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APPENDICES
Appendix 1. Description of four factors
Descriptive Statistics
N
Minimum
Maximum
Mean
Std. Deviation
Diversification of game content
181
3
5
4.38
.571
Entertainment of game content
181
3
5
4.34
.598
The performance of game content
181
2
5
4.23
.595
The acculturation of game content
181
2
5
4.14
.721
Gameplay of game content
181
2
5
4.12
.638
The creative ability of game content
181
2
5
4.18
.616
GC
181
2.33
4.83
4.2299
.43708
Valid N (listwise)
181
Descriptive Statistics
N
Minimum
Maximum
Mean
Std. Deviation
The goal of MOBA game set
181
3
5
4.32
.689
The challenging of MOBA game
181
1
5
4.12
.709
The operation of MOBA game
181
2
5
4.03
.636
The feedback of MOBA game
181
3
5
4.13
.597
The teamwork of MOBA game
181
2
5
4.10
.719
The communicating function of MOBA game
181
2
5
4.13
.700
The trading function of MOBA game
181
2
5
4.04
.682
GI
181
2.57
4.86
4.1240
.46373
Valid N (listwise)
181
Descriptive Statistics
N
Minimum
Maximum
Mean
Std. Deviation
The safety of personal information and character in MOBA game
181
3
5
4.40
.613
The trading safety of MOBA game
181
2
5
4.20
.662
The punishment rules of MOBA game
181
2
5
4.00
.683
The FAQ of MOBA game
181
2
5
3.73
.735
GS
181
2.40
4.80
4.0619
.57863
Valid N (listwise)
181
Descriptive Statistics
N
Minimum
Maximum
Mean
Std. Deviation
The ability of learning knowledge
181
2
5
3.75
.724
The ability of problem-solving
181
2
5
3.83
.690
The ability of communication
181
2
5
4.04
.733
The profit of the MOBA game
181
2
5
4.32
.794
The reputation of MOBA game
181
2
5
4.38
.783
GA
181
2.25
5.00
4.0843
.53178
Valid N (listwise)
181
Appendix 2. Description of Demographic and behavior characteristics
gender
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
male
149
82.3
82.3
82.3
female
32
17.7
17.7
100.0
Total
181
100.0
100.0
agecat
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
13-18
30
16.6
16.6
16.6
19-25
83
45.9
45.9
62.4
26-30
65
35.9
35.9
98.3
30 and above
3
1.7
1.7
100.0
Total
181
100.0
100.0
marital state
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
married
37
20.4
20.4
20.4
single
144
79.6
79.6
100.0
Total
181
100.0
100.0
education level
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
secondary or lower
27
14.9
14.9
14.9
diploma
66
36.5
36.5
51.4
degree
77
42.5
42.5
93.9
postgraduate education
10
5.5
5.5
99.4
PHD
1
.6
.6
100.0
Total
181
100.0
100.0
occupation
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
student
109
60.2
60.2
60.2
office worker
52
28.7
28.7
89.0
freelance
10
5.5
5.5
94.5
other
10
5.5
5.5
100.0
Total
181
100.0
100.0
race of respondents
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
Malay
76
42.0
42.0
42.0
Malay Chinese
99
54.7
54.7
96.7
Malay Indian
4
2.2
2.2
98.9
other
2
1.1
1.1
100.0
Total
181
100.0
100.0
disposablepocketmoeny
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
income group
72
39.8
39.8
39.8
lower than 200 rm
101
55.8
55.8
95.6
200-500 rm
8
4.4
4.4
100.0
Total
181
100.0
100.0
disposableincome
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
no income group
109
60.2
60.2
60.2
lower than 3000 rm
23
12.7
12.7
72.9
3000-5000 rm
46
25.4
25.4
98.3
5000-8000 rm
3
1.7
1.7
100.0
Total
181
100.0
100.0
leveldisposable
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
no income group
109
60.2
60.2
60.2
income group
72
39.8
39.8
100.0
Total
181
100.0
100.0
motivation for playing
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
enjoy free time
129
71.3
71.3
71.3
relieve stress
17
9.4
9.4
80.7
make new friend
33
18.2
18.2
98.9
get a sense of achievement
1
.6
.6
99.4
other
1
.6
.6
100.0
Total
181
100.0
100.0
the time spending of respondents in each week
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
15-20 hours
3
1.7
1.7
1.7
20-25 hours
47
26.0
26.0
27.6
25-30 hours
76
42.0
42.0
69.6
30 hours or above
55
30.4
30.4
100.0
Total
181
100.0
100.0
the frequency of respondents play MOBA games
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
each day
73
40.3
40.3
40.3
every tow days
61
33.7
33.7
74.0
every three days
44
24.3
24.3
98.3
every four days
3
1.7
1.7
100.0
Total
181
100.0
100.0
the consumption level of respondents
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
under 200rm
138
76.2
76.2
76.2
200-500rm
36
19.9
19.9
96.1
500-1000rm
7
3.9
3.9
100.0
Total
181
100.0
100.0
where the respondents often play
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
home
124
68.5
68.5
68.5
internet cafe
53
29.3
29.3
97.8
office
4
2.2
2.2
100.0
Total
181
100.0
100.0
the reason for respondents continue play MOBA game
Frequency
Percent
Valid Percent
Cumulative Percent
Valid
the balance of game
104
57.5
57.5
57.5
the operation in playing
6
3.3
3.3
60.8
update speed of game
3
1.7
1.7
62.4
achievement in game
4
2.2
2.2
64.6
friend in game
29
16.0
16.0
80.7
performance of game
15
8.3
8.3
89.0
free to play
3
1.7
1.7
90.6
high quality services
16
8.8
8.8
99.4
other
1
.6
.6
100.0
Total
181
100.0
100.0
Appendix 3. Factor analysis
KMO and Bartlett's Test
Kaiser-Meyer-Olkin Measure of Sampling Adequacy.
.908
Bartlett's Test of Sphericity
Approx. Chi-Square
1779.385
df
231
Sig.
.000
Communalities
Initial
Extraction
Diversification of game content
1.000
.494
Entertainment of game content
1.000
.423
The performance of game content
1.000
.480
The acculturation of game content
1.000
.553
Gameplay of game content
1.000
.490
The creative ability of game content
1.000
.574
The goal of MOBA game set
1.000
.530
The challenging of MOBA game
1.000
.459
The operation of MOBA game
1.000
.434
The feedback of MOBA game
1.000
.418
The teamwork of MOBA game
1.000
.532
The communicating function of MOBA game
1.000
.536
The trading function of MOBA game
1.000
.515
The safety of personal information and character in MOBA game
1.000
.628
The trading safety of MOBA game
1.000
.655
The punishment rules of MOBA game
1.000
.576
The FAQ of MOBA game
1.000
.454
The ability of learning knowledge
1.000
.639
The ability of problem-solving
1.000
.634
The ability of communication
1.000
.647
The profit of the MOBA game
1.000
.822
The reputation of MOBA game
1.000
.764
Extraction Method: Principal Component Analysis.
Total Variance Explained
Component
Initial Eigenvalues
Extraction Sums of Squared Loadings
Rotation Sums of Squared Loadings
Total
% of Variance
Cumulative %
Total
% of Variance
Cumulative %
Total
% of Variance
Cumulative %
1
8.652
39.329
39.329
8.652
39.329
39.329
3.525
16.022
16.022
2
1.370
6.226
45.556
1.370
6.226
45.556
3.347
15.214
31.237
3
1.228
5.583
51.139
1.228
5.583
51.139
3.257
14.805
46.042
4
1.006
4.574
55.713
1.006
4.574
55.713
2.128
9.671
55.713
5
.975
4.432
60.145
6
.945
4.295
64.440
7
.855
3.888
68.328
8
.747
3.395
71.723
9
.681
3.094
74.817
10
.672
3.056
77.873
11
.609
2.769
80.642
12
.576
2.618
83.261
13
.554
2.516
85.777
14
.490
2.225
88.002
15
.455
2.070
90.072
16
.434
1.973
92.045
17
.416
1.891
93.936
18
.374
1.698
95.634
19
.305
1.388
97.021
20
.286
1.302
98.324
21
.234
1.063
99.386
22
.135
.614
100.000
Extraction Method: Principal Component Analysis.
Component Matrixa
Component
1
2
3
4
The reputation of MOBA game
.731
The punishment rules of MOBA game
.712
The safety of personal information and character in MOBA game
.708
The profit of the MOBA game
.697
-.445
The ability of communication
.674
The goal of MOBA game set
.659
The trading safety of MOBA game
.643
The ability of problem-solving
.639
The acculturation of game content
.638
Gameplay of game content
.631
The communicating function of MOBA game
.628
The teamwork of MOBA game
.625
The FAQ of MOBA game
.625
The challenging of MOBA game
.608
The trading function of MOBA game
.592
Entertainment of game content
.591
Diversification of game content
.589
The creative ability of game content
.577
The ability of learning knowledge
.574
The operation of MOBA game
.567
The performance of game content
.542
The feedback of MOBA game
.485
Extraction Method: Principal Component Analysis.
a. 4 components extracted.
Rotated Component Matrixa
Component
1
2
3
4
The communicating function of MOBA game
.665
The trading function of MOBA game
.652
The goal of MOBA game set
.609
The challenging of MOBA game
.566
The operation of MOBA game
.538
The teamwork of MOBA game
.510
.459
The FAQ of MOBA game
.449
The creative ability of game content
.707
The performance of game content
.637
Diversification of game content
.602
The acculturation of game content
.591
Gameplay of game content
.548
Entertainment of game content
.516
The safety of personal information and character in MOBA game
.444
.485
.435
The profit of the MOBA game
.845
The reputation of MOBA game
.768
The ability of communication
.717
The trading safety of MOBA game
.472
.505
The punishment rules of MOBA game
.440
.413
.460
The ability of learning knowledge
.698
The ability of problem-solving
.669
The feedback of MOBA game
.400
Extraction Method: Principal Component Analysis.
Rotation Method: Varimax with Kaiser Normalization.
a. Rotation converged in 9 iterations.
Component Transformation Matrix
Component
1
2
3
4
1
.567
.536
.515
.354
2
.399
-.221
-.637
.622
3
.001
.757
-.571
-.317
4
-.720
.301
.052
.623
Extraction Method: Principal Component Analysis.
Rotation Method: Varimax with Kaiser Normalization.
Component Score Coefficient Matrix
Component
1
2
3
4
Diversification of game content
.053
.267
-.126
-.113
Entertainment of game content
-.039
.208
-.093
.076
The performance of game content
-.045
.315
-.063
-.136
The acculturation of game content
-.225
.256
.054
.104
Gameplay of game content
-.161
.221
.029
.087
The creative ability of game content
-.192
.374
-.096
.071
The goal of MOBA game set
.266
-.125
.026
-.060
The challenging of MOBA game
.235
-.026
-.104
.014
The operation of MOBA game
.220
-.029
-.134
.072
The feedback of MOBA game
.027
.156
-.223
.204
The teamwork of MOBA game
.155
-.043
-.123
.199
The communicating function of MOBA game
.332
-.090
-.050
-.118
The trading function of MOBA game
.323
-.138
-.076
-.004
The safety of personal information and character in MOBA game
.116
.114
.084
-.249
The trading safety of MOBA game
.185
.027
.158
-.357
The punishment rules of MOBA game
.104
.057
.106
-.175
The FAQ of MOBA game
.122
-.127
.071
.099
The ability of learning knowledge
-.049
-.144
.032
.437
The ability of problem-solving
-.122
-.004
.000
.410
The ability of communication
-.118
-.029
.323
-.017
The profit of the MOBA game
-.137
-.141
.419
.051
The reputation of MOBA game
-.112
-.115
.349
.085
Extraction Method: Principal Component Analysis.
Rotation Method: Varimax with Kaiser Normalization.
Component Scores.
Appendix 4. Reliability
Game content Reliability Statistics
Cronbach's Alpha
Cronbach's Alpha Based on Standardized Items
N of Items
.790
.791
6
Item-Total Statistics
Scale Mean if Item Deleted
Scale Variance if Item Deleted
Corrected Item-Total Correlation
Squared Multiple Correlation
Cronbach's Alpha if Item Deleted
Diversification of game content
21.00
5.189
.521
.312
.764
Entertainment of game content
21.04
5.154
.500
.265
.768
The performance of game content
21.15
5.176
.495
.281
.769
Gameplay of game content
21.26
4.849
.574
.351
.751
The acculturation of game content
21.24
4.541
.589
.374
.748
The creative ability of game content
21.20
4.919
.575
.337
.751
Scale Statistics
Mean
Variance
Std. Deviation
N of Items
25.38
6.871
2.621
6
Game interactive Reliability Statistics
Cronbach's Alpha
Cronbach's Alpha Based on Standardized Items
N of Items
.811
.810
7
Item-Total Statistics
Scale Mean if Item Deleted
Scale Variance if Item Deleted
Corrected Item-Total Correlation
Squared Multiple Correlation
Cronbach's Alpha if Item Deleted
The goal of MOBA game set
24.55
7.838
.574
.388
.781
The challenging of MOBA game
24.75
7.877
.539
.302
.788
The operation of MOBA game
24.84
8.146
.544
.305
.787
The feedback of MOBA game
24.74
8.593
.451
.280
.802
The teamwork of MOBA game
24.76
7.715
.575
.353
.781
The communicating function of MOBA game
24.74
7.782
.578
.412
.781
The trading function of MOBA game
24.82
7.891
.567
.333
.783
Scale Statistics
Mean
Variance
Std. Deviation
N of Items
28.87
10.527
3.244
7
Game safety Reliability Statistics
Cronbach's Alpha
Cronbach's Alpha Based on Standardized Items
N of Items
.797
.802
4
Item-Total Statistics
Scale Mean if Item Deleted
Scale Variance if Item Deleted
Corrected Item-Total Correlation
Squared Multiple Correlation
Cronbach's Alpha if Item Deleted
The safety of personal information and character in MOBA game
11.93
2.840
.634
.449
.737
The trading safety of MOBA game
12.14
2.686
.645
.475
.728
The punishment rules of MOBA game
12.34
2.558
.686
.473
.706
The FAQ of MOBA game
12.60
2.785
.489
.264
.811
Scale Statistics
Mean
Variance
Std. Deviation
N of Items
16.34
4.525
2.127
4
Game achievement Reliability Statistics
Cronbach's Alpha
Cronbach's Alpha Based on Standardized Items
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