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Theoretical Model And Empirical Study On Influencing Factors Of Behavioral Intention Of Individual Use In Online Games

Posted on:2015-01-29Degree:MasterType:Thesis
Country:ChinaCandidate:Y BaiFull Text:PDF
GTID:2207330431499784Subject:Education Technology
Abstract/Summary:PDF Full Text Request
More than ten years research of educational games shows that it has the efficacy to stimulate the motivation of students and it is closely linked with motivational motivation, no matter from the perspective of motivation theories or flow theory. However, which should not be overlooked is the introduction of any new media to teaching which has the efficacy to attract interest and stimulate motivation. For the individual, when the novelty disappears, how to continue to stimulate intrinsic motivation of players? The design and development of educational games are far from better than that of commercial games. The psychological mechanism of game players, in its essence, has no difference either for educational game or commercial game. Based on this, this study attempts to discuss the theoretical model of influencing factors of continued use of behavioral intention and behavioral motivation of commercial game players from the motivation of sustainability. The study attempts to provide a reference for the design of educational games.This paper based on Theory of Planned Behavior and Expectation-Confirmation Model, combined with the characteristics of online games, put forward a theoretical model that individual continued use of behavior intention. The model analyzes the the initial behavioral variables (flow experience, perceived usefulness), process variables (confirmed degree of expectation, satisfaction), continuous behavioral variables (continuous behavioral intention, subjective norm, time limitation, self-efficacy, behavioral habits) and their effect relationship between them. Aimed to in-depth discuss the influence factors of the continuous use at individual intention in game and further carry out empirical study.We select an entertainment oriented and education assisted educational game of online named "Legends of the Three Kingdoms Online" as the research environment. The research sample is its student players (junior school students, senior high school students, undergraduates and postgraduates). A scale of influencing factors of continuous usage of behavioral intention of individuals in the online games is compiled and actual investigation is conducted. We conduct Exploratory Factor Analysis and Confirmatory Factor Analysis of the sample to explore and verify the reasonability of the potential variables and observed variables in the model. Then, using the Structural Equation Modeling (SEM) analysis method, the data of389students are analyzed to verify the theoretical model. Finally, in order to provide strategies and suggestions for educational game design, the model validation results are analyzed and we further discuss the utility relationship between the variables.The main conclusion of this study:In the online games, flow experience is not only an important factor to constitute the satisfaction of student players, but also the most overriding and direct impact factor of their continuous behavioral intention; flow experience and perceived usefulness are both influencing factors of satisfaction, and the influence of flow experience is higher than perceived usefulness; The psychological needs of game players and game characteristics and quality of service can well explain confirmed degree of expectation. And they are important influencing factors of satisfaction and indirectly influencing factors of continuous behavioral intention of players. Further analysis of load factors shows that the exploration experience in the online games has a strong appeal to players, and they can continuously explore the unknown to seek the interesting, the new and knowledge in the games. Game features and quality of service can be the support of rigid index of games and the design of the rules of the game for players is much more important to continuously play, such as the rich game mode, the interaction experience, rewards and punishment mechanism, etc. Furthermore, the update of the game is one of the important factors to attract sustained game intention of students; The loyalty of the player and perceived switching cost of the students have a positive influence on sustained behavioral intention; Subjective norm is also a influencing factor of sustained behavioral intention and players will be affected by others or a friend who is important to them to play or not play a game; In addition, the time limitation has a significant negative influence on continuous behavioral intention of players, and self-efficacy in the model dose not have a significant positive influence on continuous behavioral intention.In view of the results of this research, we think that the entertainment should be the foundation of educational games and this must not be ignored. Education should be blended in with the entertainment and goal orientation should be higher than that of the entertainment. What we should not put the cart before the horse is that the entertainment is the fundamental element to attract game players, while education is the ultimate purpose. In the design of educational games, we can attempt to break the simple behaviorism type evaluation feedback mechanism. Mysterious irregular game mode can increase the obsession with games of players, at the same time it can increase the interaction, exchange, team and the set of guild virtual interpersonal interaction relationship. Whether the small game or massively multiplayer online educational games, real-time updates of the content is one of the keys to keep students in the game, at the same time, the educational game businesses must establish the educational game brand effect.
Keywords/Search Tags:online games, continuous behavioral intention, SEM, influence factors, designing of educational games
PDF Full Text Request
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