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MAY 31,

KKBOX 線上音樂系統使用意願影響因素之實證研究
周世玉 黃品瑄 王薏晴 中興大學行銷學系 sdowa@msn.com 中興大學行銷學系 中興大學行銷學系 sychou@dragon.nchu.edu.tw smallwhite0718@hotmail.com

摘要
隨著現在資訊科技的快速發展及電子商務年代來臨,消費者的選擇性愈趨多元化。 本研究針對使用 KKBOX 的付費會員顧客進行調查,探討影響舊顧客繼續使用願意的影響變 數。本研究以科技接受模型的外在動機為基礎,並納入知覺娛樂的內在動機,以建立影響 KKBOX 使用意願的模型;並以 KKBOX 的現有會員顧客樣本來檢測此模型。資料分析結果發 現,對於 KKBOX 的使用意願受使用者的使用態度與其知覺娛樂顯著地直接影響;而使用者 對 KKBOX 的知覺易用、知覺有用、及知覺娛樂透過其使用態度產生間接的顯著影響。 關鍵字:科技接受模型、知覺娛樂、線上音樂系統、結構方程式模型

An Empirical Study on the Determinants of Adoption Intention of KKBOX On-Line Music Web System Abstract
With the advent of E-commerce era and the rapid development of information technology, the choices for consumers are rich and multiple more than ever. This study investigates the registered members of KKBOX On-line Musical Web System to explore how the intention for use is influenced by related variables. Based on the technology acceptance model (TAM), we include perceived fun of users as an external motivation to establish an integrated model, which delineates how intention for using KKBOX is influenced by perceived usefulness, perceived ease of use, and perceived fun, and attitude toward using KKBOX directly and indirectly. A sample consisting registered members of KKBOX is used to test the proposed model. The empirical results show that intention for use is positively and significantly affected by attitude toward using KKBOX and perceived fun in a direct manner; through attitude toward using KKBOX, perceived usefulness, perceived ease of use and perceived fun positively and significantly affect intention for use in an indirect manner. Key words: Technology Acceptance Model, Perceived Fun, On-line Musical System, Structural Equations Modeling

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壹、

前言

網際網路的興起已經逐漸顛覆傳統通路的階層結構。依據資策會於 97 年 1 月所公佈 的台灣地區網路、寬頻、無線及行動上網使用人數分析,上網人口已突破千萬人,網路的 普及率已達 67.21%。網路的無區域、無時間限制的優勢已創造出許多商機,近年來電子 商務交易金額也已大幅成長。 Kotler and Zaltman (1971)提出「要盡最大的努力去挖掘出目標顧客的需要,並創造出 可以滿足他們的商品及服務」 的行銷概念,應用在此電子商務時代,就是要提供更客製化、 個人化的售前、售中及售後服務,以滿足每一個消費者,這也是電子商務業者贏得消費者 青睞的決戰契機。 隨著資訊科技的發展,音樂商品數位化儼然已經成為一種趨勢,但也因為科技的快速 進步,盜版音樂成為侵蝕唱片市場的一大原因。為了因應實體唱片通路逐漸萎縮的現況, 和滿足未來音樂數位產品的營運發展模式,線上音樂成為了一個新興的音樂通路,搭起唱 片業者與音樂消費者之間的橋樑,形成一個新的音樂產業價值鏈。對線上音樂業者而言, 除了思考如何與唱片公司進行長期的商業合作之外,更必須思考如何滿足消費者對音樂多 元的需求。KKBOX 線上付費音樂系統是近年來頗受歡迎的一個線上音樂電子商務經營典 型,它利用一些客製化功能來留住現有會員顧客及吸引新會員的加入。Kotler et al. (1996) 指出,開發新一位新顧客所要花費的成本是留住一位舊顧客所需成本的五倍;由此可以看 出維持舊顧客的重要性。本研究針對使用 KKBOX 的付費會員顧客進行調查,探討影響舊 顧客繼續使用願意的影響變數,以了解如何利用這些影響變數提高顧客繼續使用的意願。 本研究的研究目的有二: (1)以科技接受模型(Technology Acceptance Model, TAM)的外在 動機為基礎,並納入知覺娛樂(perceived fun)的內在動機,以建立影響 KKBOX 使用意願 的模型;(2)以 KKBOX 的現有會員顧客樣本來檢測此模型。

貳、

文獻探討

Fishbein & Ajzen (1975)將態度定義為對態度標的物與態度標的物行為之正面或是負 面評價。Engel 等(1995)對態度的定義則為對一態度標的物正面或負面的整體評價。Sears 等(1991)認為態度的組成因素包括認知、情感、與行為。 『認知』代表所有個人對於態度 標的物的想法,也就是與物件有關的事實、知識與信念; 『情感』代表個人對於態度標的 物的情感或是情緒,特別是正面或是負面的評價; 『行為』是-個人對於態度標的物的反 應或是行為傾向。Engel et al. (1995)進一步指出,認知因素代表一個人對態度標的物的知 識與信念,情感因素代表一個人對態度標的物的感覺,而行為因素代表一個人對態度標的 物的行動或行為傾向。認知與情感因素是構成態度的主要因素,而行為因素則是會受態度 影響,而可用以預測實際行為。

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Moore and Benbasat (1996)指出相容性、知覺有用與知覺易用對使用者持續使用的決 策最有影響。相關研究文獻均指出, 「使用者認為系統有用」與「使用者認為系統容易使 用」對使用行為有重要的決定性,例如 Adams et al. (1992), Davis (1989, 1993), Davis et al. (1989), Mathieson (1991), 及 Taylor and Todd (1995)。Karahanna et al. (1999)與 Moore & Benbasat(1996)的研究,均顯示知覺有用、知覺人際效用、工作相容性與知覺易用均會影 響使用行為。 Davis et al. (1989)所提出的科技接受模型,是為了發展出一個基礎理論,來說明特定 資訊系統被潛在使用者接受的決定性因素。科技接受模型導入兩個知覺信念:知覺有用與 知覺易用。知覺易用則是指使用者認為一個資訊系統容易使用的程度;而知覺有用則是指 使用者主觀地認為使用一個資訊系統有助於其工作績效與對其未來工作的助益。TAM 模 型中的使用態度是使用者對使用一個資訊系統的正面或負面的感受與評價;使用意願是指 使用者會使用一個資訊系統的意願程度。

關於 TAM 模型的實證研究相當多,Adams et al. (1992) 指出利用 TAM 模型可 調查出使用者對於一個資訊系統的接受程度,並了解影響一個系統成功的相關重 要因素。TAM 模型最重要的貢獻在於主張知覺有用、知覺易用為使用者接受一個 新科技或新系統的主要因素,而此二因素會進而影響一項新科技使用者的態度, 再影響使用者的使用意願,最後反應到使用者的實際使用行為。
Moon and Kim(2001)認為,TAM 模型中的「知覺有用」和「知覺易用」雖然可當作 使用者決定是否接受網際網路的基本變數,但是依然無法解釋使用者對新科技的行為,故 提出了知覺娛樂(Playfulness)的構面來加以解釋內在動機的影響程度,結果顯示出知覺易 用會影響知覺娛樂,知覺娛樂會影響網際網路的使用態度與使用意向。Moon and Kim(2001) 提到根據 Csikszentimihalyi’s 和 Deci’s 所提出的理論,將知覺娛樂定義出三個構面:專注、 好奇心、娛悅。而知覺易用會影響到知覺娛樂,知覺娛樂也會直接影響使用者的態度與行 為意向。

參、
一、 研究模型

研究模型與假設

本研究以科技接受模型為基礎(圖1) ,並納入知覺娛樂構面來解釋KKBOX使用的態度 如何受到知覺易用、知覺有用及知覺娛樂直接和間接的影響,以及使用態度、知覺娛樂及 知覺有用如何直接與間接影響使用意願,進而影響實際使用的行為。

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圖1 研究模型

二、研究假設
過去的研究指出不易使用的資訊科技不會讓使用者感受到娛樂性,也指出知覺易用和 互動的娛樂性之間是有關聯的;因此,知覺易用對知覺娛樂有正向的影響。若是使用者在 使用KKBOX時,愈感到容易使用,就愈可能增加對KKBOX的知覺娛樂程度。因此,我們 提出以下的研究假設: H1:當使用者對KKBOX的「知覺易用」程度愈高,則對該系統的「知覺娛樂」程度 會愈高。 一個個人所感受到的情緒,例如愉悅、失望、生氣等,會影響其行為。先前的研究文 獻指出,正面的情緒,例如愉悅和滿意,是源自於感到娛樂的經驗。知覺娛樂與正面的態 度有高度相關;因此,使用者對一項科技的使用,感受到愉悅性,則會正向增強其使用態 度,所以使用者使用KKBOX時感到娛樂性愈高,則其對KKBOX的使用態度愈趨於正向。 因此,我們提出以下的研究假設: H2:當使用者對KKBOX的知覺娛樂程度愈高,對其對該系統的使用態度就愈佳。 正向的主觀經驗是影響表演活動的主要原因,若使用者感覺愉悅,他就會更投入在此 活動。知覺娛樂屬於一種個人的內部動機;因此,知覺娛樂會正向影響行為意願。使用者 使用KKBOX時有正向的態度就會對KKBOX的行為意願有愈正向的影響。因此,我們提出 以下的研究假設: H3:當使用者對 KKBOX 的知覺娛樂程度愈高,對其對使用該系統的意願就愈高。 知覺易用為使用者認為此系統容易使用的程度;知覺有用是指使用者不需要使用太多 的心力去學習新的資訊系統,就可以有效提昇其工作績效。因此,使用者的知覺易用對其 知覺有用有正向的影響。若 KKBOX 系統在使用上是容易的,使用者會認為 KKBOX 所提 供的服務是有效率的,因此,我們提出以下的研究假設: H4:當使用者對 KKBOX 的知覺易用程度愈高 則其對該系統的知覺有用程度就愈高 , 。

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若使用者不需要花費太多的心力去學習新的資訊系統,則其對於此系統就會產生比較 正面的態度。因此,使用者的知覺易用對使用者的使用態度會有正向的影響。若是使用者 在使用 KKBOX 感到容易,使用者會對 KKBOX 產生較正面的感受,因此,我們提出以下 的研究假設: H5:當使用者對 KKBOX 的知覺易用程度愈高,則其對該系統的使用態度就越正向。 若使用者不需使用太多心力去學習新的資訊系統,就能有效提昇使用者的工作績效, 則可以提昇使用者對使用此系統的正面態度。因此,使用者對一資訊系統的知覺有用對其 使用此系統的使用態度會有正向的影響。若是使用者在使用 KKBOX 時感到容易就會對 KKBOX 產生較正面的感受,因此,我們提出以下的研究假設: H6:當使用者對 KKBOX 的知覺有用程度愈高,則其者對該系統的使用態度就愈佳。 若使用者不需要使用太多的心力去學習新的資訊系統,就能有效提昇其工作績效, 則可能增加其對此系統的使用意願。因此,知覺有用對使用者的使用意向會有正向的影 響。若是使用者在使用 KKBOX 時感到有效率就會對使用 KKBOX 的意願提昇,因此,我 們提出以下的研究假設: H7:當使用者對 KKBOX 的知覺有用程度愈高,使用者對該系統的使用意願就愈高。 使用態度為個人對使用此系統有正面或負面的感受與評價,使用意向是指人將會使用 此系統的意願強度,因此,使用者在使用新的資訊系統時,若產生較正面的感受,使用者 將會有更高的意願來使用。使用者的態度將會對其使用的行為意向有正向的影響。若是使 用在使用 KKBOX 服務有正面的態度,就會提昇使用者的意願強度,因此,我們提出以 下的研究假設: H8:當使用者對 KKBOX 的使用態度越佳,對其對該系統的使用意願就愈高。

三、變數定義
本研究之研究變數定義如下: 1. 知覺易用(Davis, 1989):使用者認為使用KKBOX的容易程度。我們設計5個問項來 測量,即「學習操作KKBOX系統是容易的」「操作KKBOX去搜尋想要的音樂是 、 容易的」「和KKBOX的互動是清楚且容易理解」「熟悉KKBOX的使用方法」 、 、 、及 「KKBOX是容易使用的」。每個題項皆使用李克特五點尺度。 2. 知覺有用(Davis, 1989):使用者主觀的認為使用KKBOX有助於提昇工作績效。我 們設計5個問項來測量,即「使用KKBOX會得到許多有用的資訊」「使用KKBOX 、 使生活更加便利」「使用KKBOX使生活更加輕鬆」「使用KKBOX提高生活品質」 、 、 以及「使用KKBOX減少搜尋音樂的時間」。每個題項皆使用李克特五點尺度。

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3. 知覺娛樂(Moon and Kim, 2001):使用者使用KKBOX時,會更加注意內部的互動性 的程度。我們設計6個問項來測量,即「使用KKBOX的情報功能,使我更快了解 音樂動向」「使用KKBOX並討論區與人更有互動」「使用KKBOX激發對此系統 、 、 的好奇心」「使用KKBOX使人心情放鬆」「KKBOX提供的好康活動使人覺得有 、 、 趣」以及「KKBOX可製作個人音樂專輯使人覺得新奇」。每個題項皆使用李克特 五點尺度。 4. 使用態度:使用者對於使用KKBOX系統,主觀認知上所得到的正面感受程度。我 們設計5個問項來測量,即「使用KKBOX使人覺得值得」「使用KKBOX軟體的態 、 度是正面的」「使用KKBOX軟體的態度是驚喜的」「使用KKBOX軟體是浪費時 、 、 間的」和「使用KKBOX是沒有益處的」 ,最後兩個問項採反向問法的設計。每個 題項皆使用李克特五點尺度。 5. 行為意願:使用者願意使用KKBOX系統的可能性的程度。我們設計3個問項來測 、 量,即「有意願使用KKBOX提供的額外功能」「有意願繼續使用KKBOX軟體」 以及「有意願推薦大家使用KKBOX的相關服務」。每個題項皆使用李克特五點尺 度。 對於以上之研究變數之各題項的李克特五點尺度,我們均設計為從 「非常同意」 「非 到 常不同意」 。

四、抽樣設計
為避免問卷語意使填答者誤解,我們採用前測的方法來檢視問卷的效度。前測對象為 曾經使用過KKBOX的三位付費使用者,故本研究問卷內容具有一定的內容效度。本研究 的研究對象為KKBOX的使用者。我們透過KKBOX軟體的討論區發放問卷,邀請使用者填 答,總計回收164份有效問卷可供分析。由於能進入KKBOX討論區的皆為付費會員,故本 研究之樣本具有代表性。

肆、
一、 樣本描述

資料分析與結果

(一)敘述性統計分析 本研究的問卷調查時間從民國 96 年 11 月至民國 97 年 1 月,調查對象為使用線上付 費音樂系統 KKBOX 的用戶,一共發放了 187 份網路問卷,回收後扣除 23 份無效問卷, 最後總樣本包含 164 份有效問卷,回收率為 87.7%。 在受測者的樣本比例中,男性共81人,比例為49%,女性共83人,比例為51%。在年 齡部份,18歲以下共有23%,19~24歲共57%,25~30歲共17%,31~36歲共3%,37~42歲共 1%,年齡集中在30歲以下。教育程度國中以下佔11%,高中職佔14%,大學佔59%,研究

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所以上佔20%,教育程度集中在大學以上。職業類別方面,學生佔71%,大眾傳播業佔4%, 自由業1%,其他9%,服務業佔2%,電腦資訊業佔9%,軍公教業3%,製造業1%,大部分 以學生填寫為主。在可支配所得方面,三千元以下佔34%,三千到五千佔27%,五千到一 萬佔59%,一萬以上佔24%,因此主要集中在五千元以下。

二、資料分析
本研究採用 Werts et al. (1974) 的 ρ 值來計算每個項目的信度 ρ 值愈接近 1 代表信度 , 愈高。我們採用一般配適度指標如卡方值、卡方值、殘差平方根(RMR) 、配適度指標 (GFI) 、調整後的配適度指標(AGFI)來檢視收斂效度。我們先對研究變數建立一個驗 證型因子模型,利用配適度指標來檢視研究變數的信度與效度;接著依據研究架構建立結 構方程式模型,以驗證本研究所設定之各研究假設。 (一)信度分析 一般採用的量化指標為卡方值、殘差平方根(RMR) 、配適度指標(GFI) 、調整後的 配適度指標(AGFI) 值(構念信度) 、ρ 。Bentler & Bonett (1980)指出卡方值對樣本數極為 敏感,一旦樣本數過大,幾乎所有的模式都可能被拒絕,因此本研究評斷指標以 RMR、 GFI、AGFI 及 ρ 值為主。Hairs et al. (1998)建議 RMR 需小於 0.05,越接近 0 越佳;GFI 和 AGFI 值則越高越佳,GFI 至少需在 0.9 以上,而 AGFI 至少需在 0.8 以上。依據 Werts et al. (1974),ρ 值越高表示潛伏變數的信度越高。 本研究中各研究變數的信度 ρ 值分別為:知覺娛樂(0.9548) 、知覺易用(0.9547) 、 知覺有用(0.9596) 、使用態度(0.8591) 、行為意願(0.9664) 。所有研究變數的信度皆大 於 0.7,表示各變數的策量信度良好。驗證型因素分析結果顯示,配適度的量化指標大多 達到收斂的標準,因此所有的測量項目達到收斂效度。

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(二)結構方程式模型 為了驗證本研究模型所建立的假設,採用的配適度指標為卡方值、RMR(殘差平方根) 、 GFI(配適度指標) AGFI(調整後的配適度指標) 、 。若配適度不佳,會加入修正指標 (Modification Index, M.I) 找出構面間迴歸權重的 M.I 值大於 10 者, , 來提昇模型的配適度。 本研究之研究架構的路徑圖如圖 2 所示。根據 SEM 模型的估計結果,我們發現原始 模式配適度指標並未達到最低標準之要求,其中 RMR 值為 0.076、GFI 值為 0.74、AGF

圖 2 原始模式之路徑圖 值為 0.68。在檢查原始模式的修正指標時,我們發現在知覺娛樂、使用態度、行為意願的 問項中有些指標過大,因此從中修正了五個項目,修正後的結果仍沒有達到理想標準,最 終模式的配適度指標分別為:RMR 為 0.059,GFI 為 0.8,AGFI 為 0.74,表 1 為原始與最 終模式之配適度指標整理。最終模式路徑圖如圖 3 所示。

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表 1 SEM 模式之配適度指標 模式 原始模式 最終模式 RMR 0.076 0.059 GFI 0.74 0.8 AGFI 0.68 0.74

圖 3 最終模式之路徑圖 我們依據最終模式的參數估計結果來逐一檢視各研究假設是否被支持,並分別說明 於下,而表 3 則彙總各研究假設檢定的結果。 (1)知覺易用的影響 知覺易用的影響,一共有三個路徑分別為:知覺易用對知覺有用、知覺易用對使用 態度、知覺易用對知覺娛樂,而標準化後的參數估計值及 t 值分別為:0.54(5.29)、 0.15(1.17)、0.85(8.27),以 t 大於 2 的標準來評斷,知覺易用對使用態度不具有顯著的正向 影響,而知覺易用對知覺有用及知覺娛樂具有顯著的正向影響。就先前文獻(例如: Davis,1989; Adams et al.,1992; Moon and Kim, 2001 等) ,若系統介面容易使用操作,使用 者就不需要花太多的心力來學習使用,也會因為容易上手而感到有趣,但在本研究中卻不 會去影響到使用者願意去使用的態度,可能的原因為此資訊系統對使用者暫時不需要的, KKBOX 本為提供線上娛樂的資訊系統,若使用者不重視娛樂,那麼此系統可能對使用者 便毫無影響力,也不會有積極想要去使用的態度。故研究假設中,H1:當使用者對 KKBOX 的 「知覺易用」 程度越高,對該系統的 「知覺娛樂」 程度就越佳及 H4: 當使用者對 KKBOX 的「知覺易用」程度越高,使用者對該系統的「知覺有用」程度就越高,皆獲得驗證。但 在 H5: 當使用者對 KKBOX 的「知覺易用」程度越高,使用者對該系統的「使用態度」 就越高,並沒有獲得驗證。

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(2)知覺有用的影響 兩條路徑分別為:知覺有用對使用態度及知覺有用對行為意願,而標準化後的參數 估計值及 t 值分別為:0.2(2.79)及 0.15(1.97),以 t 大於 2 的標準來評斷,知覺有用對於使 用態度具有顯著的正向影響。而知覺有用→行為意願不具有顯著的正向影響,就先前文獻 (例如:Davis,1989; Adams et al.,1992 等人) ,若系統可提高使用者的績效,使用者就會有 較高的意願去使用,但不一定會去影響到真正去使用的行為,若使用 KKBOX 可搜尋到使 用者想要的資訊,但本質上偏向娛樂性質,或許就會認為所搜尋到的資訊不一定是完全符 合工作性質等目的 因此對於真正去使用的行為並沒有顯著的影響 故研究假設中 H6: 當 , 。 , 使用者對 KKBOX 的「知覺有用」程度越高,使用者對該系統的「使用態度」就越佳,獲 得驗證。而 H7: 當使用者對 KKBOX 的「知覺有用」程度越高,使用者對該系統的「行 為意願」就越高,,並沒有獲得驗證。 (3)知覺娛樂的影響 兩條路徑分別為:知覺娛樂對使用態度及知覺娛樂對行為意願,而標準化後的參數 估計值及 t 值分別為:0.55(4.51)及 0.42(2.11),以 t 大於 2 的標準來評斷,知覺娛樂對於使 用態度及行為意願皆有顯著的影響。就先前文獻,例如 Moon & Kim (2001),若使用者在 使用的過程中感到有趣,就會對此資訊系統有正面的感受,並進而影響真正去使用的行 為。因此 KKBOX 帶給使用者的樂趣及娛樂感越多,使用者就會持有較正面的態度,並會 增加去使用的可能性。在本研究中除了傳統的科技接受模型外,另外還增加了知覺娛樂構 面,並在研究所顯示出來的數據發現,知覺娛樂的影響力皆高於知覺易用及知覺有用對使 用態度及行為意願的影響,表示現代人越來越重視休閒娛樂,而 KKBOX 提供了更多的多 媒體服務介面,因此在娛樂方面的影響會較高。故本研究假設,H2: 當使用者對 KKBOX 的「知覺娛樂」程度越高,對該系統的「使用態度」就越佳。H3: 當使用者對 KKBOX 的 「知覺娛樂」程度越高,對該系統的「行為意願」程度就越高,皆獲得驗證。 (4)使用態度的影響 路徑為使用態度對行為意願,而標準化後的參數估計值及 t 值為:0.75(3.13),以 t 大 於 2 的標準來評斷,使用態度→行為意願具有顯著的正向影響。同先前文獻的研究結果, 例如 Davis (1989), Adams et al. (1992), Moon & Kim (2001),使用者在使用資訊系統時,若 有較正面的感受,進而真正去使用的可能性也會較高。若 KKBOX 使用者對 KKOBX 的服 務有正面的態度,就可能會進而去使用其系統。故本研究假設,H8:當使用者對 KKBOX 的「使用態度」越佳,對該系統的「行為意願」程度就越高,獲得驗證。

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表 3 研究假設驗證
研究假設 H1:當使用者對KKBOX的 「知覺易用」 程度越高,對該系統的 「知覺娛樂」 程度就越佳。 H2:當使用者對KKBOX的 「知覺娛樂」 程度越高,對該系統的 「使用態度」 就越佳。 H3:當使用者對 KKBOX 的「知覺娛樂」程度越高,對該系統的「行為意 願」程度就越高。 H4:當使用者對 KKBOX 的 「知覺易用」 程度越高,使用者對該系統的 「知 覺有用」程度就越高。 H5:當使用者對 KKBOX 的 「知覺易用」 程度越高,使用者對該系統的 「使 用態度」就越正向。 H6:當使用者對 KKBOX 的 「知覺有用」 程度越高,使用者對該系統的 「使 用態度」就越佳。 H7:當使用者對 KKBOX 的 「知覺有用」 程度越高,使用者對該系統的 「行 為意願」就越高 H8:當使用者對 KKBOX 的「使用態度」越佳,對該系統的「行為意願」 程度就越高。 成立 不成立 成立 不成立 成立 成立 成立 研究結果 成立

伍、 結論與建議
一、結論與建議
本研究將知覺娛樂構面加入原始的科技接受模型,並以 KKBOX 為討論對象,來探討 使用者對線上付費音樂系統的行為意願。雖然本研究結果在知覺易用對使用態度及知覺有 用對行為意願的驗證並不成立,但在一般的工作環境中,一些具娛樂性質的資訊系統較不 被公司所接受,例如:愈來愈多的公司反對員工上班時使用 MSN,公司希望員工更專心 於工作事務而非使用像聊天系統的工具來打擾工作情緒等。因此,一般上班族即使覺得 KKBOX 容易使用,礙於工作上的不許可或其他因素,就不會強烈去影響到使用者真正去 使用的態度;再者,若使用 KKBOX 可提高其工作績效,倘若所搜尋到的資訊是不符合工 作需要,使用者就比較不會去使用,而把時間拿去投資比較有利的其他搜尋系統等。

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但是新加入的知覺娛樂構面對使用態度及行為意願的影響都是正向,可見使用者的確 越來越重視娛樂面上的享受,以舒緩平時的工作或課業壓力;其中的自設專輯功能更是讓 使用者擁有更客製化的享受,使用者若是感到愉悅,使用的態度就會更加正面,也願意向 親朋好友推薦所使用的系統。在這個壓力倍增的環境下,慢活主義慢慢抬頭,因此 KKBOX 所提供的娛樂系統讓使用者在使用時感到歡愉,也達到減緩壓力的目的。 使用者並非隨時隨地都可以使用電腦來付費收聽線上音樂,除了一般線上付費系統所 提供的額外功能,如:推薦、排行榜、互動區、搜尋歌曲或歌手的速度等,KKBOX 可再 多增加可下載至私人 MP3 功能,但顧及到合法權及消費者的願付價格,還尚有許多障礙 需要克服,例如:合法的著作權問題、價格模式的高低等,若克服了這些障礙,願意使用 線上付費音樂系統的使用者勢必大大的增加,也可避免傳統非法下載現象。建議 KKBOX 可和相關的產業業者協同開發合作來創造出更具獨特性的優勢,來留住並增加更多使用 者。

二、

研究限制與未來研究方向

受限於本研究樣本的可接觸性, 故將網路問卷連結公佈在 KKBOX 討論區以自由填答 的方式填寫,填答者有 71%是學生,非學生只佔了 29%,未能將樣本平均為學生與非學 生各半,導致樣本的同質性可能過高,是本研究的最大研究限制,學生與非學生的年齡、 可支配所得、教育程度必定會有些差異。本研究是否可以類推致非學生的系統使用者,則 有待進一步的探討。 由於本研究收集資料的時間僅限於某個時點,因此所建構的使用傾向的行為模式只能 證明某個時點是相關的,無法推廣到一般的狀況。建議未來的研究方法可以以多時點的資 料收集方式,來捕捉個人使用的時間落差或是其他因素,來了解不同前因後果所造成的不 同結果。 未來業者若發展與其他相關業者合作,可以再考量更多的影響變數來了解消費者的接 受程度,並取得足夠且具代表性的樣本,以做更深入的探討。

參考文獻
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5.

Davis, F. D. (1993), “User acceptance of information technology: system characteristics, user perceptions, and behavioral impacts,” International Journal of Man Machine Studies, Vol. 38, pp. 475-487. Engel, J. F., Blackwell, R. D. and Miniard, P. W. (1995), Consumer Behavior, 8th edition, Dryder Press Fishbein, M. and Ajzen, I. (1975), Belief, attitude, intention, and behavior: an introduction to theory and research, Addison-Wesley Reading, MA Hairs, J.F., Anderdson, R.E., Tatham, R.L., & Black, W.C. (1998), Multivariate Data Analysis 5th ed., Upper Saddle River, N.J: Prentice Hall International. Karahanna, E., Straub, D. and Chervan, N. (1999), “Information technology adoption across time: a cross-sectional comparison of pre-adoption and post-adoption beliefs,” MIS Quarterly, 23(2), 183-213.
Kotler P, & Zaltman, G.. (1971), “Social Marketing: An Approach to Planned Social

6. 7. 8. 9.

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Change”, Journal of Marketing, 35 (July ), 3-12 Mathieson, K.(1991), “Predicting user intentions: comparing the technology acceptance model with the theory of planned behavior,” Information System Research, 2 ( 3), 173-191 Moon, J.W. & Kim,Y.G. (2001), “Extending the TAM for a world-wide-web context.” Information & Management, 38, 217-230. Moore, G. C. and Benbasat, I. (1996), “Integrating diffusion of innovations and theory of reasoned action models to predict utilization of information technology by end-users,” In K. Kautz and J. Pries-Heje(eds.), Diffusion and Adoption of Informaion Technology, Chapman and Hall, London. 14. Werts, C.E., Linn, R.L. and Joreskog, K.G. (1974) “Intraclass Reliability Estimates: Testing Structural Assumptions”, Educational and Psychological Measurement, 34, 25-33

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