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作者(中文):程宣銘
作者(外文):Cheng, Hsuan Ming
論文名稱(中文):影音直播平台使用者持續使用意圖之研究
論文名稱(外文):A Research on Users’ Continuous Intention of Using Video Live Stream Platform
指導教授(中文):胡美智
指導教授(外文):Hu, Mei Chih
口試委員(中文):何秀青
李傳楷
陳寶蓮
申欽鳴
口試委員(外文):Ho, Hsiu Ching
Lee, Chuan Kai
Chen, Pao Lien
Shin,Kyoung M.
學位類別:碩士
校院名稱:國立清華大學
系所名稱:科技管理研究所
學號:103073513
出版年(民國):105
畢業學年度:104
語文別:中文
論文頁數:71
中文關鍵詞:網路直播平台IS接受後持續採用模式資訊系統成功模式娛樂性互動性
外文關鍵詞:Video Live Stream PlatformPost-Acceptance Model of IS ContinuanceInformation System Success ModelInteractivityEnjoyment
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網路直播平台近年來於全球各地盛行,資訊呈現方式不再受限於非即時影片、圖片、文字等,任何使用者只要擁有簡單的設備,便能在網路上以現場直播的方式及時將影音資料呈現給全球觀眾。
以往網路媒體平台之學術研究多著重於非即時性影音平台,對於即時性影音平台之研究也僅以少數熱門平台使用者為研究對象,然而近兩年我國在直播平台的使用人數上有顯著成長,甚至有數據顯示,我國在直播產業擁有高達10億商機,因此本研究嘗試以量化方式,全觀性了解國人對網路直播平台的使用行為,藉由初探性的研究,期望能提供未來網路媒體平台新的研究發展面向。
本研究主要探討我國網路直播平台使用者持續使用直播平台之意圖,以IS接受後持續採用模式為基礎架構,結合資訊系統成功模式,並加入娛樂性、互動性等變項,以了解影響使用者持續使用平台之關鍵因素。
研究主要以網路問卷調查法進行研究,共回收286份有效問卷,並使用AMOS 21.0統計軟體進行結構方程式分析資料結果,結果顯示「娛樂性」、「資訊品質」、「系統品質」為影響「知覺有用性」之主要因素;「娛樂性」、「互動性」、「資訊品質」、「系統品質」則是影響「使用者滿意度」之重要因素;而影響「使用者持續使用意圖」之重要因素則是「知覺有用性」。針對上述結果,本研究最終提出幾點網路直播平台營運之實務建議,以期協助直播業者未來發展之參考。
In recent year, video live stream is popular around the world. The way that information present on internet is no longer limited in text, images, non real-time video, etc. Every person is able to make a live show with only simple devices.
Previously, the studies of internet media platform are mostly focus on non real-time video platform. For video live stream, there are only a few cases which is focus on the users in some popular platform. However, in the past two years, the number of users in video live stream platform has a significant growth in our country. Moreover, there is a data said the commercial opportunity of live stream industry is up to 1 billion in our country. So, this study attempts to understand the behavior of the users on video live stream platform by quantitative methods. It hopes to provide a new study orientation in the field of internet media platform.
To explore the continuous intention of the users of video live stream platform, this study create a modified model which is adopted from Post-Acceptance Model of IS Continuance, Information System Success Model, and the factor of interactivity and enjoyment.
Data analysis is conducted via AMOSE 21.0, with 286 valid questionnaires returned. There are three main results. First, the factors of enjoyment, information quality, and system quality have positive effect on the factor of perceived usefulness. Second, the factors of enjoyment, interactivity, information quality, and system quality have positive effect on the factor of user satisfaction. And the final one is that the main effect on the factor of user intention is the factor of perceived usefulness. According to the results mentioned above, this study gives some suggestions in the final part and hopes to provide some idea to live stream industry.
目錄 2
圖目錄 6
表目錄 7
摘要 8
Abstract 9
致謝 10
第一章 緒論 12
1.1. 研究背景與動機 12
表1-1、國人行動上網增長狀況 13
1.2. 研究目的 14
1.3. 研究流程 15
第二章 文獻探討 16
2.1. 網路直播平臺介紹 16
2.1.1.網路直播平台發展 16
2.1.2. 我國網路直播平臺使用現況 17
2.1.3. 網路直播平台商機 19
2.2. 期望確認理論 20
2.2.1. 期望確認理論之基礎構念 20
2.2.2. IS接受後持續採用模式(A Post-Acceptance Model of IS Continuance) 22
2.3. 資訊系統成功模式 23
2.3.1. 資訊系統成功模式之基礎構念 23
2.4. 互動性之探討 24
2.5. 娛樂性之探討 25
第三章 研究方法 27
3.1. 研究架構 27
3.2. 研究模型與操作型定義 28
3.2.1. 娛樂性 28
3.2.2. 互動性 28
3.2.3. 資訊品質 28
3.2.4. 系統品質 29
3.2.5. 確認程度 29
3.2.6.知覺有用性 29
3.2.7. 滿意度 29
3.2.8. 使用者持續使用意圖 30
3.3. 研究假設 31
3.3.1. 娛樂性與滿意度 31
3.3.2. 互動性與滿意度 31
3.3.3. 資訊品質、系統品質與滿意度 31
3.3.4. 確認程度與滿意度 32
3.3.5. 娛樂性與知覺有用性 33
3.3.6. 互動性與知覺有用 33
3.3.7. 資訊品質、系統品質與知覺有用 34
3.3.8. 確認程度與知覺有用 34
3.3.9. 知覺有用與滿意度 35
3.3.10. 知覺有用與持續使用意圖 35
3.3.11. 滿意度與持續使用意圖 36
3.4. 問卷設計 37
表3-1、研究問卷設計 37
3.5. 前測、測量模式分析 41
3.5.1. 個別項目的信度 41
3.5.2. 潛在變項組成信度(Composite Reliability, CR) 42
3.5.3. 收斂效度(Discriminate validity) 42
表3-2、研究模式各變數之信、效度分析表 42
3.5.4. 區別效度 44
表3-3、潛在變項的相關係數矩陣 45
3.6. 研究樣本 45
3.7. 資料蒐集程序 46
3.8. 資料分析方法與工具 46
第四章 資料分析與結果 48
4.1. 敘述性統計分析 48
表4-1、人口統計變數 49
4.2. 結構模式分析 51
表4-2、量測模式評估結果 52
4.3. 假說驗證結果 53
表4-3、本研究之結構分析結果 54
表4-4、研究構面之解釋變異量(R Square值) 55
第五章 結論與建議 56
5.1. 研究結論 56
5.1.1. 知覺有用性之影響因素探討 56
5.1.2. 使用者滿意度之影響因素探討 57
5.1.3. 使用者持續使用意圖之影響因素探討 57
5.2. 理論上之貢獻 58
5.3. 管理意涵 59
5.3.1. 強化平台分眾功能 59
5.3.2. 強化平台內容 59
5.4. 研究限制 60
5.4.1. 樣本對象僅限於台灣地區 60
5.4.2. 僅針對採用後的持續採用因素進行探究 60
5.4.3. 使用者使用之平台類型為區分 60
5.5. 未來研究方向與建議 61
5.5.1. 針對不同國家文化的直播平台使用者進行探討 61
5.5.2. 以縱斷研究方法瞭解影響因素之變化情形 61
5.5.3. 以平台類型區分受訪者 61
第六章 參考文獻 62
6.1. 學術文獻 62
6.2. 網路資料 71
6.1. 學術文獻
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