使用与满足理论视角下移动游戏产品用户参与影响研究
Research on the Influence of User Participation in Mobile Game Products from the Perspective of Usage and Satisfaction Theory
摘要: 游戏用户数量与日俱增,精品游戏的需求缺口仍然较大。版号发行收紧,中小游戏厂商面临着转型升级或等待破产的难题困境。本文基于使用与满足理论模型,分析影响用户参与的因素,发现研究用户需求的满足对提高用户参与具有重要意义。选取个人满足、社交满足作为影响用户参与的自变量,选取内容满足、技术满足作为影响个人满足的因变量,通过实证分析得出用户的个人满足、社交满足对用户参与存在正向影响,用户的内容满足、技术满足对用户的个人满足存在正向影响。最后,本文对中小游戏厂商提出建议,希望在享乐体验、社交方式、游戏内容、操作难度方面可以帮助游戏商明确吸引用户的关键,也希望国产游戏能够实现真正的百花齐放。
Abstract: With the increasing number of game users, the demand gap of boutique games is still large. With the tightening of the release number, small and medium-sized game manufacturers are facing the dilemma of transformation and upgrading or waiting for bankruptcy. Based on the theoretical model of use and satisfaction, this paper analyzes the factors that affect user participation, and finds that it is of great significance to study the satisfaction of user needs to improve user participation. Personal satisfaction and social satisfaction are selected as independent variables affecting user participation, and content satisfaction and technology satisfaction are selected as dependent varia-bles affecting personal satisfaction. Through empirical analysis, it is concluded that user’s personal satisfaction and social satisfaction have a positive impact on user participation, and user’s content satisfaction and technology satisfaction have a positive impact on user’s personal satisfaction. Fi-nally, this paper puts forward suggestions for small and medium-sized game manufacturers, hoping to help gamers clarify the key to attracting users in terms of hedonic experience, social mode, game content and operation difficulty, and also hope that domestic games can achieve a real flourishing.
文章引用:黄子淋. 使用与满足理论视角下移动游戏产品用户参与影响研究[J]. 建模与仿真, 2023, 12(3): 2505-2512. https://doi.org/10.12677/MOS.2023.123230

参考文献

[1] Mob研究院. 2021年移动游戏行业深度洞察报告[EB/OL].
https://www.mob.com/mobdata/report/128, 2021-03-18.
[2] Katz, E., Blumler, J.G. and Gurevitch, M. (1973) Uses and Gratifications Research. The Public Opinion Quarterly, 37, 509-523. [Google Scholar] [CrossRef
[3] Ibrahim, N.F., Wang, X. and Bourne, H. (2017) Exploring the Effect of User Engagement in Online Brand Communities: Evidence from Twitter. Computers in Human Behavior, 72, 321-338. [Google Scholar] [CrossRef
[4] Bitrián, P., Buil, I. and Catalán, S. (2021) Enhancing User En-gagement: The Role of Gamification in Mobile Apps. Journal of Business Research, 132, 170-185. [Google Scholar] [CrossRef
[5] O’Brien, H.L., Cairns, P. and Hall, M. (2018) A Practical Approach to Measuring User Engagement with the Refined User Engagement Scale (UES) and New UES Short Form. International Journal of Human-Computer Studies, 112, 28-39. [Google Scholar] [CrossRef
[6] 李永明. 图书馆知识服务中用户参与行为分析[J]. 图书馆学研究, 2021(17): 82-89.
[7] Wei, P.-S. and Lu, H.-P. (2014) Why Do People Play Mobile Social Games? An Examination of Network Externalities and of Uses and Gratifications. Internet Research, 24, 313-331. [Google Scholar] [CrossRef
[8] Katz, E., Lazarsfeld, P.F. and Roper, E. (2017) Personal Influence: The Part Played by People in the Flow of Mass Communications. Routledge, New York. [Google Scholar] [CrossRef
[9] 郭国庆, 王玉玺, 杨海龙. 免费增值商业模式下用户参与度分析——基于在线游戏的实证研究[J]. 管理评论, 2019, 31(7): 199-209.
[10] 张琰, 孙亮, 高凯丽. 游戏化营销用户持续使用意愿实证研究[J]. 统计与管理, 2021, 36(10): 75-82.
[11] 文露. 手机电商时代APP游戏化特征对消费者持续使用意愿的影响研究[J]. 中国储运, 2022(2): 86-87.
[12] 汪奕君. 《王者荣耀》游戏玩家使用与满足研究[D]: [硕士学位论文]. 南宁: 广西大学, 2018.
[13] 朱川. 移动游戏玩家的持续使用意愿影响因素研究[D]: [硕士学位论文]. 上海: 上海外国语大学, 2020.
[14] 王高虎. 使用与满足视角下B站弹幕文化的破圈[J]. 传播与版权, 2022(10): 63-65.
[15] 李羽生. MOBA类手游沉浸式体验对用户粘性的影响分析[D]: [硕士学位论文]. 哈尔滨: 哈尔滨工业大学, 2021.
[16] 徐璐. 基于用户体验的游戏直播平台持续使用意愿研究[D]: [硕士学位论文]. 南昌: 南昌大学, 2022.
[17] 王随芳, 方慧. 使用与满足理论视角下新媒体视频传播中的体育迷需求研究[J]. 新闻爱好者, 2022(6): 38-40.
[18] 付卫宁. 移动短视频APP用户接受行为影响因素研究[D]: [硕士学位论文]. 郑州: 郑州大学, 2020.
[19] 袁顺佳, 罗博, 张晋朝, 徐梦洁. 技术焦虑会阻碍老年人IT使用吗? [J/OL]. 图书馆论坛: 1-13.
https://kns.cnki.net/kcms2/article/abstract?v=3uoqIhG8C45S0n9fL2suRadTyEVl2pW9UrhTDCdPD64odhuX7iC1V6bMl1w6t_TX_zwHA0YP3R6d3daMM7PlxZOcGS_eFpaj&uniplatform=NZKPT, 2023-01-12.