英文摘要 |
Because the internet is more and more affordable and popular, the families with internet access increased to 160 million in 2005. Such increase also drives the internet entertainment to growth and creates a huge online game market. The earnings of global online games were estimated to measure from USD 3,400 million in 2005 to USD 13,000 million in 2011. Online game has become the star of interaction entertainment industry. Companies in the industry are exploring how to manage the pattern, the new market and the growth. Therefore, many researchers were done to find out the cognition and expectation of players in online games by traditional linguistically-based in-depth interviews. These researchers may not truly detect online game player’s thoughts, feelings and behaviors because many scientists thought most communication is non-verbal. It is important to add that nonverbal communication to determine weather customers literally mean what they say. Such discovery is significant to the researchers in marketing. This was also the motivation of this research for understanding online game player’s thoughts. In order to achieve a deeper understanding of the thoughts of online game players, this research used the Zaltman Metaphor Elicitation Technique (“ZMET”) instead of traditional linguistically-based in-depth interviews. According to this method, the participants were inquired and asked to link those pictures which they provided. The participants also had to explain the connection among pictures. The researcher would like to clearly understand the participant’s mind by nonverbal images. The real thoughts, feelings and behaviors could be collected under the method. The collected thoughts, feelings and behaviors were transformed to writing to find out the key constructs in online game players’ minds. Then each participant's mental model could be obtained. The different consumer mental models were utilized to assemble a Consensus Map by dominant constructs. Factor analysis was used to sort out the online game players’ dominant constructs. A structural equation model (“SEM”) was then used to build up the Consensus Model. Second-order confirmatory factor analysis was done to confirm that the SEM does indeed represent the online game players’ consensus. A Consensus Map of 27 dominant constructs was found and an SEM of 5 individual items, including relatedness, achievement, growth, safety and affiliation was derived through the research. After necessary modifications based on second-order confirmatory factor analysis, the adjusted SEM works well in terms of effectiveness. The model with 23 dominant constructs, 5 first-stage variables and 2 second-stage variables established through both exploratory analysis and confirmatory analysis is proved to be the institutional structure of online players’ common thoughts. Such a model is an effective tool to analyze online game players' cognition. The results of such analysis can be used to improve marketing and products to match customers’ cognition and meet their demands. |