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Research On The Influencing Factors Of Users’ Intention To Use Cloud Game Platform

Posted on:2024-04-06Degree:MasterType:Thesis
Country:ChinaCandidate:C X HuangFull Text:PDF
GTID:2557307052464414Subject:Press and Communication
Abstract/Summary:PDF Full Text Request
With the rapid development of digital economy,the game industry in our country is taking technology-driven,industry convergence and cultural innovation as the means to improve the quality of game products in more diversified ways,promote the development of the game industry.Telecom operators,cloud service providers,game companies,live streaming platforms,and other giants accelerated their entry into the Bureau’s cloud games industry.Many Giants jointly promoted the cloud games business,and Cloud Games products were released intensively.Compared to the traditional games industry,cloud game industry is still in the initial stage of development,the current stage of the business model is not yet fully mature.In this context,the significance of the research on the factors that affect users’ willingness to use cloud gaming platforms is highlighted.This research will focus on the various factors that affect users’ willingness to use cloud gaming platforms,and try to explore its impact on the user’s intention to use the degree.In order to promote cloud game platform to better serve users,help developers to optimize the product.Based on the existing literature research,this study developed the grounded theory research,and based on the fusion of UTAUT2 and VAM model,constructed the theory model of users’ intention to use the cloud game platform,and proposed 16 hypotheses.In the part of empirical research,we use the maturity scale for reference,adapt the situation of cloud game platform,and use a series of scientific methods to revise and improve the questionnaire,finally,a draft of the questionnaire with high reliability and validity was formed,and a formal questionnaire was formed after pre-survey.SPSS26.0 and Smart PLS 3.3.2 were used to analyze the 350 valid questionnaires,and the hypothesis test and mediation effect test were completed,the main conclusions are as follows: performance expectation,hedonic motivation and social influence have significant and positive effects on perceived value,perceived risk has significant and negative effects on perceived value;Performance expectation,hedonic motivation,effort expectation and social influence have significant and positive effects on use intention,while perceived risk has significant and negative effects on use intention.Perceived value mediates performance expectation,hedonic motivation,social influence,perceived risk and use intention.Based on this,some suggestions are put forward:(1)to improve user perceived benefits,(2)to optimize experience and reduce user perceived costs,and(3)to share incentives and exert the fission effect of word-of-mouth.
Keywords/Search Tags:Cloud game platform, Intention to Use, UTAUT2 model, VAM theory, Perceived Value
PDF Full Text Request
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