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文博功能游戏用户行为意向影响因素研究

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功能游戏成为数字原住民通过非正式学习进行文博知识获取的重要媒介.研究旨在通过个案探析文博功能游戏中用户行为意向的影响因素及作用机制.基于技术接受模型提出产品、个人与社会的文博功能游戏用户行为意向影响因素模型,并进行信效度和结构方程模型检验.验证了关键影响因素呈现为:感知愉悦性>感知有用性>感知易用性;个体因素与社会因素影响游戏产品特征因素进而对行为意向产生正向显著影响.趣味探索优先于知识获得、寓教于戏的知识获得策略、简易致用的信息布局、锚定用户进行口碑增强与扩展,可增强用户的持续使用行为意向.
RESEARCH ON THE INFLUENCING FACTORS OF USER BEHAVIORAL INTENTIONS IN LITERATURE AND MUSEUM FUNCTION GAMES
This study explores the factors affecting user behavioral intentions in museum-themed functional games,which serve as important tools for digital natives to informally acquire cultural knowledge.Based on the technology acceptance model,a model of factors influencing user behavioral intentions of cultural and blog functional games among product,individual and society was proposed,and the reliability,validity and structural equation model were tested.It is verified that the key influencing factors are as follows:perceived pleasure>perceived usefulness>perceived ease of use;individual factors and social factors affect game product characteristics and thus have a positive and significant impact on behavioral intention.The study concludes that promoting fun exploration,incorporating educational elements,providing a user-friendly layout,and encouraging user engagement can enhance sustained usage intentions.

Technology acceptance modelFunctional gamesDigital nativesBehavioralIntentions influencing factors

朱欣悦、雷青

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内蒙古师范大学设计学院

技术接受模型 功能游戏 数字原住民 行为意向 影响因素

内蒙古师范大学基本科研业务费项目内蒙古自治区哲学社会科学规划重点项目

2022JBTD0142020NDA052

2024

设计
中国工业设计协会

设计

影响因子:0.519
ISSN:1003-0069
年,卷(期):2024.37(5)
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