§ 瀏覽學位論文書目資料
  
系統識別號 U0002-0408202513502400
論文名稱(中文) 空氣玩家對遊戲週邊商品之購買意願研究
論文名稱(英文) A Study on the Purchase Intention of Game Peripheral Products Among Air Players
第三語言論文名稱
校院名稱 淡江大學
系所名稱(中文) 資訊管理學系碩士班
系所名稱(英文) Department of Information Management
外國學位學校名稱
外國學位學院名稱
外國學位研究所名稱
學年度 113
學期 2
出版年 114
研究生(中文) 朱栗彣
研究生(英文) Li-Wen Chu
學號 611630442
學位類別 碩士
語言別 繁體中文
第二語言別
口試日期 2025-06-14
論文頁數 98頁
口試委員 指導教授 - 鄭啟斌(cbcheng@mail.tku.edu.tw)
口試委員 - 廖耕億
口試委員 - 吳雅鈴
口試委員 - 鄭啟斌
關鍵字(中) 空氣玩家
遊戲週邊商品
購買意願
PLS-SEM
關鍵字(英) Air Players
Game Peripheral Products
Purchase Intention
PLS-SEM
第三語言關鍵字
學科別分類
中文摘要
       遊戲產業已成為全球娛樂產業的重要組成,全球遊戲市場預計在2025年達到2,110億美元。除了遊戲本身的收入,遊戲週邊商品亦迅速成長,2023年的估值已達424億美元。顯示遊戲業者不僅能依賴遊戲銷售與內購機制,也有機會透過週邊產品創造額外收益。許多遊戲玩家常因各種原因停止遊玩,因此遊戲業者除了面臨高開發成本,還需要應對玩家流失的問題。儘管有些玩家不再遊玩某款遊戲,他們仍能通過非遊戲消費方式持續為遊戲業者帶來收益。這種型態的玩家稱之為「空氣玩家(Air Players)」。
       本研究以「空氣玩家」為研究對象,運用部分最小平方結構方程模式(PLS-SEM)探討行銷活動、品牌形象、遊戲特色、社群活動、涉入程度與購買意願之間的因果關係。研究共回收427份有效問卷,檢驗八項研究假設。透過問卷測量與結構模型分析,結果顯示: 
       首先,遊戲特色能有效提升空氣玩家之涉入程度,代表空氣玩家即使未實際遊玩,仍會因遊戲世界觀、美術風格與角色設定產生心理連結,形成媒體涉入或象徵性接觸行為。其次,社群活動顯著促進涉入程度,但無法直接提升購買意願,顯示空氣玩家透過社群互動尚難轉化為實際消費。第三,行銷活動對品牌形象具有顯著正向影響,惟其對購買意願的直接效果較弱。第四,品牌形象則對購買意願具顯著正向效果,顯示空氣玩家對品牌形象為影響其象徵性消費的關鍵。品牌形象為促進購買意願之關鍵因素,空氣玩家對品牌的正面態度顯著提升其象徵性消費行為。最後,涉入程度在遊戲特色與社群活動轉化為購買意願過程中扮演重要中介角色,強調心理涉入是驅動象徵性消費的核心前提。
       本研究結果不僅支持象徵性消費與品牌依附理論,亦提供遊戲產業針對低使用、高關注玩家的行銷策略參考,對提升空氣玩家的經濟價值具有實務意涵。
英文摘要
    The game industry has become a crucial component of the global entertainment sector, with the global game market expected to reach USD 211 billion by 2025. In addition to revenues generated from games themselves, the market for game-related peripheral products has grown rapidly, with an estimated value of USD 42.4 billion in 2023. This indicates that game developers can not only rely on game sales and in-game purchases but also generate additional revenue through peripheral merchandise.
    However, many players stop playing games for various reasons, leading game companies to face not only high development costs but also player attrition. Despite no longer actively playing a game, some individuals continue to contribute to game companies through non-game-related consumption. These individuals are referred to as "Air Players."
    This study focuses on "Air Players" and employs Partial Least Squares Structural Equation Modeling (PLS-SEM) to examine the causal relationships among marketing activities, brand image, game features, community engagement, involvement level, and purchase intention. A total of 427 valid survey responses were collected to test eight research hypotheses.The results reveal several key findings: 1. Game features significantly enhance the involvement of air players, suggesting that even without direct gameplay, air players can develop psychological connections through the game's worldview, art style, and character design, forming media involvement or symbolic engagement behaviors. 2. Community engagement significantly increases involvement but does not directly affect purchase intention, indicating that interaction within the community does not readily translate into actual consumption among air players. 3. Marketing activities have a significant positive impact on brand image, although their direct effect on purchase intention is relatively weak. 4. Brand image has a significant positive influence on purchase intention, highlighting it as a key factor driving symbolic consumption among air players. A positive attitude toward the brand notably enhances their intention to purchase related products. 5. Involvement plays a crucial mediating role in the relationship between game features/community activities and purchase intention, emphasizing that psychological involvement is a core prerequisite for symbolic consumption.
    The findings of this study not only support theories of symbolic consumption and brand attachment but also provide practical marketing insights for the game industry, especially in developing strategies targeting low-engagement yet highly attentive players. This has important implications for enhancing the economic value of air players.
第三語言摘要
論文目次
目錄
第一章、緒論	1
第一節、研究背景	1
第二節、研究動機與目的	4
第三節、研究流程	6
第四節、研究問題	8
第二章、文獻探討	9
第一節、遊戲產業背景介紹	9
一、二次元文化與遊戲	9
二、性別與遊戲市場	10
三、遊戲市場的未來趨勢	12
第二節、遊戲產業玩家流失現象	13
第三節、空氣玩家形成原因	14
一、空氣玩家由來	14
二、空氣玩家的成因	14
第四節、空氣玩家對遊戲產業之潛在貢獻	16
第五節、影響空氣玩家貢獻之可能因素	17
一、涉入理論	17
二、品牌形象	18
三、社群活動	19
第六節、名詞釋義	20
一、女性向	20
二、男性向	23
第三章、研究方法	26
第一節、研究架構與假說	26
一、遊戲特色對空氣玩家涉入程度的影響	26
二、社群活動對空氣玩家涉入程度的影響	27
三、行銷活動對遊戲品牌形象的影響	27
四、品牌形象對空氣玩家購買意願的影響	27
五、行銷活動對空氣玩家購買意願的影響	28
六、遊戲特色對空氣玩家購買意願的影響	28
七、涉入程度對空氣玩家購買意願的影響	28
八、社群活動對空氣玩家購買意願的影響	29
第二節 變數的操作型定義與衡量	30
一、 遊戲特色的操作型定義與衡量	30
二、 涉入程度的操作型定義與衡量	30
三、 社群活動的操作型定義與衡量	31
四、 品牌形象的操作型定義與衡量	31
五、 行銷活動的操作型定義與衡量	32
六、 空氣玩家購買意願的操作型定義與衡量	32
第三節、問卷設計	33
第四節、資料分析方法	36
第四章、研究結果	38
第一節、研究範疇	38
第二節、描述性統計	39
一、人口統計資料	39
二、玩家消費調查	41
三、玩家行為調查	44
四、玩家停止遊玩遊戲後的關注與購買意願	46
第三節、玩家偏好統計	47
第四節、測量模式檢驗	58
一、外部負荷量(Outer Loadings)	58
二、信效度分析	60
二、Fornell-Larcker 準則	61
三、HTMT 檢驗	61
四、共線性檢查	62
第五節、結構模型分析	62
一、路徑係數與假設檢定	63
第六節、模型適配度與預測力	63
一、變數解釋力(R²)	63
二、f-square 效果量	64
第五章、結論與建議	65
第一節、研究結論	65
一、 遊戲特色能有效提升空氣玩家之涉入程度	65
二、社群參與促進涉入,但無法直接提升購買意願	65
三、行銷活動可強化品牌形象,惟其對購買意願影響有限	66
四、品牌形象為促進購買意願之關鍵因素	66
五、遊戲特色需透過涉入程度轉化為購買意圖	66
第二節、學術貢獻	67
一、補足空氣玩家研究文獻之不足	67
第三節、研究建議	67
第四節、未來研究方向	68
一、細分空氣玩家類型與行為差異	68
二、引入心理理論深化消費動機解析	68
三、探討使用者創作內容(UGC)在轉化過程中的角色	69
四、探索遊戲內體驗與週邊商品購買意願之關聯	69
五、進行跨文化比較分析	69
引用文獻	70
附錄	84

圖目錄
圖1- 1全球遊戲市場	1
圖1- 2全球遊戲玩家	1
圖1- 3遊戲週邊市場規模	2
圖1- 4研究流程圖	6
圖3- 1研究架構圖	26
圖4- 1生理性別	39
圖4- 2心理性別	39
圖4- 3年齡	40
圖4- 4學歷	40
圖4- 5職業	41
圖4- 6玩家收入	41
圖4- 7玩家虛擬產品支出(月)	42
圖4- 8玩家虛擬產品支出(年)	42
圖4- 9玩家實體商品支出(月)	43
圖4- 10玩家實體商品支出(年)	43
圖4- 11玩家玩遊戲時間花費(天)	44
圖4- 12玩家玩遊戲時間花費(週)	44
圖4- 13玩家看遊戲影片時間花費(天)	45
圖4- 14玩家看遊戲影片時間花費(週)	45
圖4- 15對停止遊玩的遊戲關注程度	46
圖4- 16對停止遊玩的遊戲週邊商品購買意願	46
圖4- 17女性向遊戲	47
圖4- 18乙女向遊戲及其衍生作品	47
圖4- 19逆後宮作品	48
圖4- 20耽美向作品	48
圖4- 21少女向作品	49
圖4- 22瑪莉蘇系列作品	49
圖4- 23模擬向作品	50
圖4- 24養成向作品	50
圖4- 25經營向作品	51
圖4- 26互動向作品	51
圖4- 27音樂向作品	52
圖4- 28男性向遊戲	52
圖4- 29美少女遊戲及其衍生作品	53
圖4- 30後宮向作品	53
圖4- 31龍傲天系列作品	54
圖4- 32邪教向作品	54
圖4- 33廢萌向作品	55
圖4- 34百合向作品	55
圖4- 35肉番類作品	56
圖4- 36裏番類作品	56
圖4- 37熱血向作品	57
圖4- 38格鬥向作品	57
圖4- 39冒險向作品	58
圖4- 40結構模型圖	62
 
表目錄
表3- 1遊戲特色	30
表3- 2涉入程度	31
表3- 3社群活動	31
表3- 4品牌形象	32
表3- 5行銷活動	32
表3- 6購買意願	33
表3- 7人口統計變項	34
表3- 8玩家花費調查	34
表3- 9玩家行為調查表	35
表3- 10玩家偏好調查表	35
表4- 1各題項外部負荷量	58
表4- 2構念信度與收斂效度	60
表4- 3 FORNELL-LARCKER 準則	61
表4- 4 HTMT 檢驗	61
表4- 6共線性檢查	62
表4- 5路徑係數與假設驗證結果	63
表4- 7潛在變數解釋力	63
表4- 8 F-SQUARE 效果量	64
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