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系統識別號 U0026-1107201717442000
論文名稱(中文) THE INFLUENCE OF CONTROL, JOY, CURIOSITY & CHALLENGE ON THE VIRTUAL REALITY SELF-ABSORPTION & SELF-PRESENCE
論文名稱(英文) THE INFLUENCE OF CONTROL, JOY, CURIOSITY & CHALLENGE ON THE VIRTUAL REALITY SELF-ABSORPTION & SELF-PRESENCE
校院名稱 成功大學
系所名稱(中) 國際經營管理研究所
系所名稱(英) Institute of International Management
學年度 105
學期 2
出版年 106
研究生(中文) 卓翰
研究生(英文) Pierre PRE
學號 RA6047081
學位類別 碩士
語文別 英文
論文頁數 73頁
口試委員 指導教授-陳正忠
口試委員-王鈿
口試委員-高如妃
中文關鍵字 None 
英文關鍵字 Virtual Reality  Video games  Flow Theory  Cognitive Absorption  Hedonic-motivation system adoption model (HMSAM)  Control  Joy  Curiosity  Challenge  Self-Absorption  Self-Presence 
學科別分類
中文摘要 None
英文摘要 The purpose of this study is to highlight the benefits of the recent Virtual Reality technology. This technology has for goal to increase the overall gaming experience, bringing it to a whole new dimension. The reason for my research is then to find the reasons which could bring to a critical but also commercial success. This paper then focuses on developing the relationship between the control, joy, curiosity, challenge, self-absorption and self-presence. The Hedonic-motivation system adoption model (HMSAM) as the Cognitive Absorption model and the Flow Theory are employed, extended and adapted to the Virtual Reality technology. The experimental study is then conducted on the National Cheng Kung University campus as well as other places in Taiwan and the 166 data collected are analyzed using SPSS statistical software. Finally, the different variables relationships are found to be relevant and supported, demonstrating the importance of this new technology for the whole video game industry.

Keywords: Virtual Reality, Video games, Flow Theory, Cognitive Absorption, Hedonic-motivation system adoption model (HMSAM), Control, Joy, Curiosity, Challenge, Self-Absorption, Self-Presence.
論文目次 TABLE OF CONTENTS III
LIST OF TABLES VII
LIST OF FIGURES IX
CHAPTER ONE INTRODUCTION 1
1.1 Research Background and Motivation. 1
1.1.1 Video Game Industry. 1
1.1.2 Virtual Reality Technology. 4
1.2 Research Objectives and Contribution. 8
1.3 Research Procedures and Scope of Study. 9
1.4 Research Procedure. 9
CHAPTER TWO LITERATURE REVIEW 11
2.1 Theoretical Background. 11
2.1.1 Cognitive Absorption / Flow Theory. 11
2.1.2 Control. 15
2.1.3 Joy. 16
2.1.4 Curiosity. 16
2.1.5 Challenge. 17
2.1.6 Self-Absorption. 18
2.1.7 Self Presence. 19
2.2 Hypothesis Development. 20
2.2.1 Control toward Joy. 20
2.2.2 Control toward Curiosity. 21
2.2.3 Control toward Challenge. 22
2.2.4 Control toward Self-Absorption & Self-Presence. 22
2.2.5 Joy toward Self Absorption & Self Presence. 25
2.2.6 Curiosity toward Self Absorption & Self Presence. 26
CHAPTER THREE RESEARCH DESIGN AND METHODOLOGY 30
3.1 Research Background & Motivation. 30
3.2 Definition of Variables. 31
3.3 Summary of Hypothesis. 31
3.4 Research Design and Methodology. 32
3.5 Stimuli Development. 33
3.6 Manipulation Check. 34
3.7 Experimental Procedure. 34
3.8 Construct Measurement. 37
3.8.1 Joy. 37
3.8.2 Curiosity. 37
3.8.3 Challenge. 38
3.8.4 Self-absorption. 38
3.8.5 Self-presence. 38
3.9 Control Variables. 39
3.9.1 Personal Information. 39
3.9.2 Product Knowledge. 40
3.9.3 Video Game Skills. 40
3.10 Data Analysis Procedure. 40
3.10.1 Descriptive Statistical Analysis. 40
3.10.2 Factor Analysis. 41
3.10.3 Reliability Test. 41
3.10.4 Multivariate Analysis of Covariance (MANCOVA). 41
3.10.5 Regression Analysis 41
CHAPTER FOUR RESEARCH RESULTS AND FINDINGS 42
4.1 Data Collection. 42
4.2 Characteristic of the Respondents. 42
4.3 Descriptive Statistical Analysis. 43
4.4 Factor Analysis and Reliability Test. 47
4.5 Manipulation Check in Main Experiment. 50
4.6 Hypothesis Testing. 50
4.7 Regression Analysis. 55
CHAPTER FIVE CONCLUSION AND SUGGESTIONS 58
5.1 Research Discussion and Implications. 58
5.1.1 Research Discussion. 58
5.1.2 Theoretical Implications. 60
5.2 Research Limitation and Suggestion for Future Research. 61
REFERENCES 63
APPENDIX 68
Appendix A: The questionnaire items of Product Knowledge 68
Appendix B: The questionnaire items of Video Game Skills 68
Appendix C: The questionnaire items of Product Presentation 68
Appendix D: The questionnaire items of Control 68
Appendix E: The questionnaire items of Joy 69
Appendix F: The questionnaire items of Curiosity 69
Appendix G: The questionnaire items of Challenge 69
Appendix H: The questionnaire items of Self-Absorption 69
Appendix I: The questionnaire items of Self-Presence 69
Appendix J: The questionnaire items of Perceived Ease of Use 70
Appendix K: The questionnaire items of Perceived Usefulness 70
Appendix L: The questionnaire items of Behavioral Intention to Use 70
Appendix M: Pictures of some participants 70


LIST OF TABLES
Table 1-1 Virtual Reality Global Market Size by Platform 6
Table 1-2 Scope of the Study 9
Table 3-1 Variables and Definitions 31
Table 4-1 Characteristics of Respondents 43
Table 4-2 Descriptive Analysis for Product Knowledge Questionnaire Items 44
Table 4-3 Descriptive Analysis for Video Game Skill Questionnaire Items 44
Table 4-4 Descriptive Analysis for Product Presentation Questionnaire Items 44
Table 4-5 Descriptive Analysis for Control Questionnaire Items 45
Table 4-6 Descriptive Analysis for Joy Questionnaire Items 45
Table 4-7 Descriptive Analysis for Curiosity Questionnaire Items 45
Table 4-8 Descriptive Analysis for Challenge Questionnaire Items 46
Table 4-9 Descriptive Analysis for Self-Absorption Questionnaire Items 46
Table 4-10 46
Table 4-11 The Result of Factor Analysis and Reliability Test 48
Table 4-12 Manipulation Check for Control 50
Table 4-13 The Tukey Multiple Comparison 51
Table 4-14 The Multivariate Analysis of Covariance (MANCOVA) Result 51
Table 4-15 The Post Hoc Test Result 53
Table 4-16 The Regression Analysis of Demographics and Independent Variables toward Self-Absorption 55
Table 4-17 The Regression Analysis of Demographics and Independent Variables toward Self-Presence 56
Table 5-1 The Summary of Hypotheses 58

LIST OF FIGURES
Figure 1-1. Games market revenue worldwide in 2015, 2016 and 2018, by segment and screen (in billion U.S. dollars) 2
Figure 1-2. Virtual reality industry report 2016 5
Figure 2-1. A gamer experiencing the Virtual Reality technology 19
Figure 2-2. Immersion model of Brown and Cairns. 23
Figure 3-1. Proposed research model 30
Figure 3-2. Samsung Gear VR headset 2016 version. 35
Figure 3-3. In Cell VR game 36

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