政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/125525
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  全文筆數/總筆數 : 113451/144438 (79%)
造訪人次 : 51327108      線上人數 : 831
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜尋範圍 查詢小技巧:
  • 您可在西文檢索詞彙前後加上"雙引號",以獲取較精準的檢索結果
  • 若欲以作者姓名搜尋,建議至進階搜尋限定作者欄位,可獲得較完整資料
  • 進階搜尋
    政大機構典藏 > 商學院 > 資訊管理學系 > 學位論文 >  Item 140.119/125525
    請使用永久網址來引用或連結此文件: https://nccur.lib.nccu.edu.tw/handle/140.119/125525


    題名: 研究虛擬實境對品牌推廣是否為有效的行銷工具 - 以故宮博物院為例
    Is virtual reality an effective brand promotion tool? Using National Palace Museum as an example
    作者: 邵家怡
    Shao, Chia-Yi
    貢獻者: 張欣綠
    Chang, Hsin-Lu
    邵家怡
    Shao, Chia-Yi
    關鍵詞: 虛擬實境
    虛擬實境體驗
    博物館
    依附-規避模型
    品牌忠誠度
    品牌-顧客關係
    Virtual reality
    Virtual reality experience
    Museum
    Attachment- aversion model
    Brand loyalty
    Brand-customer relationship
    日期: 2019
    上傳時間: 2019-09-05 15:43:54 (UTC+8)
    摘要: Virtual Reality (VR) is currently considered as a promising emerging information technology (IT) for businesses as it offers a new opportunity for brand marketing. As a result, a growing number of enterprises are applying VR to their brand development, and museums such as the National Palace Museum (NPM) are no exception. This study collaborates with the NPM in order to investigate whether VR is an effective communication medium for their brand.

    We apply the attachment-aversion (AA) model to determine the type of stimulus provided by NPM`s VR products for the building of the AA relationship, and the effect of these products on NPM’s brand loyalty. Furthermore, we compare the VR effects across two types of relics (painting and calligraphy) and subsequently create four empirical models. Model 0 does not consider the difference in relics, while Model 1 focuses on paintings, and Model 2 focuses on calligraphies. Results confirm that VR experiences are related to brand assets, yet only enriching and enticing will lead to brand loyalty. Moreover, differences are observed in the brand asset performance of the three models, depending on the features of the VR installations.

    Based on the analysis, we propose a strategy for the improvement of NPM’s current VR exhibition. The results of the study can be used as a reference when designing the new VR exhibition based on different relics.
    參考文獻: Bahrin, S. A. N. K., Mahdzar, M., Hamid, Z. A., & Ghani, A. A. (2017). Museum visitors’ experiential factors and recommendation intention. Journal of Tourism, Hospitality & Culinary Arts (Vol. 9).

    Brakus, J., Schmitt, B. H., Zarantonello, L., & Simon, W. E. (2009). Brand Experience: What Is It? How Is It Measured? Does It Affect Loyalty? Journal of Marketing, 73, 1547–7185.

    Butcher, L., Phau, I., & Teah, M. (2016). Brand prominence in luxury consumption: Will emotional value adjudicate our longing for status? Journal of Brand Management, 23(6), 701–715.

    Mattsson, J., & Barnes, S. (2011). Segmenting Brand Value Perceptions of Consumers in Virtual Worlds: An Empirical Analysis using the FIMIX Method. International Journal of Online Marketing, 1(1), 1-11.

    Choi, Y. K., & Taylor, C. R. (2014). How do 3-dimensional images promote products on the Internet?. Journal of Business Research, 67, 2164-2170.

    Chin, W.W. (1998). The partial least squares approach to structural equation modeling. In G. A. Marcoulides (Ed.), Modern methods for business research (pp. 295-336). Mahwah, NJ: Lawrence Erlbaum Associates.

    De Gauquier, L., Brengman, M., Willems, K., & Van Kerrebroeck, H. (2018). Leveraging advertising to a higher dimension: experimental research on the impact of virtual reality on brand personality impressions. Virtual Reality, 1–19.

    Dobrowolski, P., Pochwatko, G., Skorko, M., & Bielecki, M. (2014). The Effects of Virtual Experience on Attitudes Toward Real Brands. Cyberpsychology, Behavior, and Social Networking.

    Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of marketing research, 39-50.

    Gabisch JA, Gwebu KL. (2011). Impact of virtual brand experience on purchase
    intentions: the role of multichannel congruence. Journal of Electronic Commerce Research 12(4): 302–319.

    Giles, D. C., & Maltby, J. (2004). The role of media figures in adolescent development: Relations between autonomy, attachment, and interest in celebrities. Personality and Individual Differences, 36(4), 813-822.

    Gefen, D., & Straub, D. (2005). A practical guide to factorial validity using PLS-Graph: Tutorial and annotated example. Communications of the Association for Information systems, 16(1), 5.

    Henseler, J., Ringle, C. M., & Sinkovics, R. R. (2009). The use of partial least squares path modeling in international marketing. In New challenges to international marketing (pp. 277-319). Emerald Group Publishing Limited.

    Hu, R., Wu, Y. Y., & Shieh, C. J. (2016). Effects of virtual reality integrated creative thinking instruction on students’ creative thinking abilities. Eurasia Journal of Mathematics, Science and Technology Education.

    Hulland, J. (1999). Use of partial least squares (PLS) in strategic management research: a review of four recent studies. Strategic management journal, 20(2), 195-204.

    Huang, Y. C., Backman, K. F., Backman, S. J., & Chang, L. L. (2015). Exploring the implications of virtual reality technology in tourism marketing: an integrated research framework. International Journal of Tourism Research, 18(2), 116-128.

    Hoch, S. J. (2002). Product Experience Is Seductive. Journal of Consumer Research. https://doi.org/10.1086/344422
    Jaekel, B. (n.d.). Toms drives home the impact of its donations through VR. Retrieved From https://www.mobilemarketer.com/ex/mobilemarketer/
    cms/news/video/22802.html

    Hair Jr, J. F., Hult, G. T. M., Ringle, C., & Sarstedt, M. (2016). A primer on partial least squares structural equation modeling (PLS-SEM). Sage Publications.

    Joy, A., & Sherry, Jr., J. F. (2003). Speaking of Art as Embodied Imagination: A
    Multisensory Approach to Understanding Aesthetic Experience. Journal of Consumer Research.

    Jung, T., tom Dieck, M. C., Lee, H., & Chung, N. (2016). Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum BT - Information and Communication Technologies in Tourism 2016. In A. Inversini & R. Schegg (Eds.) (pp. 621–635). Cham: Springer International Publishing.

    Jung, T., tom Dieck, M. C., Rauschnabel, P., Ascenção, M., Tuominen, P., & Moilanen, T. (2018). Functional, Hedonic or Social? Exploring Antecedents and Consequences of Virtual Reality Rollercoaster Usage BT - Augmented Reality and Virtual Reality: Empowering Human, Place and Business. In T. Jung & M. C. tom Dieck (Eds.) (pp. 247–258). Cham: Springer International Publishing.

    Johnson, A. R., Matear, M., & Thomson, M. (2011). A Coal in the Heart: Self-Relevance as a Post-Exit Predictor of Consumer Anti-Brand Actions. Source: Journal of Consumer Research, 38(1), 108–125. https://doi.org/10.1086/657924

    Kim, E., Ratneshwar, S., & Thorson, E. (2017). Why Narrative Ads Work: An Integrated Process Explanation. Journal of Advertising, 46(2), 283–296.

    Kim, H.-W., Gupta, S., & Koh, J. (2011). Investigating the intention to purchase digital items in social networking communities: A customer value perspective.

    Kull, A. J., & Heath, T. B. (2016). You decide, we donate: Strengthening consumer-brand relationships through digitally co-created social responsibility. International Journal of Research in Marketing.

    Kashdan, T.B.; Rose, P.; and Fincham, F.D. Curiosity and exploration: Facilitating positive subjective experiences and personal growth opportunities. Journal of Personality Assessment, 82, 3 (2004), 291–305.

    Loureiro, S. M. C. (2019). Exploring the role of atmospheric cues and authentic pride on perceived authenticity assessment of museum visitors. International Journal of Tourism Research.

    Lim, J. S., Hwang, Y., Kim, S., & Biocca, F. A. (2015). How social media engagement leads to sports channel loyalty: Mediating roles of social presence and channel commitment. https://doi.org/10.1016/j.chb.2015.01.013

    Li, B. (2018) The Influence of Brand Experience on People’s Revisit and Purchase Intention in the Context of China’s Museum. American Journal of Industrial and Business Management, 8, 563-578.

    Low, G. S., & Lamb, C. W. (2000). The measurement and dimensionality of brand associations. Journal of Product & Brand Management. https://doi.org/10.1108/10610420010356966

    Mattsson, J., & Barnes, S. (2011). Segmenting Brand Value Perceptions of Consumers in Virtual Worlds. International Journal of Online Marketing, 1(1), 1–11.

    MacInnis, D. J., & Folkes, V. S. (2017). Humanizing brands: When brands seem to be like me, part of me, and in a relationship with me. Journal of Consumer
    Psychology.

    Mantovani, D., de Andrade, L. M., & Negrão, A. (2017). How motivations for CSR and consumer-brand social distance influence consumers to adopt pro-social behavior. Journal of Retailing and Consumer Services, 36, 156–163.

    Oliver, R.L. (1999), “Whence consumer loyalty?”, Journal of Marketing, Vol. 63, pp. 33-44.

    Park, C. W., Eisingerich, A. B., & Park, J. W. (2013). Attachment-aversion (AA)
    model of customer-brand relationships. Journal of Consumer Psychology. https://doi.org/10.1016/j.jcps.2013.01.002

    Park, C. W., Macinnis, D. J., & Priester, J. R. (2006). Beyond Attitudes: Attachment and Consumer Behavior. Seoul National Journal.

    Rupp, M. A., Kozachuk, J., Michaelis, J. R., Odette, K. L., Smither, J. A., & McConnell, D. S. (2016). The effects of immersiveness and future VR expectations on subjec-tive-experiences during an educational 360° video. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 60(1), 2108–2112.

    Rynarzewska, A. I. (2018). Virtual reality: a new channel in sport consumption. Journal of Research in Interactive Marketing. https://doi.org/10.1108/JRIM-02-2018-0028

    Steve Takle. (2017). Adidas Launches Delicatessen VR Experience | The Virtual Report.biz | TVRbiz. Retrieved November 19, 2018, from https://www.thevirtualreport.biz/news/64771/adidas-launches-delicatessen-vr-experience/

    Schmitt, B. (2013). The consumer psychology of customer-brand relationships: Extending the AA Relationship model. Journal of Consumer Psychology. https://doi.org/10.1016/j.jcps.2013.01.003

    Trentini, B. (2015). Immersion as an embodied cognition shift: aesthetic experience and spatial situated cognition. Cognitive Processing, 16(1), 413–416.

    Tussyadiah, I. P., Wang, D., Jung, T. H., & tom Dieck, M. C. (2018). Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Management, 66, 140–154.

    Vanissa, W., Ashok, R., & Calin, G. (2017). Digital Interactions and Brand Experience Design: a future perspective. https://doi.org/10.21606/dma.2017.129

    VOLVO XC60 360° VR Experience - ADLIPS Productions. (n.d.). Retrieved November 19, 2018, from https://www.adlips-productions.com/portfolio/items/volvo-xc60-360-vr-experience/

    Van Kerrebroeck, H., Brengman, M., & Willems, K. (2017a). Escaping the crowd: an experimental study on the impact of a Virtual Reality experience in a shopping mall. Computers in Human Behavior, 77, 437-450.

    Van Kerrebroeck, H., Brengman, M., & Willems, K. (2017b). When brands come to life: experimental research on the vividness effect of Virtual Reality in transformational marketing communications. Virtual Reality, 21(4), 177-191.

    Wei, W., Qi, R., & Zhang, L. (2019). Effects of virtual reality on theme park visitors’ experience and behaviors: A presence perspective. Tourism Management. https://doi.org/10.1016/j.tourman.2018.10.024

    Williams, R. (2018). Cathay Pacific`s 360-degree ads outperform all prior campaigns. Retrieved from https://www.mobilemarketer.com/news/cathay-pacifics-360-degree-ads-outperform-all-prior-campaigns/520440/

    Yen, C. H., Chen, C. Y., Cheng, J. C., & Teng, H. Y. (2018). Brand Attachment, Tour Leader Attachment, and Behavioral Intentions of Tourists. Journal of Hospitality and Tourism Research.

    Yoo, B. and Donthu, N. (2001), “Developing and validating a multidimensional consumer-based brand equity scale”, Journal of Business Research, Vol. 52 No. 1, pp. 1-14.

    Yi, C., Jiang, Z. (Jack), & Benbasat, I. (2015). Enticing and Engaging Consumers via Online Product Presentations: The Effects of Restricted Interaction Design. Journal of Management Information Systems, 31(4), 213–242.

    Zion Market Research. (2018). Global Virtual Reality (VR) Market Worth USD 26.89 Billion by 2022. Retrieved November 19, 2018, from https://www.zionmarketresearch.com/news/virtual-reality-market

    Zarantonello, L. (2010). Using the brand experience scale to profile consumers and predict consumer behaviour, 17, 532–540. https://doi.org/10.1057/bm.2010.4
    描述: 碩士
    國立政治大學
    資訊管理學系
    106356009
    資料來源: http://thesis.lib.nccu.edu.tw/record/#G0106356009
    資料類型: thesis
    DOI: 10.6814/NCCU201900816
    顯示於類別:[資訊管理學系] 學位論文

    文件中的檔案:

    檔案 大小格式瀏覽次數
    600901.pdf2941KbAdobe PDF20檢視/開啟


    在政大典藏中所有的資料項目都受到原著作權保護.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 回饋