英文摘要 |
In Taiwan, the market of online game is still expanding and growing, despite a lingering slowdown in global prosperity. However, the researches regarding online game industry are focused on technical level, and resulting in the short of designing and theory building on marketing concept. The online programs so rely on designers themselves intuition and experiences, as to be overflowed in the rigorous market competition. Targeting the players’ need and representing qualified, pleasant, and immersive environment are the most important issues, which promote value co-creation among game providers and players. By stimulus-organism-response (SOR) model, our study tries to develop the consuming model for the players of online games. Using this model, we find the correlations among online activity, pleasure, immersing and value co-creating. This study reviews research and concepts from various fields, including marketing and information systems, deriving three hypotheses, collecting 436 samples, and then testing the model. The results support the hypotheses, indicating that activity influence pleasure of players, then immersion and value co-creation. Finally, the implications, limits and future researches are discussed. |