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Dissertations / Theses on the topic 'Perceived Playfulness'

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1

Cox, Trissa. "Factors Associated with Behavioral Intention to Disclose Personal Information on Geosocial Networking Applications." Thesis, University of North Texas, 2012. https://digital.library.unt.edu/ark:/67531/metadc115059/.

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Information privacy is a major concern for consumers adopting emerging technologies dependent on location-based services. This study sought to determine whether a relationship exists among factors of personalization, locatability, perceived playfulness, privacy concern and behavioral intention to disclose personal information for individuals using location-based, geosocial networking applications. Questionnaire responses from undergraduate students at a 4-year university provide insight into these relationships. Multiple regression results indicated that there was a statistically significant r
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LIN, KUAN-HSIU, and 林冠秀. "The Influence of Subjective Norms,Perceived Risk, and Perceived Playfulness on Online Purchase Intentions." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/79878259409958728121.

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碩士<br>崇右技術學院<br>經營管理研究所<br>105<br>Under the popularity and fast development of information products, technology skills and Internet communication, the use of Internet has turned into an integral part of life. Corporations and stores have invested on on-line sales as their business strategy. Meanwhile consumers have switched their purchases from selecting products in brick and mortar stores to browsing websites who offer fast and convenient service, competitive prices to attract customers. The Internet is an easy access for both domestic customers and global markets. The electronic marketing
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Chang, Chia-Chun, and 張佳純. "Wii Sports acceptance and usage model:Antecedents of perceived playfulness and perceived ease of use." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/79577384886777395524.

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碩士<br>朝陽科技大學<br>休閒事業管理系碩士班<br>99<br>There is a growing steam of playing video games into a person’s daily life as a leisure activity. Usage of one such technology has been widely accepted as there is much potential for software manufacturers to develop new products. Understanding user acceptance of the video game is important to assess its effectiveness. A well-designed general game helps to ensure a positive user experience and therefore repeat usage. Wii Sports is a sports game produced by Nintendo as being the study case, to examine how this technology is adopted by users, Davis’ technology
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Wen, Hua, and 溫樺. "An EEG Study of the Perceived Playfulness in Playing Mobile Game." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/64126883729605587234.

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碩士<br>淡江大學<br>資訊管理學系碩士班<br>101<br>Perceived playfulness is a sensory-depth enjoyment. It has mostly applied in the research of man-machine interface or Web browsing. But there is a lack of study in mobile game. The brain waves study has recently emerged, many researchers have applied advanced electronic measurement devices to experiment. Thus, this study is to understand user’s brain-waves change, by utilizing electroencephalogram (EEG) to detect user’s brain waves while playing mobile game. And a self-report perceived playfulness scale is also administered to users after playing the game with
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Lien, Guan-Jie, and 連貫傑. "Study of The Effects of Perceived Interactivity And Perceived Playfulness for Intention of QR Code Users." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/03652191816885343447.

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碩士<br>國立體育大學<br>休閒產業經營學系<br>102<br>QR Code is a two-dimensional bar Code which is scaned by smart phones. Because of the ability to get a large number of information quickly, QR Code has generally been used in various industries. However, even if the marketing and publicity benefits of QR Code is great, but they are not widespread used. Therefore, this study attempts to add some variables into technology acceptance model (TAM), to analyze the components of intentions behind QR Code users. Providing the academics and industry related to QR Codes as research material or marketing business strate
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6

Chou, Jacky Po Ching. "Understanding user's perceived playfulness toward mobile information and entertainment services in New Zealand." 2006. http://hdl.handle.net/10292/383.

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The convergence of mobile commerce and internet technologies has promised users unprecedented convenience and greater enjoyment. Over the past few years, the development of mobile information and entertainment services (MIES) has been phenomenal. Recently, research has been conducted into ways toward better acceptance of these services by users. However, many of these studies are technical driven, without discussing important end user needs. To understand users' perception associated with mobile information and entertainment services the author extended and empirically tested a new antecedent
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Tsai, Wei-Ling, and 蔡瑋玲. "The Impact of Menu Elements on the Consumers’ Perceived Playfulness and Product Attitudes." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/08517894700357389130.

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碩士<br>國立中央大學<br>企業管理研究所<br>99<br>According to the Government statistic and the private sectors, people who live in Taiwan increase their costs of dining out year by year. With the increase of dining out arisng, more and more unique and stylish restaurants sprouted up. In order to stand out in so many restaurants, the owners of the restaurants have to care the details of their restaurants, as the menu is a good media for restaurants use to communicate with consumers and exhibits restaurants’ information, the above notations prompt this rsearch. This rsearch adopts internet questionnaire to sur
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Zhang, Heng-Ming, and 張恆銘. "Use the UTAUT, trust and perceived playfulness to research on SNS user's behavior." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/17262572848089478460.

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碩士<br>國立臺北商業技術學院<br>商學研究所<br>100<br>In this study, the UTAUT as the theoretical basis to explore the behavioral intentions and usage behavior of users of social networking sites, will be key factors. Taking into account the level of trust users on the social networking sites and site content to attract users to an interesting degree. This study used empirical research to the Facebook social networking site users as subjects, the effective recovery of the sample size was 286 copies, results showed: (1) "Effort expectancy", "social influence" and "trust" positive and significant impact on users
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Chen, Chien-hung, and 陳建宏. "The Effect of Flow Experience , Perceived Usefulness, Perceived Ease of Use and Perceived Playfulness on Online Game Players'' Continuance Intention." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/03149957274903934866.

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碩士<br>國立屏東教育大學<br>教育科技研究所<br>99<br>The purpose of this study was to analyze flow experience , perceived usefulness, perceived ease of use and perceived playfulness whether effect the online game players’ continuance intention. The research used a questionnaire and the subjects of survey were online game users, and received 306 effective samples after one month-long collection. The data individually used frequency distribution, percentage, average, standard deviation, one-sample t test, t-test, and one-way ANOVA to analyze. The conclusions I have come to were as follows: 1. There were signific
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Wu, Ching-yi, and 吳靜宜. "TAM, Perceived Playfulness and Conformity toward Behavior Intention of Virtual Community: An Empirical Study." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/12585854472867572498.

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碩士<br>國立中央大學<br>企業管理研究所<br>98<br>With the rapid development of virtual community, the communication of people is no longer limited in the real life, and further to the network without restricted by geography. The interpersonal intangible sense of love comes true and shown on the virtual world. Along with the variety of virtual communities the development of community that people probably built the relationships first on the Internet in the past. But nowadays, people built the relationships first in the real world. Virtual community is multi-function, and also provides the need of communica
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Wu, Yi-Fang, and 吳依芳. "An EEG Study of the Perceived Playfulness in Playing App Game with Different Popularity." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/18158558737550518603.

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碩士<br>淡江大學<br>資訊管理學系碩士班<br>102<br>Nowadays, with the popularity of smartphones and tablets, surfing Internet and playing mobile games have become an indispensable part of our life. Perceived Playfulness can be defined in three dimension as concentration, curiosity, and enjoyment. Perceived playfulness has currently been applied in a wide range of research. NeuroIS is a subfield of Information system research using tools such as electroencephalograph (EEG), functional magnetic resonance imaging (fMRI), among others to record user’s brain-wave changes. This study is to understand user’s behavior
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CHEN, YI-CHUN, and 陳奕鈞. "A Study of Instagram Behavior Intention with UTAUT, Perceived Playfulness and Media Richness Theory." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/y2y426.

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碩士<br>中華大學<br>資訊管理學系<br>106<br>The popularization of mobile devices and the maturity of communication technology, combined with the functions of communication, entertainment, social intercourse, and service, have become one of the necessities of modern life. Through the service of the community website, change the traditional social way, let the user have new social interaction way. In recent years, the fast-strung community software Instagram has succeeded in attracting young communities with images and video-sharing social networking. The purpose of this study is to analyze the factors that
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13

蔡惠真. "The Relationships among Interpreter's Perceived Playfulness, Subject Norm and Enduring Involvement in Changhua Areas." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/fnzhwu.

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碩士<br>大葉大學<br>休閒事業管理學系碩士班<br>107<br>The purpose of this study was to understand the current situation of perceived playfulness, subject norm and enduring activity involvement, and the differences of perceived playfulness, subject norm and enduring activity involvement among differ-ent demographic backgrounds and participating behaviors. It also explored whether perceived playfulness and subject norm have significant effects on enduring activity involvement. Taking the interpreters in Changhua Areas as the research object, con-venient sampling method was used to collect 49 valid questionnaires.
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14

Cheng, Yu-Ling, and 鄭聿伶. "A Study of Continuous Usage Intention of E-Learning System-An Application of Autonomy Support, Self-Determination, Perceived Usefulness, Perceived Ease of Use, and Perceived Playfulness." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/78226751376533173650.

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碩士<br>國立中興大學<br>行銷學系所<br>98<br>The aim of this research is to study the continuous usage intention of e-learning systems among e-learners, hence study subjects must be someone who have used the systems before. One specific feature of e-learning is that users must do their course more spontaneously through the Internet. Therefore, this research is mainly based on two theories ─ Self-Determination Theory ( SDT ) and Technology Acceptance Model ( TAM ), and the combination of these two theories has never been done before in academic. The questionnaires were sent through the Internet, and 450
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Huang, Shiue-Jen, and 黃雪甄. "The Study of Smartphone Flow Experience and Addiction Influenced by Users' Cognitive Style and Perceived Playfulness." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/80070008607551679806.

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碩士<br>國立臺灣師範大學<br>工業教育學系在職進修碩士班<br>100<br>Smartphones have made today’s younger generations seem much more “addicted” to their smartphones, this is called “smartphone addiction (SA)”. The purpose of this study, therefore, is to analyze the factors of experience of immersion and addiction caused by smartphones. Based on Technology Acceptance Model, the research consisted of six constructs: “cognitive style”, “perceived playfulness”, “perceived usefulness”, “perceived easy of use”, “flow experience”, and “smartphone addiction” as endogenous variables. Using convenience sampling, this study colle
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Wu, Yan-Ru, and 吳彥儒. "A Study the Influence of Interpersonal interaction、perceived playfulness and Critical Mass to Continuance Intention for Facebook." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/7z3q55.

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碩士<br>中華大學<br>企業管理學系碩士班<br>101<br>After the internet network enters the era of Web 2.0, change one kind of looks of the network world, has changed the user's habit and demand too, community's websites show the concept of Web 2.0 concretely. In recent years, as Facebook must grow up constantly fast, the ones that assumes the air of and already becomes users to community's websites are first-selected, the interpersonal relationships each other of people and people are bound while extending actual life, people can utilize the website function offered on websites to set up binding with relatives a
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Ayundyayasti, Prima, and Prima Ayundyayasti. "Exploring the Effects of Perceived Service Quality and Perceived Playfulness on Adoption of Mobile Instant Messaging in Semarang, Indonesia: Gratification as a Mediating Construct." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/7a64t7.

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碩士<br>長庚大學<br>資訊管理學系<br>104<br>Mobile phone is now widely used to connect to the internet owing to its advancing capabilities that allows users accessing the internet effortlessly. Mobile Instant Messaging (MIM) is a widely used internet based communication media nowadays. Three most popular MIM applications used in Semarang, Indonesia, namely BBM, LINE, and WhatsApp are targeted in this study. To understand the behavior and adoption of MIM usage, this study applies Perceived Service Quality and Perceived Playfulness with Gratification as the mediating construct to investigate the factors rela
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Feng, Chun Yi, and 馮俊嶧. "The Influence of Trust and Perceived Playfulness in Technology Acceptance Model to Assess Internet Shopping Attitude and Behavior." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/19852456663624322858.

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碩士<br>明新科技大學<br>企業管理研究所<br>99<br>In view of the rapid development of the Internet and emerging era of network marketing, internet shopping is one of the shopping models for accepted by the public, this study will focus on more in-depth analysis and understanding of the acceptance of internet shopping behavior. Technology Acceptance Model is often used to explore the theory of information technology acceptance model, and this study was to investigate the influence of internet shopping users perceived usefulness, perceived ease of use, perceived playfulness and Trust on attitudes of use, behavio
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Hsu, Chi-Nan, and 徐吉男. "A Study on the Relationship among Students'' Perceived Ease of Use, Perceived Usefulness, Perceived Playfulness, and Perceived Convenience toward Junyi Academy Platform and its Impact on Intention to Use– An Example of Gangshan Junior High School." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/5jnjf5.

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碩士<br>樹德科技大學<br>資訊管理系碩士班<br>105<br>The purpose of this study was to explore: (1) the effects of perceived ease of use on the perceived usefulness, perceived playfulness, and perceived convenience towards the Junyi Academy Platform, and (2) the effects of perceived usefulness, perceived playfulness and perceived convenience on behavioral intention to use Junyi Academy Platform. For this purpose, the present study designed a structured questionnaire according to the constructs concerned and conduct a survey on the users of the Junyi Academy Platform at Gangshan Junior High School. A total of 340
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Hung, Shao-Wei, and 洪劭瑋. "The Effect of Perceived Playfulness and Relationship Marketing on Customer Voluntary Performance– A Study of Virtual Community for Airlines." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/63126818836891151172.

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碩士<br>世新大學<br>觀光學研究所(含碩專班)<br>104<br>Recently, the consumer population of aero business in Taiwan grows steadily. Furthermore, the prevalence of internet has offered multiple options to travelers and which leads to higher traveler turnover rate; therefore, airline industry has to abandon traditional marketing strategy in order to keep competitiveness in this business. In 2014, Taiwan broadband internet use survey showed the main purpose for people to get online is social function through social networking sites. Ever since, local airline industry started to focus on the effects of social netwo
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Tsai, Yi-hsuan, and 蔡宜璇. "Analysis of the Relationship among Perceived Playfulness, Team Vision and Team Performance in Virtual Teams: The Mediating Effect of Social Support." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/14951779324007710576.

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碩士<br>朝陽科技大學<br>企業管理系碩士班<br>97<br>The development of high-speed technology have highlighted the issue of virtual teams, through the intermediary environment of computer, how to effectively enable remote and unfamiliar with team members to show the effectiveness of the work is important. In the virtual environment, coordination of the tasks have to be mediated by technology to communicate, the lack of enthusiasm communication in face-to-face, member work which is not acquainted with one another prone to conflict and pressure, through the intermediary effect of social support, it can effectively
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Shen-Chieh, Chang, and 張勝傑. "The Intention of Switching and Continuous Using Influenced by both Brand equity and Perceived Playfulness of English Learning - Analysis by Technology Acceptance Model." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/37194624314829798401.

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碩士<br>開南大學<br>資訊及電子商務學系<br>95<br>According to Insightxplorer, 59.1% of Taiwanese use the internet, over half of the Taiwanese, and take younger generations as the core more, In this environment, Manufacturer on-line to take products service have one after another, cause the popularization of the on-line shop, and in this support it rather than asking environment, how to enable users to use continuously、consume continuously to make it become happy experience to consume, and reduce the switching intention, become all questions paid close attention to of every enterprise. This research is aim
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陳莉鋗. "The Effect of Academic Effort Belief on Depression Orientation of Junior High School Student in Changhua County – The Moderating Roles of Perceived Playfulness." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/7k2k38.

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碩士<br>大葉大學<br>休閒事業管理學系碩士班<br>107<br>The purpose of this study was to investigate the effect of academic effort belief on depression orientation among junior high school students, and to clarify whether it had a moderating effect on depression orientation under the interaction of perceived playfulness and academic effort belief. And compared the distribution and differences of academic effort belief, perceived playfulness and depression orientation in different population backgrounds and after-school participation behaviors. According to the purposes above, a questionnaire survey was conducted
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Tang, Chi-Chieh, and 湯其潔. "Exploring the Impacts of Utilitarian and Hedonic Value on Satisfaction and Continuance Intention of Mobile Phone Applications: Flow Experience and Perceived Playfulness as Mediators." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/g87jbt.

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碩士<br>中國文化大學<br>國際企業管理學系<br>102<br>As the rapid development of information technology, the smart devices have replaced the conventional devices. The development of smart devices has created the mobile applications (hereinafter referred to as App). The App software includes community, games, travel, transportation, videos, and music platform and so on. As the different operation systems of smart phone, the software download platforms are also different such as App Store and Google Play. In addition to investigating the use condition of us-ers' App, this study also examines the relationships amo
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LIU, CHANG-YU, and 劉昌佑. "The Effect of Personal Innovativeness and Perceived Playfulness on Smart Phones Users’ Attitude and Behavior Intention- Based on Technology Acceptance Model and Cognitive Evaluation Theory." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/66329739744093240020.

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碩士<br>國立屏東商業技術學院<br>國際企業所<br>100<br>The technical advances in mobile communication raised the demand for the smart phones. The increasing growth of smart phones usage drew the researchers’ attention to understanding the factors influencing the attitude and behavior toward smart phones. The study examined the relationship among personal innovativeness, perceived playfulness and factors regarding technology acceptance model (TAM) by integrating cognitive evaluation theory and TAM. Through an online survey, this study collected 229 respondents of the smart phone users to test the hypotheses. The
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