政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/148504
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113318/144297 (79%)
Visitors : 51075492      Online Users : 935
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/140.119/148504


    Title: 外帶演唱會!疫情時代下的線上音樂展演
    Takeaway Concert! Online Music Show During the Pandemic
    Authors: 郭倍羽
    KUO, PEI-YU
    Contributors: 陳聖智
    Chen, Sheng-Chih
    郭倍羽
    KUO, PEI-YU
    Keywords: 線上音樂展演
    線上演唱會
    消費體驗
    參與動機
    藝術經驗
    核心利益
    Online Music Show
    Online Concert
    Consumer Journey
    Motivation
    Artistic Experience
    Core Benefit
    Date: 2023
    Issue Date: 2023-12-01 10:47:22 (UTC+8)
    Abstract: 本研究致力於疫情時代下,線上音樂展演的消費感受。本文透過消費體驗旅程的脈絡,來理解消費者的參與動機、經驗及未來選擇之意向。運用質性研究方法,針對創新的展演形式,進行探索性的研究。

    研究結果顯示,「獨特體驗」為消費者最主要的參與動機,其中包含對表演者的喜愛、崇拜及認知展演獨特性,因此想親自體驗之意涵。在經驗上,以「核心利益」、「中心經驗」、「延伸經驗」及「潛在經驗」來做分析。相較於實體音樂展演,線上所能提供的「核心利益」相對有限,其原因來自於沈浸體驗的不足。大多消費者在體驗完線上音樂展演會後,仍偏好實體展演,原因仍是「核心利益」的差異。不過,當線上音樂展演擁有足夠的「獨特性」價值或者品牌偏好,消費者也會願意再次消費其產品。綜觀上述,可發現「核心利益」、「獨特性」以及「品牌偏好」是整趟消費旅程,最容易影響消費者體驗及決策的三大元素。

    再者,本研究透過規模、內容特性,針對不同類型的線上音樂展演,進行分析及比較。由於性質不同,消費者對兩者的定位也有差異,「電影型」的展演適合忠實觀眾,提供替代性的體驗,未來需朝向虛擬實境的方向前進。「電視節目型」入手門檻低,比「電影型」更具擴大粉絲族群之效益。更重要的是,「電視節目型」在內容上擁有獨特性,可做為創新行銷手法。
    This study focuses on the consumer experience of participating in online music show during the pandemic. Through the consumer journey, this paper seeks to understand consumers' motivations, experiences, and intentions for future choices. A qualitative research methodology is utilized to explore innovative forms of performance.

    Research results show that "Unique Experience" is the most important motivation for consumers, which includes love and admiration for the performers, and the desire to experience the show themselves because they recognize the uniqueness of the show.In terms of experience, "Core Benefit", "Central Experience", "Extended Experience" and "Potential Experience" are used for analysis.Compared to physical music shows, the "Core Benefit" offered by online music show are relatively limited due to the lack of immersive experience. Most consumers still prefer physical music shows after experiencing online music shows because of the difference in "core benefits". However, when online music show have enough "Unique" value or brand preference, consumers will be willing to consume their products again. From the above, it can be seen that "Core Benefit", "Uniqueness" and "Brand Preference" are the three elements that are most likely to influence consumers' experience and decision-making throughout the entire consumer journey.

    Furthermore, this study analyzes and compares different types of online music show through scale and content characteristics.”Movie type" shows are suitable for loyal audiences and provide alternative experiences, but in the future, they need to move towards the direction of virtual reality. The "TV program type" has a lower entry threshold and is more effective than the "Movie type" in expanding the fan base. More importantly, "TV program type" is unique in terms of content and can be used as an innovative marketing technique.
    Reference: 外文部分
    Aguiar, L., & Waldfogel, J. (2018). Netflix: global hegemon or facilitator of frictionless digital trade?. Journal of Cultural Economics, 42, 419-445.

    Areiza-Padilla, J. A., & Galindo-Becerra, T. (2022). The importance of e-service quality in the livestreaming music concert business. Cogent Social Sciences, 8(1), 2051791.

    Auslander, P. (2022). Liveness: Performance in a Mediatized Culture. Taylor & Francis.

    Ben Lahouel, B., & Montargot, N. (2020). Children as customers in luxury hotels: what are Parisian hotel managers doing to create a memorable experience for children?. International Journal of Contemporary Hospitality Management, 32(5), 1813-1835.

    Bhattacherjee, A. (2001). Understanding information systems continuance: An expectation-confirmation model. MIS Quarterly, 25 (3), 351-370.

    Bian, Y., Yang, C., Gao, F., Li, H., Zhou, S., Li, H., ... & Meng, X. (2016). A framework for physiological indicators of flow in VR games: construction and preliminary evaluation. Personal and Ubiquitous Computing, 20(5), 821-832.

    Billboard (2020). How Dua Lipa Brought the World to the Dancefloor — Amid a Pandemic. Retrieved July 2, 2022 from https://www.billboard.com/music/awards/dua-lipa-powerhouse-women-in-music-2020-interview-9492520/.

    Black, G. C., Fox, M. A., & Kochanowski, P. (2007). Concert tour success in North America: An examination of the top 100 tours from 1997 to 2005. Popular Music and Society, 30(2), 149–172.

    Boorsma, M. (2006). A strategic logic for arts marketing: Integrating customer value and artistic objectives. International Journal of Cultural Policy, 12(1), 73-92.

    Botti, S. (2000). What role for marketing in the arts? An analysis of arts consumption and artistic value. International Journal of Arts Management, 14-27.

    Brown, J. J., & Reingen, P. H. (1987). Social ties and word-of-mouth referral behavior. Journal of Consumer Research, 14(3), 350-362.

    Brown, S. C., & Knox, D. (2017). Why go to pop concerts? The motivations behind live music attendance. Musicae Scientiae, 21(3), 233-249.

    Burhan, R., & Moradzadeh, J. (2020). Neurotransmitter dopamine (DA) and its role in the development of social media addiction. Journal of Neurology & Neurophysiology, 11(7), 1-2.

    Burnham, T. C., & Phelan, J. (2020). Ordinaries: Happiness is a genetic incentive system. Journal of Bioeconomics, 22, 63-76.

    Chang, K. E., Chang, C. T., Hou, H. T., Sung, Y. T., Chao, H. L., & Lee, C. M. (2014). Development and behavioral pattern analysis of a mobile guidesystem with augmented reality for painting appreciation instruction in an artmuseum. Computers & Education, 71, 185-197.

    Charron, J. P. (2017). Music audiences 3.0: Concert-goers’ psychological motivations at the dawn of virtual reality. Frontiers in Psychology, 8, 800.

    Choi, B. H. (2021). A Study on Acceptance of Online Concerts Based on Mobile Augmented Reality: Focusing on the Extended Technology Acceptance Model. Journal of Digital Convergence, 19(11), 315-325.

    Clemmer, J. (1990). The three rings of perceived value. Canadian Manager, 15
    (2), 12-15.

    Complete Music Update(2022). The Live Music Sector. Retrieved September 20, 2022 from https://cmulibrary.com/livemusic/.

    Colbert, F. (2003). Entrepreneurship and leadership in marketing the arts. International Journal of Arts Management, 30-39.

    Collins, R. (2004). The program of interaction ritual theory. Interaction Ritual Chains. Princeton. New Jersey: Princeton University Press, 3-32.

    Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco. CA, US: Jossey-Bass.

    Cooper, P., & Tower, R. (1992). Inside the consumer mind: consumer attitudes to the arts. Market Research Society Journal, 34(4), 1-10.

    Cuadrado, M., & Mollà, A. (2000). Grouping performing arts consumers according to attendance goals. International Journal of Arts Management, 54-60.

    Dabholkar, P. A., Shepherd, C. D., & Thorpe, D. I. (2000). A comprehensive framework for service quality: an investigation of critical conceptual and measurement issues through a longitudinal study. Journal of Retailing, 76(2), 139-173.

    DataReportal (2022). Digital 2022:global overview report. Singapore.

    DataReportal (2023). Digital 2023:global overview report. Singapore.

    Davis, F. D.(1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319-340.

    De Rooij, H. P. G. M. (2013). Customer loyalty to performing arts venues:Between routines and coincidence. Tilburg University. 

    Earl, P. E. (2001). Simon's travel theorem and the demand for live music. Journal of Economic Psychology, 22(3), 335-358.

    Ewa Mazierska, Les Gillon, & Tony Rigg (2020). The Future of Live Music.London. UK: Bloomsbury Academic.

    Finneran, C. M., & Zhang, P. (2005). Flow in computer-mediated environments: Promises and challenges. Communications of AIS, 15(3), 82-101.

    Fisher, H. E. (2004). Why we love: The nature and chemistry of romantic love. New York: H. Holt.

    Gadamer, H. G. (1994). Heidegger's ways. Suny Press.

    Gronholdt, L., Martensen, A. & Kristensen, K.(2000). The relationship betweencustomer satisfaction and loyalty: cross-industry differences. Total Quality Management, 11(5), 509-516.

    Guion, L. A., Diehl, D. C., & McDonald, D.(2001). Conducting an in-depth interview. FL: University of Florida, 1-3.

    Guo, H. L.(2008). Customer experience hierarchy model: Based on the theory of customer value hierarchy. 2008 4th International Conference on Wireless Communications, Networking and Mobile Computing , 1-6.

    Hausman, A.(2011). Attribute satisfaction and experiential involvement in evaluations of live musical performance: Theory and managerial implications for services. Journal of Retailing and Consumer Services, 18(3), 210-217.

    Hellier, P. K., Geursen, G. M., Carr, R. A., & Rickard, J. A. (2003). Customer repurchase intention: A general structural equation model. European Journal of Marketing, 37(11/12), 1762-1800.

    Elizabeth Hill, Terry O'Sullivan, & Catherine O'Sullivan(2003). Creative Arts Marketing 2nd Edition. Routledge, US.

    Holbrook, M. B. & Hirschman, E. C. (1982). The experiential aspects of consumption: Consumer fantasies, feelings, and fun. Journal of Consumer Research, 9(2), 132-140.

    Hong, H. J., & Kim, S. I. (2021). A Study on the User Experience of Online Concert-Focusing on the case of KPOP Online Concert. Journal of Digital Convergence, 19(1), 349-354.

    IFPI(2020) .Global Music Report. UK.
    IFPI(2021) .Global Music Report. UK.
    IFPI(2022) .Global Music Report. UK.

    Jones, M. A., Mothersbaugh, D. L., & Beatty, S. E. (2000). Switching barriers and repurchase intentions in services. Journal of Retailing, 76(2), 259-274.

    Karray, S., & Debernitz, L. (2017). The effectiveness of movie trailer advertising. International Journal of Advertising, 36(2), 368-392.

    Katz, M. L. & Shapiro, C. (1985). Network externalities, competition, and compatibility. The American Economic Review, 75(3), 424-440.

    Koh, J., Kim, Y. G., & Kim, Y. G. (2003). Sense of virtual community: A conceptual framework and empirical validation. International Journal of Electronic Commerce, 8(2), 75-94.

    Krisnawati, E. (2020). Dramaturgical analysis of vlogger’s impression management on social media. Komunikator, 12(1), 55-66.

    Kronenburg, R. (2019). This must be the place: an architectural history of popular music performance venues. Bloomsbury Publishing USA.

    Kulczynski, A., Baxter, S., & Young, T. (2016). Measuring motivations for popular music concert attendance. Event Management, 20(2), 239-254.

    Lemon, K. N., & Verhoef, P. C. (2016). Understanding customer experience throughout the customer journey. Journal of Marketing, 80(6), 69-96.

    Lindell, J., Jansson, A., & Fast, K. (2022). I’m here! Conspicuous geomedia practices and the reproduction of social positions on social media. Information, Communication & Society, 25(14), 2063-2082.

    Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2), JCMC321.

    Lyu, S. O. (2016). Travel selfies on social media as objectified self-presentation. Tourism Management, 54, 185-195.

    Marios, K., (2002), Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior. Information Systems Research, 13 (June), 205-23.

    Miller, M. (2020). #AloneTogether–An Exploration of Social Connectedness Through Communication Technology During Physical Distancing. MalMo University.

    Mittal, V., & Kamakura, W. A. (2001). Satisfaction, repurchase intent, and repurchase behavior: Investigating the moderating effect of customer characteristics. Journal of Marketing Research, 38(1), 131-142.

    Moon, J. W., & Kim, Y. G. (2001). Extending the TAM for a world-wide-web context. Information & Management, 38(4), 217-230.

    Music Tomorrow(2021). Online vs. offline shows:live show experience, behavioral motivates & factors of consumer attendance. France.

    NME(2020). Dua Lipa live at Studio 2054: a big night in with a pop great who excels at escapism. Retrieved July 2, 2022 from https://www.nme.com/reviews/dua-lipa-studio-2054-live-review-elton-john-2828374.

    Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing Science, 19(1), 22-42.

    Oliver, R. L. (1980). A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions. Journal of Marketing Research, 17(4), 460-469.

    Pace, S. (2004). A grounded theory of the flow experiences of Web users. International Journal of Human-Computer Studies, 60(3), 327-363.

    Packer J., Ballantyne J. (2011). The impact of music festival attendance on young people’s psychological and social well-being. Psychology of Music, 39(2), 164–181.

    Parlow, A., & Wagner, S. (2018). Netflix and the Demand for Cinema Tickets-An Analysis for 19 European Countries. MPRA Paper, 89750.

    Petkus Jr, E. (2004). Enhancing the application of experiential marketing in the arts. International Journal of Nonprofit and Voluntary Sector Marketing, 9(1), 49-56.

    Pettey, G., Bracken, C. C., Rubenking, B., Buncher, M., & Gress, E. (2010). Telepresence, soundscapes and technological expectation: putting the observer into the equation. Virtual Reality, 14, 15-25.

    Pipe, L. (2018). The role of gesture and non-verbal communication in popular music performance, and its application to curriculum and pedagogy. PhD Dissertation, University of West London, UK.

    Rahmadini, Y., & Halim, R. E. (2018). The influence of social media towards emotions, brand relationship quality, and word of mouth (WOM) on concert’s attendees in Indonesia. MATEC Web of Conferences ,(150) , 50-58.

    Rendell, J. (2021). Staying in, rocking out: Online live music portal shows during the coronavirus pandemic. Convergence, 27(4), 1092-1111.

    Reynolds, F. D.,Wells, W. D.(1977). Consumer Behavior. New York: McGraw-Hill Book Co..

    Rogers, E. M. (1995). Diffusion of innovation (4th Ed.). New York: The Free Press.

    Sedera, D., Lokuge, S., Atapattu, M., & Gretzel, U. (2017). Likes—The key to my happiness: The moderating effect of social influence on travel experience. Information & Management, 54(6), 825-836.

    Sanden, P. (2013). Liveness in modern music: Musicians, technology, and the perception of performance. Routledge.

    Schechner, R. (1988). Performance Theory. New York and London: Routledge.

    Schmitt, B. (1999). Experiential marketing. Journal of Marketing Management, 15(1-3), 53-67.

    Selnes, F. (1993). An examination of the effect of product performance on brand reputation, satisfaction and loyalty. European Journal of Marketing, 27(9), 19-35.

    Serafini, G., Parmigiani, B., Amerio, A., Aguglia, A., Sher, L., & Amore, M. (2020). The psychological impact of COVID-19 on the mental health in the general population. An International Journal of Medicine, 113 (8) , 531-537

    Siepmann, C., Holthoff, L. C., & Kowalczuk, P. (2022). Conspicuous consumption of luxury experiences: an experimental investigation of status perceptions on social media. Journal of Product & Brand Management, 31(3), 454-468.

    Skadberg, Y. X., & Kimmel, J. R. (2004). Visitors’ flow experience while browsing a Web site: its measurement, contributing factors and consequences. Computers in Human Behavior, 20(3), 403-422.

    Skjuve, M. and Brandtzaeg, P. B. (2019) ‘Facebook live: A mixed-methods approach to explore individual live streaming practices and motivations on Facebook. Interacting with Computers, 31(6): 589–602.

    Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549-3557.

    Stefan Brambilla Hall (2020). This is how COVID-19 is affecting the music industry. WORLD ECONOMIC FORUM. Retrieved June 13, 2022 from https://www.weforum.org/agenda/2020/05/this-is-how-covid-19-is-affecting-the-music-industry/.

    Suh, A., & Prophet, J. (2018). The state of immersive technology research: A literature analysis. Computers in Human Behavior, 86, 77-90.

    Swarbrick, D., Bosnyak, D., Livingstone, S. R., Bansal, J., Marsh-Rollo, S., Woolhouse, M. H., & Trainor, L. J. (2019). How live music moves us: head movement differences in audiences to live versus recorded music. Frontiers in Psychology, 9, 2682.

    Swarbrick, D., Seibt, B., Grinspun, N., & Vuoskoski, J. K. (2021). Corona concerts: The effect of virtual concert characteristics on social connection and Kama Muta. Frontiers in Psychology, 12, 648448.

    The Guardian (2020).Dua Lipa: Studio 2054 review – a celebration of up-close disco joy. Retrieved July 2, 2022 from https://www.theguardian.com/music/2020/dec/06/dua-lipa-studio-2054-livestream-review-printworks-london-kylie-fka-twigs.

    Thomson, M., MacInnis, D. J., & Whan Park, C. (2005). The ties that bind: Measuring the strength of consumers’ emotional attachments to brands. Journal of Consumer Psychology, 15(1), 77-91.

    The Telegraph (2020). Dua Lipa: Studio 2054 review – this disco extravaganza was the best livestream of the year. Retrieved July 3, 2022 from https://www.telegraph.co.uk/music/what-to-listen-to/dua-lipa-studio-2054-review-disco-extravaganza-best-livestream/.

    Time(2021).The Livestream Show Will Go On. How COVID Has Changed Live Music—Forever. Retrieved July 2, 2022 from https://time.com/5950135/livestream-music-future/

    Touring Data(2021). 2021 Top Touring Artists. Retrieved July 3, 2022 from https://touringdata.wordpress.com/2022/04/01/2021-top-touring-artists/.

    Trevino, L. K. & Webster, J. (1992). Flow in computer-mediated communication: Electronic mail and voice mail evaluation and impacts. Communication Research, 19(5), 539-573.

    Tsai, Y. C., Chu, C. M., & Kobori, K. (2017). The influence of video clips on travel intention and destination image. International Journal of Arts and Commerce, 6(1), 37-55.

    Tsou, H. T., Chen, J. S., Chou, C. Y., & Chen, T. W. (2019). Sharing economy service experience and its effects on behavioral intention. Sustainability, 11(18), 5050.

    Vandenberg, F., Berghman, M., & Schaap, J. (2021). The ‘lonely raver’: music livestreams during COVID-19 as a hotline to collective consciousness?. European Societies, 23(sup1), S141-S152.

    Von der Pütten, A. M., Klatt, J., Ten Broeke, S., McCall, R., Krämer, N. C., Wetzel, R., ... & Klatt, J. (2012). Subjective and behavioral presence measurement and interactivity in the collaborative augmented reality game TimeWarp. Interacting with Computers, 24(4), 317-325.

    Voorhees, C. M., Fombelle, P. W., Gregoire, Y., Bone, S., Gustafsson, A., Sousa, R., & Walkowiak, T. (2017). Service encounters, experiences and the customer journey: Defining the field and a call to expand our lens. Journal of Business Research, 79, 269-280.

    Wang, L. C., & Hsiao, D. F. (2012). Antecedents of flow in retail store shopping. Journal of Retailing and Consumer Services, 19,381-389.

    Wertime, K. & Fenwick, I. (2008). DigiMarketing: The Essential Guide to New Media and Digital Marketing. Asia: John Wiley & Sons.

    Woodruff, R. B. (1997). Customer value: the next source for competitive advantage. Journal of the Academy of Marketing Science, 25, 139-153.

    Wu, C., Tao, Y. H., & Lin, Y. M. (2017). Repurchase decision for music products in Taiwan: physical versus online media. Digital Policy, Regulation and Governance, 19(4), 302-316.

    Young-Joo Lee (2022). A Study on the Preference and Development of Online Concerts between Creators and Viewer Audiences. 한국엔터테인먼트산업학회논문지, 16(5), 1-13.

    홍현주, & 김승인. (2021). 온라인 콘서트의 사용자 경험 연구-KPOP 온라인 콘서트 사례를 중심으로-. Journal of Digital Convergence, 19(1), 349-354.






    中文部分
    500 輯(2021)。【優質系】迪拉逆著名利潮流 寫下「顏社」傳奇。上網日期:2022 年 7 月 3 日。取自:https://500times.udn.com/wtimes/story/12670/5171516。
    BAZAAR(2023)。科技時代下的音樂產業革新,樂迷必知的3個臺灣流行樂壇亮點,一次告訴你!。上網日期:2023 年 5 月 20 日。取自 https://www.harpersbazaar.com/tw/culture/filmandmusic/a43663196/taicca-taiwan-music/。
    BLOW 吹音樂(2021)。2021 臺灣樂團參演 SXSW 線上 showcase 全影像完整公開!。上網日期:2022 年 7 月 2 日。取自:https://blow.streetvoice.com/54435/。
    BLOW 吹音樂(2020)。【吹專訪】一場線上演唱會是怎麼開始的? 聽鄭宜農、Chunho、蘇芳榆怎麼說。上網日期:2022 年 7 月 5 日。取自:https://blow.streetvoice.com/56999/。
    David Hesmondhalgh(2008)。《文化產業分析》(廖珮君譯)。臺北: 韋伯文化國際。(原著出版於 2007)
    ETtoday(2022)。獨/電影院驚見夜排人龍!BTS 粉「頂 13 度」搶票 威秀鬆口加場有望。上網日期: 2022 年 7 月 3 日。取自:https://star.ettoday.net/news/2196040。
    Helen Glenny(2023)。〈人類為何陷入迷戀〉(陳毅澂譯)。《BBC 知識 Knowledge》,05(141), 36-40。(原著出版於 2023)
    Find(2021)。元宇宙的第一步! Fortnite的虛擬演唱會。上網日期:2022 年7 月 3 日。取自:https://www.find.org.tw/index/wind/browse/1934616c1e11cf02a899966f5e01b2fb/。
    HYPEBEAST Eats(2020)。在「灶腳」開的演唱會:《Cook the Vibe 顏社煮場秀》。上網日期:2022 年 7 月 3 日。取自:https://hypebeast.com/zh/2020/8/hypebeast-eats-music-food-cross-culture-kaoinc-cook-the-vibe-dela-gordon-ed。
    iTaiwanMusic.com編輯部(2015)。〈台灣流行音樂展演市場概況與商機〉,《文化部影視及流行音樂產業局影視及流行音樂產業資訊平台》。上網日期:2022 年 7 月 26 日。取自:https://tavis.tw/Post?PId=24429。
    KKBOX(2021)。KKCompany 串連旗下 KKBOX、KKTV、KKLIVE 公布 2021 娛樂產業報告。上網日期:2022 年 12 月 23 日。取自:https://www.kkbox.com/about/zh-tw/news/detail/3050。
    KKBOX(2020)。疫情之下 激發日本音樂的創意!5 個有趣的 STAYHOME 計劃。上網日期:2022 年 11 月 3 日。取自:https://www.kkbox.com/tw/tc/column/features-0-3026-1.html。
    KSD韓星網(2021)。BLACKPINK 線上演唱會《THE SHOW》精彩落幕!粗估收入至少百億韓元。上網日期:2022年7月26日。取自:https://www.koreastardaily.com/tc/news/133413。
    Philip Kotler, Hermawan Kartajaya, Iwan Setiawan(2017)。《行銷 4.0:新虛實融合時代贏得顧客的全思維》(劉盈君譯)。臺灣:天下雜誌。(原著出版於 2016)
    Philip Kotler(2010)。《行銷管理: 亞洲觀點 (第 5 版)》(謝文雀譯)。臺灣:台灣培生教育出版股份有限公司。(原著出版於 2003)
    Philip Kotler & Joanne Scheff(1998)。《票房行銷 : 菲利浦⋅科特勒談表演藝術行銷策略》(高登第譯)。臺北市 : 遠流。(原著出版於 1997)
    Taiwan Beats(2021)。專訪顏社主理人迪拉:台灣首檔付費線上直播音樂節目《顏社煮場秀》如何在廚房裡誕生?。上網日期:2022 年 7 月 3 日。取自:https://zh.taiwanbeats.tw/archives/19309。
    VETSE(2023)。陳鎮川:我仍然著迷於燈光全暗、拉起帷幕的那一刻。上網日期:2023 年 8 月 7 日。取自 https://www.verse.com.tw/article/taiwanisaac。
    文化內容策進院(2020)。台灣文化內容產業調查報告《流行音樂產業類》 。臺北市。
    文化內容策進院(2021)。台灣文化內容產業調查報告《流行音樂產業類》 。臺北市。
    文化內容策進院(2023)。《臺灣文化內容消費趨勢調查》。臺北市。
    公視新聞網(2021)。疫情衝擊藝文產業 文化部偕流行音樂界推 10 場線上演唱會。上網日期:2022 年 7 月 1 日。取自:https://news.pts.org.tw/article/543674。
    王紹蓉(2022)。〈探索行動直播平台的社會支持因素: 擬社會互動與遠距臨場感觀點〉。《新聞學研究》,(150),頁45 - 95。
    池文海、吳鈺萍、謝郁萍(2016)。〈從情感與認知評價之雙面觀點探討網路影音平台使用者行為〉。《管理學報》,33(3),頁443 - 471。
    池文海、邱天佑、賴慧芬(2010)。〈探討瀏覽影音部落格沈浸經驗的前因與後果〉。Electronic Commerce Studies, 8(2), 183-208.
    何東洪(2005)。《台灣音樂展演產業之問題研究報告》。台灣:行政院青年輔導委員會委託研究報告,頁1-180。
    李明智(2018)。《台灣流行音樂演唱會流變之研究》,世新大學傳播管理學系碩士學位技術報告/實務論文,臺北市。
    行政院新聞局(2010)。《台灣流行音樂產業調查》。臺北市。
    李維鈞、王盈湉 (2011)。〈應用二維模式探討自有品牌產品屬性層次〉。《創新與管理》,8(1) ,頁75-93。
    林日璇 (2021)。〈虛擬實境學術前沿研究,探討未來元宇宙科技可能性〉。《人文與社會科學簡訊》,23(4),頁55 - 60。
    林沛茹(2021)。《以媒介化觀點分析疫情下的線上演唱會》,國立政治大學傳播碩士學位學程,臺北市。
    林庭秀、葉穎錡、陳甫鼎、陳沛悌 (2017)。〈置入性行銷對涉入程度 目的地意象認知與旅遊意願之研究-以 [那些年, 我們一起追的女孩] 為例〉。《觀光與休閒管理期刊》,5(2),頁88-100。
    邱文彥(2015)。好邱推薦:你一定要看演唱會的十大理由!,《BLOW 吹音樂》。上網日期:2022 年 6 月 25 日。取自:https://blow.streetvoice.com/12010/。
    邱誌勇(2018)。〈虛擬實境藝術中的「本體論事件」與「共感聯覺美學」〉。《現代美術學報》,36,頁59 - 78。
    周文修、劉本郁(2020)。〈ECOM:一個新的情感交流互動媒體〉。《文化創意產業研究學報》,10(1),頁13 - 20。
    周太饒、唐瓔璋(2013)。《以沉浸理論探討智慧型手機遊戲使用者之群集分析》,國立陽明交通大學經營管理研究所碩士論文,新竹市。
    周岑霓(2021)。〈往外看看,更大片的海洋就在眼前。樂評人袁永興談數位演唱會趨勢〉。《大劇報》,(31)秋季報,頁28 - 30。
    韋禮安(2015)。演唱會症候群 不負責緩解守則【韋禮安的weibird鳥專欄 #6】。上網日期:2023 年 6 月 14 日。取自:https://www.kkbox.com/tw/tc/column/celebrity-0-129-1.html。
    范麗娟(1994)。〈深度訪談簡介〉。《戶外遊憩研究》,7(2),頁25-35。
    姜佩君(2016)。《How Do I Live:臺灣流行音樂消費「現場」中的儀式參與與認同過程》,國立臺灣大學社會學研究所碩士論文,臺北市。
    姚國強(2021)。《後疫情時代直播演唱會之行銷策略研究》,亞洲大學經營管理學系碩士論文,台中市。
    陳又暐(2021)。《論音樂錄影帶形式於網際網路時代對閱聽人喜好程度影響之探索性研究》,國立臺灣師範大學流行音樂產學應用碩士在職專班碩士論文, 臺北市。
    陳向明(2009)。《社會科學質的研究》。臺北:五南出版社。
    徐韻軒(2021)。日本如何解析線上演出市場?擴張的產值、三種直播型態與魚韻的實踐,《Blow 吹音樂》。上網日期:2022 年 7 月 26 日。取自:https://blow.streetvoice.com/55498/。
    高義芳、劉上嘉、唐珮琳(2018)。〈以劇場理論觀點探討消費者體驗對品牌忠誠之影響〉。Theater, 26(3), 453-478。
    夏學理(2003)。《文化市場與藝術票房》。臺北:五南出版社。
    夏學理、凌公山、陳媛(2012)。《文化行政》。臺北:五南出版社。
    夏學理、梁麗珍、許珩哲、于展酈、林喬苑、利瑩、吳嘉欣(2020)。《藝術行銷:藝術/行銷斜槓人的雙刀心法》。臺北:五南出版社。
    袁連升、王晶、王俊(2016)。《文化市場營銷學》。中國:清華大學出版社。
    馬瑞璿(2021)。線上演唱會憑什麼賣四千,解密背後酷技術,《今周刊》。上網日期:2022 年 7 月 3 日。取自:https://www.businesstoday.com.tw/article/category/183015/post/202107140027/。
    郭冠樟、葉乘豪(2012)。〈以沉浸理論, 網路外部性,計畫行為理論探討體感遊戲機購買意圖之研究〉。Electronic Commerce Studies, 10(2), 199-216。
    萬文隆(2004)。〈深度訪談在質性研究中的應用〉。《生活科技教育》,37(4),17-23。
    蔡秀慧(2015)。《探討現場音樂展演之互動設計及其社會資本的發展》,國立中山大學資訊管理學系碩士論文,高雄市。
    劉貴雄(2020)。後疫情時代,你看了多少場線上演唱會?,《Sound of Life》。上網日期:2022 年 5 月 12 日。取自:https://zh.soundoflife.com/blogs/experiences/online-streams-post-pandemic-era。
    鄭雅文(2011)。《流行表演藝術活動行銷之研究-以張惠妹 AMeiZING 演唱會為例》,國立政治大學廣播電視學研究所,臺北市。
    劉淇沛(2008)。《以延伸整合型科技接受模式(UTAUT2) 探討消費者觀看線上直播流行音樂演唱會行為意向之研究》,文藻外語大學國際事業暨文化交流研究所碩士學位論文,高雄市。
    樊學良(2013)。《兩人團隊創意交融系絡之比較個案研究》,國立政治大學科技管理與智慧財產研究所博士論文,臺北市。
    蕭瑞麟(2020)。《不用數字的研究:質性研究的思辯脈絡(5版)》。臺北:五南出版社。
    戴境儀(2020)。《全訂製西服如何透過體驗行銷產生顧客價值之研究》,國立政治大學科技管理與智慧財產研究所碩士論文,臺北市。
    簡妙如(1996)。《過度的閱聽人:「迷」之初探》,國立中正大學電訊傳播研究所碩士論文,嘉義縣。
    龎袿方(2019)。《迷的情感經濟與勞動:防彈少年團(BTS)與迷的社群媒體實踐》,國立政治大學傳播碩士學位學程,臺北市。
    鏡週刊(2020)。【全文】疫情衝擊全球娛樂圈 日韓線上演唱會開啟付費時代。上網日期:2022 年 7 月 2 日。取自:https://www.mirrormedia.mg/story/20200714insight001/。
    蘇宇暉、羅凱揚(2020)。觀察法(Observational Method),《行銷資料科學》。上網日期:2023 年 6 月 26 日。取自:https://medium.com/marketingdatascience/%E8%A7 %80%E5%AF%9F%E6%B3%95-observational-method-aa7acddcede7。
    Description: 碩士
    國立政治大學
    傳播學院傳播碩士學位學程
    109464028
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0109464028
    Data Type: thesis
    Appears in Collections:[Master`s Program in Communication] Theses

    Files in This Item:

    File Description SizeFormat
    402801.pdf33295KbAdobe PDF0View/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