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    Please use this identifier to cite or link to this item: http://asiair.asia.edu.tw/ir/handle/310904400/3664


    Title: The Study of The Users? Behavior of Japanese version of Game Console-Wii through the Analysis of Technology Acceptance Model
    Authors: Liang-Tse, Chen
    Contributors: Department of Business Administration
    Keywords: TAM (Technology Acceptance Model);Game Console;Function
    Date: 2008
    Issue Date: 2009-11-17 11:18:01 (UTC+0)
    Publisher: Asia University
    Abstract: Along the economic growth, and the change of our living community, to cope with this change, people started to emphasize more on the recreational portion in their lives. Since 2006, Wii game console was launched by Nintendo, its popularity had increased since then. Although there was some import related problem occurred, the popularity has not been hampered. The products that consumers purchased now are directly or indirectly made from Japan. The purpose of this research is, through the application of questionnaires, collecting data and the data analysis, to explore the user?s level acceptance of Japanese version of Wii game consoles. Through the use of paper form and online questionnaires,300 questionnaires are handed out. There are 280 questionnaires return?There are 134 online questionnaires. The total number of valid questionnaires is 408. The statistical tool used in this research is Statistical Package for Social Science 12(SPSS12). The collected data are analyzed descriptive statistics, factor analysis, and one-way ANOVA.
    The results of this research show that the function design and the game design of the game consoles has a positive influence on the awareness of the game consoles? usefulness. There is a positive correlation between the game design and the interface design on the awareness of the user? friendliness. There is a positive correlation between the awareness of the usefulness and the awareness of the user friendliness. There is a positive correlation between the user?s attitudes towards the awareness of usefulness and user?s willingness towards the game console use.
    Appears in Collections:[經營管理學系 ] 博碩士論文

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