-to-face teaching to questionnaire, the second is preferential it is broadcast and televisions that studies results, the second is preferential it is CD teaching that studies results, the second is preferential it is E-learning that studies results, the second is preferential it is Video On Demand that studies results, clustering in 27 groups, every groups can divided into entity and on-line, so this research will carry on the discussion of the structure to 54 colonies, in 54 colonies, there are different verification results, this conclusion.
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23

陳莉鋗. "The Effect of Academic Effort Belief on Depression Orientation of Junior High School Student in Changhua County – The Moderating Roles of Perceived Playfulness". Thesis, 2019. http://ndltd.ncl.edu.tw/handle/7k2k38.

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碩士
大葉大學
休閒事業管理學系碩士班
107
The purpose of this study was to investigate the effect of academic effort belief on depression orientation among junior high school students, and to clarify whether it had a moderating effect on depression orientation under the interaction of perceived playfulness and academic effort belief. And compared the distribution and differences of academic effort belief, perceived playfulness and depression orientation in different population backgrounds and after-school participation behaviors. According to the purposes above, a questionnaire survey was conducted to collect samples from the junior high school students in Changhua County by stratified convenience sampling. A total of 540 questionaires were distributed and 415 valid questionaires were retrieved. All the data were analyzed by descriptive statistics, independent sample T test, One-way ANOVA, Pearson product-moment correlation and hierarchical regression analysis. The major findings of this research were concluded as follows: 1. There were significant differences in academic effort belief among gender, grade, whether to take part in remedial education, weekly remedial hours, weekly reading hours and the main type of leisure activities. There were significant differences in perceived playfulness among gender, grade and whether to take part in remedial education. There were significant differences in depression orientation among gender, grade, academic satisfaction and the main type of leisure activities. 2. Academic effort belief had a significant negative impact on depression orientation. Among them, " effort is useful and results are infinite" structure had the greatest impact on depression orientation, while " effort virtue belief " and " effort entity view " had no significant impact on depression orientation. 3. Under the influence of high perceived playfulness, it could significantly reduce the influence of academic effort belief on depression orientation. The result showed that after the interaction between perceived playfulness and academic effort belief, it had a moderating effect on depression orientation. Based on the results, some related suggestions were provided for teachers, schools, education authorities and the future researchers who might be interested in this issue.
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24

Tang, Chi-Chieh y 湯其潔. "Exploring the Impacts of Utilitarian and Hedonic Value on Satisfaction and Continuance Intention of Mobile Phone Applications: Flow Experience and Perceived Playfulness as Mediators". Thesis, 2014. http://ndltd.ncl.edu.tw/handle/g87jbt.

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碩士
中國文化大學
國際企業管理學系
102
As the rapid development of information technology, the smart devices have replaced the conventional devices. The development of smart devices has created the mobile applications (hereinafter referred to as App). The App software includes community, games, travel, transportation, videos, and music platform and so on. As the different operation systems of smart phone, the software download platforms are also different such as App Store and Google Play. In addition to investigating the use condition of us-ers' App, this study also examines the relationships among the constructs of utilitarian value, hedonic value, flow experience, perceived playfulness, satisfaction, and continu-ance intention. This study uses a web-based survey and afterward a total of 403 valid questionnaires were used into our analysis. The data is subjected to structural equation modeling through the LISREL 8.54 program. The findings of this study show that per-ceived utilitarian value has a significant impact on flow experience, and additionally perceived hedonic value has a significant impact on perceived playfulness. Furthermore, our results confirm that flow experience and perceived playfulness significantly and positively affect user satisfaction and continuance intention, and additionally the medi-ating roles of flow experience and perceived playfulness are also confirmed in this study. In addition, the results demonstrate that user satisfaction has a significant impact on continuance intention. Finally, based on the findings, managerial implications are discussed and directions for future research are also highlighted in this paper.
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25

LIU, CHANG-YU y 劉昌佑. "The Effect of Personal Innovativeness and Perceived Playfulness on Smart Phones Users’ Attitude and Behavior Intention- Based on Technology Acceptance Model and Cognitive Evaluation Theory". Thesis, 2012. http://ndltd.ncl.edu.tw/handle/66329739744093240020.

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碩士
國立屏東商業技術學院
國際企業所
100
The technical advances in mobile communication raised the demand for the smart phones. The increasing growth of smart phones usage drew the researchers’ attention to understanding the factors influencing the attitude and behavior toward smart phones. The study examined the relationship among personal innovativeness, perceived playfulness and factors regarding technology acceptance model (TAM) by integrating cognitive evaluation theory and TAM. Through an online survey, this study collected 229 respondents of the smart phone users to test the hypotheses. The results of structural equation model showed that : (1) personal innovativeness positively impacts perceived usefulness and perceived ease of use;(2) perceived ease of use positively impacts perceived usefulness and pereived playfulness;(3) attitude positively affected behavioral intention;(4) perceived ease of use, perceived usefulness and perceived playfulness positively affected attitude. However, perceived usefulness and perceived playfulness showed insignificant influence on behavioral intention. The findings provided several important implications for marketing theory development and managerial practice.
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