基于期望确认模型的游戏直播平台观众持续使用研究
发布时间:2018-01-13 05:10
本文关键词:基于期望确认模型的游戏直播平台观众持续使用研究 出处:《北京外国语大学》2017年硕士论文 论文类型:学位论文
【摘要】:随着电子竞技的普及和流媒体技术的发展、成熟,游戏直播出现在互联网。世界第一个视频游戏的实时流媒体视频平台twitch.tv出现,直播平台开始从视频网站独立出来,迅速发展。根据目前国内外研究状况,关于游戏直播的研究刚刚起步。大部分相关研究在于分析游戏直播观众行为,通过不同的研究方法探索影响观众观看游戏直播的动机、原因、影响因素等。我国关于直播平台的研究还处于定义概念阶段,仅有的研究集中于分析电子竞技发展,游戏直播营销策略和盈利方式等,研究者相对较少,研究相对浅显。由于我国的直播市场完全不同于国外,在当前的情境下仅仅研究观众行为动机还不足够。通过研究游戏直播平台观众持续使用的影响因素,来保证游戏直播平台用户留存率是另一重要课题。因此本文希望通过如下步骤进行相关研究,弥补现有研究的空白。首先通过大量的文献阅读熟悉相关理论研究,了解发展现状。然后通过半结构式访谈,了解游戏直播观众观看动机、持续使用影响因素以及其他影响因素。在两者基础上,从文献和访谈中提取有用变量,以期望确认模型为基础,将两者整合构建建立游戏直播平台观众持续观看模型,提出本文的基本假设。进而对变量进行定义,在现有期望确认理论基础上设计测量问项、设计问卷。在文献综述、访谈和实证研究基础上,本研究发现感知有用性、促成因素对持续使用意愿有正向影响。同时绩效期望、感知有用性对采纳行为,期望确认对感知有用性,促成因素对感知娱乐性,感知娱乐性对满意度均有正向影响,而假设中感知有用性、期望确认对满意度的正面影响不成立,满意度对持续使用意愿的正面影响不成立。本文通过理论分析和实证研究,丰富了游戏直播平台观众持续使用行为的研究,为采纳行为和持续使用的影响因素的研究提供了实证数据支持。
[Abstract]:With the popularity of e-sports and the development of streaming media technology, game live video appeared on the Internet. The world's first video games real-time streaming video platform twitch.tv appeared. According to the current research situation at home and abroad, the research on live game has just started. Most of the related research is to analyze the behavior of live game audience. Through different research methods to explore the motives, reasons, factors and so on, which affect the audience watching live game. The research on live broadcast platform in China is still in the conceptual stage. The only research focuses on the analysis of the development of e-sports, game direct marketing strategies and profit methods, the researchers are relatively few, the research is relatively simple. Because the live broadcast market in China is completely different from foreign countries. In the current situation, it is not enough to study the behavior motivation of the audience. To ensure the user retention rate of live game platform is another important issue. Therefore, this paper hopes to carry out the relevant research through the following steps. First, through a large number of literature reading familiar with the relevant theoretical research, understand the status quo. Then through semi-structured interviews, to understand the game live audience watching motivation. On the basis of the two factors, useful variables were extracted from the literature and interviews, based on the expected confirmation model. The author constructs the model of continuous viewing of live game platform and puts forward the basic hypothesis of this paper. Then the variables are defined and the measurement questions are designed on the basis of the existing expectation confirmation theory. Design questionnaire. Based on literature review, interviews and empirical research, this study found that perceived usefulness, contributing factors have a positive impact on the willingness to continue to use. Meanwhile, performance expectations, perceived usefulness and adoption behavior. Expectation confirmation has a positive effect on perceived usefulness, contributing factors on perceived entertainment and perceived entertainment on satisfaction, while in hypothesis perceived usefulness, expectation confirmation has no positive effect on satisfaction. The positive effect of satisfaction on the intention of sustainable use is not established. Through theoretical analysis and empirical research, this paper enriches the research on the sustainable use behavior of the audience on the live game platform. It provides empirical data for the study of the influencing factors of adoption behavior and sustainable use.
【学位授予单位】:北京外国语大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:F49;F713.55
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