菜单
  
    摘要伴随着3G到4G的飞速发展,移动应用的发展日益成熟,其中娱乐型移动 apps的竞争也愈演愈烈。为了明确研究对象的内容来方便后续调查,本文以手机游戏(手游)作为最具代表性的娱乐型移动app 来获取数据。手游因为界面和操作相对电脑游戏更为简单明了,同时方便用户在不受时间地点等条件的约束下进行游戏体验。在过去,游戏开发商主要关注如何提升手游的名气,如何推广手游,却不是很重视手机游戏本身的设计问题和用户的心理行为,这也使得许多手游都是昙花一现,用户在新鲜感过去后便因为各种问题冷落甚至卸载了这些手游。 本研究结合手游的特点,基于许多文献,参考计划行为理论、期望确认理论、创新扩散理论等来提取感知娱乐性、感知风险性、广告侵犯性、感知易用性、期望确认度、习惯和持续使用意向这七个变量,在期望确认模型和技术接受模型的基础上构建“移动游戏持续使用模型”。 为了收集和调查大学生对手游的看法和他们的游戏体验,研究以问卷和访谈两种形式既找到了各种影响因素与大学生持续使用手游行为的关系又得到了一些确切的用户观点和感受,并以此得出结论。48920
    毕业论文关键词  手游  心理行为  持续使用   
     Title  Analysis on the continuous usage behavior of entertainment mobile apps for college students
    Abstract With the rapid development of 3G to 4G, the development of mobile applications is becoming more and more mature, and the competition of  recreational mobile apps is becoming more and more serious. In order to clear  the  contents of the  research object to facilitate the follow-up survey, this article takes the mobile phone game as the most representative recreational mobile apps game to gain the data. Because  the interface and the operation  of mobile games  is more  simple and easier compared to computer games, and it makes it convenient for the users to have a good game experience without constraints of time and place. In the past, game developers focused on how  to improve  the fame of the mobile game or  how to promote the  mobile game, but  did not  attach  enough  importance to  the design of mobile game and the user's psychological behavior, which also made many mobile games which are a flash in the pan and the users ignored or even uninstalled the game after the sense of freshness because of a series of problems. The research combines the characters of mobile games, referring TPB,ECT,TAM,IDT to pick up perceived entertainment, perceived risk, advertising violation, perceived ease of use, expected degree of recognition,habit and continuous use intention these seven variable quantities after reading many documents , and design the model of continuous usage of mobile games on the basement of ECT and TAM. In order to collect and  investigate  college students’  views of games  and their game experience, the research not only finds the relationship between various influence factors and the continuous usage of mobile games by college students but also gets some useful comments and exact suggestions about mobile games in the form of questionnaire and interviews suggestions, which helps the research get the conclusion.   Keywords  mobile games    psychological behavior  continuous usage 、

    目次

    1绪论1

    1.1研究对象与背景1

    1.2问题的提出....3

    1.3研究的内容与意义....4

    1.4研究方法4

    1.5研究成果和可能的创新点....5

    1.6论文结构框架...6

    2相关理论与文献综述.....8

    2.1计划行为理论(TPB)..8

    2.2期望确认模型(ECT)..8

    2.3技术接受模型(TAM)..9

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