English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 112881/143847 (78%)
Visitors : 50254271      Online Users : 469
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/135902


    Title: 不同遊戲化行銷策略與消費者態度效果之研究 – 以行動支付及行動下單產品為例
    A Study on Effects of Different Gamification Strategies on Consumers’ Attitudes – Using Mobile Payment and Mobile Trading Products as Examples
    Authors: 孔昱棠
    Kung, Yu-Tang
    Contributors: 邱志聖
    Chiou, Jyh-Shen
    孔昱棠
    Kung, Yu-Tang
    Keywords: 遊戲化
    意義型
    獎勵型
    行動下單
    行動支付
    金融商品
    態度
    認知
    情感
    行為
    gamification
    meaningful gamification
    reward-based gamification
    attitude
    mobile payment
    mobile trading system
    Date: 2021
    Issue Date: 2021-07-01 16:15:24 (UTC+8)
    Abstract: 數位化的浪潮來襲,許多產品及服務在推動上,皆紛紛的往數位進行發展。尤其2020年以來的COVID-19疫情,大大的加速了數位化產品及服務的需求及發展。因此,在數位化產品的推出,對於企業來說是越來越重要。而在推出產品之外,要如何用該產品的內容做為行銷設計?許多企業紛紛的在數位服務的推廣上,以遊戲化的方式進行推動。而遊戲化的方式及策略相當廣泛,該運用何種遊戲化方式才能達到更好的效益,是行銷人員會需要注意的。本研究根據不同產品內容,與不同遊戲化的方式,進行2x2的實驗設計研究,希望能夠對於企業進行產品設計時能夠有更清楚的想法及進行的方式。
      而在變數選擇上,本研究從文獻回顧中了解到遊戲化方向有不同內容,有人將遊戲化歸類為獎勵型遊戲化及意義型遊戲化的內容。而在產品上,由於本研究觀察到現在數位世代對於金融產品的服務使用越發頻繁,因此針對金融服務的行動支付及行動下單服務進行探討,並期以從分析中了解到不同商品是否會適用不同遊戲化內容。此外,本研究則針對消費者的態度進行分析,從文獻回顧中了解到態度由認知、情感及行為組成。因此,本研究總共以2(獎勵型遊戲化及意義型遊戲化) x 2(行動下單及行動支付)進行實驗設計,並針對態度的認知、情感及行為進行探討。
      而本研究也在假設驗證中部份得到驗證,實驗結果如下:在行動下單時,在態度上,意義型遊戲化相較於獎勵型遊戲化,能夠帶來更多讓消費者的想法提升;而行動支付則沒有顯著哪一種遊戲化策略較好。因此,未來金控若想針對金融商品進行遊戲化內容進行設計,也可以參考本研究之結果,思考不同遊戲化方向是否會帶來給消費者不同的效果。
    After COVID-19 starting in 2020, demands and product development forms are transferred into digital versions. Therefore, as a product manager, utilizing digital marketing has been critical and important in this era. Many digital products has been used with gamification recently. However, are the gamifications used correctly? This research is examining the effect of the gamifications across different product and to realize how different product react to different gamification strategies.
    For the gamification variables, we examined past researches and chose to use the “meaningful gamification” and “reward-based gamification” as our variable; and for the product variables, we used the mobile payment and mobile trading system products as financial services are transforming into digital versions and are highly required by people in Taiwan. At last, we used attitude as our dependent variable, so that we can see if customers react different when the circumstances are different. Therefore, our 2 (meaningful gamification & reward-based gamification) x 2(mobile payment & mobile trading system) are decided.
    After our experiments, we can see that users are actually more attracted to meaningful gamification when they are using mobile trading systems, and as in mobile payment, there’s nothing of a difference in regards to customers’ attitude.
    To develop a successful gamification design, product managers ought to know how to approach to customers so as to attract them with least resources. Hopefully this research helped product managers be more clear about how to develop a gamification strategy.
    Reference: 中文部分
    1. 王妍文(2017)。20~35歲千禧世代 數位新金融全解析。遠見雜誌,8-26。
    2. 邱志聖(2016)。行銷研究:實務與理論應用。台北市:智勝文化。
    3. 高敬原(2020A)。全台瘋股市!30歲以下投資人數創新高,券商如何搶賺數位商機?https://www.bnext.com.tw/article/60899/broker-dealer-digital-transformation-strategy。搜尋日期:2021年5月3日。
    4. 高敬原(2020B)。連線銀行秒變「斷線銀行」?LINE BANK開業第一天人潮塞爆系統大當機。https://www.bnext.com.tw/article/62441/line-bank-opening。搜尋日期:2021年5月3日。

    英文部分
    1. Ahn, J., & Back, K. J. (2018). Influence of brand relationship on customer attitude toward integrated resort brands: a cognitive, affective, and conative perspective. Journal of Travel & Tourism Marketing, 35(4), 449-460
    2. Ajzen, I., and B. L. Driver (1992). “Application of the Theory of Planned Behavior to Leisure Choice.” Journal of Leisure Research, 24 (3): 207-24.
    3. Allport, G. W. (1933). 1. Attitudes. terminology, 219.
    4. Arrasvuori, J., Boberg, M., Holopainen, J., Korhonen, H., Lucero, A., & Montola, M. (2011, June). Applying the PLEX framework in designing for playfulness. In Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces (pp. 1-8).
    5. Baptista, G., & Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Research.
    6. Cacioppo, J. T., Harkins, S. G., & Petty, R. E. (1981). The nature of attitudes and cognitive responses and their relationships to behavior. Cognitive responses in persuasion, 31-54.
    7. Caillois, R. (2001). Man, play, and games. University of Illinois Press.
    8. Chong, L. L., Ong, H. B., & Tan, S. H. (2021). Acceptability of mobile stock trading application: A study of young investors in Malaysia. Technology in Society, 64, 101497.
    9. Cronbach, L. J. (1951). Coefficient alpha and the internal structure of tests. psychometrika, 16(3), 297-334.
    10. Dahlberg, T., Mallat, N., Ondrus, J., & Zmijewska, A. (2008). Past, present and future of mobile payments research: A literature review. Electronic commerce research and applications, 7(2), 165-181.
    11. Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 75-88.
    12. Deci, E. L. (1971). Effects of externally mediated rewards on intrinsic motivation. Journal of personality and Social Psychology, 18(1), 105.
    13. Deci, E. L., Koestner, R., & Ryan, R. M. (2001). Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. Review of educational research, 71(1), 1-27.
    14. Derbaix, C., & Pham, M. T. (1991). Affective reactions to consumption situations: A pilot investigation. Journal of Economic Psychology, 12(2), 325-355.
    15. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).
    16. Eagly, A. H., & Chaiken, S. (1993). The psychology of attitudes. Harcourt brace Jovanovich college publishers.
    17. El-Khuffash, A. (2013). Gamification. Ryerson University, Torondo, Canada.
    18. Elangovan, N. (2016). Design quality of Mobile trading system application software for Smartphones. Asian Journal of Management, 7(3), 207-212.
    19. Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). Ieee.
    20. Hillman, S., Neustaedter, C., Oduor, E., & Pang, C. (2014, September). User challenges and successes with mobile payment services in North America. In Proceedings of the 16th international conference on Human-computer interaction with mobile devices & services (pp. 253-262).
    21. Hopia, H., & Raitio, K. (2016). Gamification in healthcare: perspectives of mental health service users and health professionals. Issues in mental health nursing, 37(12), 894-902.
    22. Huang, W. H. Y., & Soman, D. (2013). Gamification of education. Report Series: Behavioural Economics in Action, 29.
    23. Bogost, I. (2014). Why gamification is bullshit. The gameful world: Approaches, issues, applications, 65-80.
    24. Kwon, J., & Vogt, C. A. (2010). Identifying the role of cognitive, affective, and behavioral components in understanding residents’ attitudes toward place marketing. Journal of Travel Research, 49(4), 423-435.
    25. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
    26. McKinsey (2020). How COVID-19 has pushed companies over the technology tipping point—and transformed business forever. Retrieved from May 22, 2021. https://www.mckinsey.com/business-functions/strategy-and-corporate-finance/our-insights/how-covid-19-has-pushed-companies-over-the-technology-tipping-point-and-transformed-business-forever
    27. Moon, M. A., Khalid, M. J., Awan, H. M., Attiq, S., Rasool, H., & Kiran, M. (2017). Consumer`s perceptions of website`s utilitarian and hedonic attributes and online purchase intentions: A cognitive–affective attitude approach. Spanish Journal of Marketing-ESIC, 21(2), 73-88.
    28. Nicholson, S. (2013). Two paths to motivation through game design elements: Reward-based gamification and meaningful gamification.
    29. Nicholson, S. (2015). A recipe for meaningful gamification. In Gamification in education and business (pp. 1-20). Springer, Cham.
    30. Palazn-Vidal, M., & Delgado-Ballester, E. (2005). Sales promotions effects on consumer-based brand equity. International Journal of Market Research, 47(2), 179-204.
    31. Rodrigues, L. F., Costa, C. J., & Oliveira, A. (2013, July). The adoption of gamification in e-banking. In Proceedings of the 2013 International Conference on Information Systems and Design of Communication (pp. 47-55).
    32. Rodrigues, L. F., Oliveira, A., & Costa, C. J. (2016). Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking. Computers in Human Behavior, 61, 114-126.
    33. Tauni, M. Z., Fang, H. X., & Iqbal, A. (2017). The role of financial advice and word-of-mouth communication on the association between investor personality and stock trading behavior: Evidence from Chinese stock market. Personality and Individual Differences, 108, 55-65.
    34. Thiel, S. K. (2016, October). Reward-based vs. social gamification: Exploring effectiveness of gamefulness in public participation. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction (pp. 1-6).
    35. Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton digital press.
    36. Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2016). Tourists as mobile gamers: Gamification for tourism marketing. Journal of Travel & Tourism Marketing, 33(8), 1124-1142.
    37. Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O`Reilly Media, Inc.".
    Description: 碩士
    國立政治大學
    國際經營與貿易學系
    108351030
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0108351030
    Data Type: thesis
    DOI: 10.6814/NCCU202100605
    Appears in Collections:[國際經營與貿易學系 ] 學位論文

    Files in This Item:

    File Description SizeFormat
    103001.pdf3234KbAdobe PDF20View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    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 ©   - Feedback