英文摘要 |
After Nintendo launched the Wii in America and Japan in 2006, it defeated Xbox360 and play station three (PS3) by its innovative somatosensory. However, in 2010 the institute for information industry (III) indicated that market of somatosensory will lose steam in 2011 because the selling volume of the smartphone and the tablet personal computer is high. Therefore, improving the selling volume of Somatosensory is important. Cummings and Duncan1 and Manley and Whitaker2 have explored whether the somatosensory can upgrade the users’ working efficiency, co-ordination and the interest of physical education, but the study about the consumer behavior is lacked. Therefore, we present a model based on flow experience, network externality, the theory of planned behavior (TPB) and consumer’s satisfaction to analysis the consumer behavior of Somatosensory. 400 surveys were distributed, and 314 surveys were valid. This yielded a valid response rate of nearly 79 percent. We adopted SEM to test six different hypothesizes. The results indicates the link between subjective norm and network externality have no significant effects on attitude and intention, but other hypothesizes are significant. The possible reason why network externality has no significant effect on attitude is that the internet connectivity technology of somatosensory is not good enough, and most people play the games with their family. The high price of somatosensory may cause the link between subjective norm and intention to be not significant; therefore, consumers’ purchase intentions and decisions won’t be influenced by others. |