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appendix(马来西亚网络游戏市场调研报告5).docx

1、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 accultur

2、ation 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

3、 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

4、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

5、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

6、 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

7、 .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

8、 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 mar

9、ried 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、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 10

11、0.0 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 V

12、alid 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 6

13、0.2 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

14、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

15、 .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 Tota

16、l 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

17、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 P

18、ercent 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 bala

19、nce 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

20、 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 Communalitie

21、s 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

22、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

23、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 .6

24、34 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 Squ

25、ared 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 5.5

26、83 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

27、 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.

28、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

29、 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 g

30、ame .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 cha

31、llenging 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 o

32、f 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

33、 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 c

34、ontent .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 chara

35、cter 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 learn

36、ing 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

37、 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

38、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

39、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

40、 .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 -.3

41、57 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

42、 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

43、 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 ga

44、me 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

45、 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-To

46、tal 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

47、 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 .56

48、7 .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 Vari

49、ance 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

50、 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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