英文摘要 |
In recent years, all the streets are full of crane machine in Taiwan, which is also known as the general amusement. It takes a small amount of money to get a sense of entertainment, but it also leads to many social problems. This study focuses on the factors affecting consumer choices of food crane machine, and explores the consumer's motivation for f crane machine from the perspective of Maslow's demand theory. In this study, the questionnaire survey method was used to facilitate the sampling of customers who consumed food crane machine in Tainan. In the qualitative research, semi-structured interviews were conducted to facilitate the sampling of crane machine in Tainan. Cross-matching improves the reliability and validity of this study. The results show that the correlation of extraction factors is positive, and the correlation is more significant in the correlation between community drive and self-esteem drive. Obviously, in the process of play, the sense of accomplishment and identity in the community is obtained. The negative factors are gaming disorder drivers, which are positively related to other levels of demand. The most notable ones are community drive and addiction drive, which shows that they can communicate with other players during the game and meet social needs. In order to continue to gain a sense of identity in the community, there is a phenomenon of addiction. Therefore, the research results mainly show that the gaming disorder phenomenon not only occurs in the virtual world of the network, but also the phenomenon of physical gaming disorder caused by the community and other driving relationships. In the future, relevant research is more likely to explore how to prevent the emergence of addiction and avoid uncontrollable game behavior. |