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appendix马来西亚网络游戏市场调研报告5.docx

1、appendix马来西亚网络游戏市场调研报告5APPENDICESAppendix 1. Description of four factorsDescriptive StatisticsNMinimumMaximumMeanStd. DeviationDiversification of game content181354.38.571Entertainment of game content181354.34.598The performance of game content181254.23.595The acculturation of game content181254.14.

2、721Gameplay of game content181254.12.638The creative ability of game content181254.18.616GC1812.334.834.2299.43708Valid N (listwise)181Descriptive StatisticsNMinimumMaximumMeanStd. DeviationThe goal of MOBA game set181354.32.689The challenging of MOBA game181154.12.709The operation of MOBA game18125

3、4.03.636The feedback of MOBA game181354.13.597The teamwork of MOBA game181254.10.719The communicating function of MOBA game181254.13.700The trading function of MOBA game181254.04.682GI1812.574.864.1240.46373Valid N (listwise)181Descriptive StatisticsNMinimumMaximumMeanStd. DeviationThe safety of per

4、sonal information and character in MOBA game181354.40.613The trading safety of MOBA game181254.20.662The punishment rules of MOBA game181254.00.683The FAQ of MOBA game181253.73.735GS1812.404.804.0619.57863Valid N (listwise)181Descriptive StatisticsNMinimumMaximumMeanStd. DeviationThe ability of lear

5、ning knowledge181253.75.724The ability of problem-solving181253.83.690The ability of communication181254.04.733The profit of the MOBA game181254.32.794The reputation of MOBA game181254.38.783GA1812.255.004.0843.53178Valid N (listwise)181Appendix 2. Description of Demographic and behavior characteris

6、ticsgenderFrequencyPercentValid PercentCumulative PercentValidmale14982.382.382.3female3217.717.7100.0Total181100.0100.0agecatFrequencyPercentValid PercentCumulative PercentValid13-183016.616.616.619-258345.945.962.426-306535.935.998.330 and above31.71.7100.0Total181100.0100.0marital stateFrequencyP

7、ercentValid PercentCumulative PercentValidmarried3720.420.420.4single14479.679.6100.0Total181100.0100.0education levelFrequencyPercentValid PercentCumulative PercentValidsecondary or lower2714.914.914.9diploma6636.536.551.4degree7742.542.593.9postgraduate education105.55.599.4PHD1.6.6100.0Total18110

8、0.0100.0occupationFrequencyPercentValid PercentCumulative PercentValidstudent10960.260.260.2office worker5228.728.789.0freelance105.55.594.5other105.55.5100.0Total181100.0100.0race of respondentsFrequencyPercentValid PercentCumulative PercentValidMalay7642.042.042.0Malay Chinese9954.754.796.7Malay I

9、ndian42.22.298.9other21.11.1100.0Total181100.0100.0disposablepocketmoenyFrequencyPercentValid PercentCumulative PercentValidincome group7239.839.839.8lower than 200 rm10155.855.895.6200-500 rm84.44.4100.0Total181100.0100.0disposableincomeFrequencyPercentValid PercentCumulative PercentValidno income

10、group10960.260.260.2lower than 3000 rm2312.712.772.93000-5000 rm4625.425.498.35000-8000 rm31.71.7100.0Total181100.0100.0leveldisposableFrequencyPercentValid PercentCumulative PercentValidno income group10960.260.260.2income group7239.839.8100.0Total181100.0100.0motivation for playingFrequencyPercent

11、Valid PercentCumulative PercentValidenjoy free time12971.371.371.3relieve stress179.49.480.7make new friend3318.218.298.9get a sense of achievement1.6.699.4other1.6.6100.0Total181100.0100.0the time spending of respondents in each weekFrequencyPercentValid PercentCumulative PercentValid15-20 hours31.

12、71.71.720-25 hours4726.026.027.625-30 hours7642.042.069.630 hours or above5530.430.4100.0Total181100.0100.0the frequency of respondents play MOBA gamesFrequencyPercentValid PercentCumulative PercentValideach day7340.340.340.3every tow days6133.733.774.0every three days4424.324.398.3every four days31

13、.71.7100.0Total181100.0100.0the consumption level of respondentsFrequencyPercentValid PercentCumulative PercentValidunder 200rm13876.276.276.2200-500rm3619.919.996.1500-1000rm73.93.9100.0Total181100.0100.0where the respondents often playFrequencyPercentValid PercentCumulative PercentValidhome12468.5

14、68.568.5internet cafe5329.329.397.8office42.22.2100.0Total181100.0100.0the reason for respondents continue play MOBA gameFrequencyPercentValid PercentCumulative PercentValidthe balance of game10457.557.557.5the operation in playing63.33.360.8update speed of game31.71.762.4achievement in game42.22.26

15、4.6friend in game2916.016.080.7performance of game158.38.389.0free to play31.71.790.6high quality services168.88.899.4other1.6.6100.0Total181100.0100.0Appendix 3. Factor analysisKMO and Bartletts TestKaiser-Meyer-Olkin Measure of Sampling Adequacy.908Bartletts Test of SphericityApprox. Chi-Square177

16、9.385df231Sig.000CommunalitiesInitialExtractionDiversification of game content1.000.494Entertainment of game content1.000.423The performance of game content1.000.480The acculturation of game content1.000.553Gameplay of game content1.000.490The creative ability of game content1.000.574The goal of MOB

17、A game set1.000.530The challenging of MOBA game1.000.459The operation of MOBA game1.000.434The feedback of MOBA game1.000.418The teamwork of MOBA game1.000.532The communicating function of MOBA game1.000.536The trading function of MOBA game1.000.515The safety of personal information and character in

18、 MOBA game1.000.628The trading safety of MOBA game1.000.655The punishment rules of MOBA game1.000.576The FAQ of MOBA game1.000.454The ability of learning knowledge1.000.639The ability of problem-solving1.000.634The ability of communication1.000.647The profit of the MOBA game1.000.822The reputation o

19、f MOBA game1.000.764Extraction Method: Principal Component Analysis.Total Variance ExplainedComponentInitial EigenvaluesExtraction Sums of Squared LoadingsRotation Sums of Squared LoadingsTotal% of VarianceCumulative %Total% of VarianceCumulative %Total% of VarianceCumulative %18.65239.32939.3298.65

20、239.32939.3293.52516.02216.02221.3706.22645.5561.3706.22645.5563.34715.21431.23731.2285.58351.1391.2285.58351.1393.25714.80546.04241.0064.57455.7131.0064.57455.7132.1289.67155.7135.9754.43260.1456.9454.29564.4407.8553.88868.3288.7473.39571.7239.6813.09474.81710.6723.05677.87311.6092.76980.64212.5762

21、.61883.26113.5542.51685.77714.4902.22588.00215.4552.07090.07216.4341.97392.04517.4161.89193.93618.3741.69895.63419.3051.38897.02120.2861.30298.32421.2341.06399.38622.135.614100.000Extraction Method: Principal Component Analysis.Component MatrixaComponent1234The reputation of MOBA game.731 The punish

22、ment 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.

23、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 gam

24、e 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 MatrixaComponent1234The 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

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