English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113822/144841 (79%)
Visitors : 51777454      Online Users : 528
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/140.119/137186


    Title: 時裝零售業之遊戲化行銷對顧客投入的影響
    The impact of Gamification Marketing in fashionable apparel retail industry on Customer Engagement
    Authors: 魏楷晉
    Wei, Kai-Jin
    Contributors: 白佩玉
    Pai, Pei-Yu
    魏楷晉
    Wei, Kai-Jin
    Keywords: 遊戲化
    遊戲化價值
    心流
    顧客投入
    時尚領導者
    時尚跟隨者
    時裝零售業
    Gamification
    Gamification Value
    Flow
    Consumer Engagement
    Fashion Leaders
    Fashion Followers
    Fashionable apparel retail industry
    Date: 2021
    Issue Date: 2021-09-02 18:21:39 (UTC+8)
    Abstract: 電商市場近年持續成長,又以 2020 年之疫情影響下,電商產值更創新高,其中時裝服飾類別的銷量向來都是名列前茅,此外,遊戲化與電商結合也日益普及,遊戲化對於顧客投入及心流各自都有學者進行研究,然而針對遊戲化對時裝零售的影響,尚未有整合性的架構來說明遊戲化、心流與顧客入之間的關係,也沒有特別針對時裝零售業之中消費者特性(時尚領導者與時尚跟隨者)進行研究調查,因此本研究以「時裝零售業之遊戲化行銷對顧客投入的影響」作為探討主題,主要研究方式是製作遊戲化應用程式樣版(Application Prototype)並拍攝一部使用說明的展示影片,以供受測者觀賞後填答問卷。本研究透過深度訪談及實體問卷調查,解釋在時裝零售業中,遊戲化提供哪些知覺價值,哪些價值可以產生心流,以及心流如何提升顧客投入。本研究同時根據消費者特徵及實際操作遊戲化應用程式樣版與否,來探討「遊戲化價值和心流之間」以及「心流和顧客投入」之間的調節效果。主要發現如下:本研究架構包含四項遊戲化價值(交易價值、體驗價值、社交價值、分享價值)及六項心流狀態(挑戰與技能平衡、專注於手中任務、掌握程度、清楚目標、清楚回饋、忘我狀態),時尚領導者會因為知覺資訊價值而產生三種心流狀態(掌握程度、清楚目標、清楚回饋)而時尚跟隨者會因為知覺體驗價值產生忘我狀態,以及知覺社交價值而產生挑戰與技能平衡。此外,資訊價值是產生心流狀態時主要的價值感知,其產生三種主要的心流狀態:專注於手中任務、清楚目標與清楚回饋;另一方面,當受測者實際操作遊戲化應用程式樣版後,除了資訊價值外,時尚跟隨者還會感知到社交價值和體驗價值以致心流狀態。再者,本研究之顧客投入分為四個層面 (購買行為、推薦行為、影響行為、回饋行為)。研究發現:消費者心流狀態有助提升顧客投入,不論是時尚領導者或時尚跟隨者都會因心流狀態產生購買行為,然而其中時尚領導者會因為清楚目標的心流狀態而產生購買行為外,還也感知到專注於手邊任務而產生回饋行為;時尚跟隨者會因感知挑戰與技能平衡的心流狀態而同時產生購買行為及回饋行為。最後,本研究發現:具有較高獨特性需求的時尚領導者,會感知到遊戲化價值中的資訊價值而產生清楚目標的心流狀態,再藉此心流狀態而產生顧客投入中的購買行為。具有較低獨特性需求的時尚跟隨者,則會感知到遊戲化價值中的社交價值而產生挑戰與技能平衡的心流狀態,再藉此心流狀態而產生顧客投入中的購買行為及回饋行為。綜上發現,本研究提出實務建議供時裝零售業者發展遊戲化行銷之策略參考。
    Electronic commerce (EC) market continuously expands in recent years, especially during the global epidemic, COVID-19, in 2020, and its value of production does hit the record. Among the merchandise in EC market, we found that the sales of apparel rank among the best. Moreover, gamification and EC are getting transboundary collaboration together. However, it is curious that how does gamification impact on fashionable apparel retail? After studying the literatures, although gamification, flow, and customer engagement have been mutually researched independently, neither the integrational framework illustrating relationship among three theories nor research investigating in the consumer characteristics (Fashion Leaders and Fashion Followers) in fashionable apparel retail industry can we find out. Consequently, the issue of this thesis, “ the impact of gamification marketing in fashionable apparel retail industry on consumer engagement ”, begin to take shape in researcher`s mind. Researcher created the gamifying application prototype and shot a film to explain how it works, and then let the respondents fill in the research questionnaire. Furthermore, researcher tries to determine which gamification values can be generated via this gamification experiment and cause the flow and look into how flow increases the degree of consumer engagement. On the other hands, this research examines how the moderation effect influences “ gamification value to flow ” and “ flow to consumer engagement ”, according to the two moderators, consumer characteristics and whether manipulating gamifying application prototype or not. The research findings include: there are four dimensions of gamification value including transaction value, experiential value, social value, information value and six kinds of flow state including challenge-skills balance, concentration on the task at hand, sense of control, clear goal, clear feedback, loss of self-consciousness. Researcher found that fashion leaders will experience sense of control, clear goal, and clear feedback by perceiving the information value and challenge-skills balance by recognizing the social value. Besides, fashion followers taking part in the gamifying process will perceive information value, social value, and experiential value and cause the flow states. Additionally, there are four types of "Consumer Engagement" including purchase, referral, influence, and feedback. Purchase will be generated by clear goal perceived by fashion leaders and challenge-skills balance perceived by fashion followers. Furthermore, feedback will be caused by concentration on the task at hand perceived by fashion leaders and challenge-skills balance perceived by fashion followers. Finally, fashion leaders with high degree of need for uniqueness will perform the purchase behavior given rise to the flow state, clear goal perceived from the information value. Fashion followers with low degree of need for uniqueness will perform the purchase and feedback behavior given rise to the flow state, challenge-skills balance perceived from the social value.
    Reference: 王為令. (2018). 以消費路徑觀點分析全通路管理模式. 政治大學企業管理研究所 (MBA 學位學程) 學位論文, 1-77.

    王雲東. (2007). 社會研究方法── 量化與質性取向及其研究. 臺北: 揚智文化事業股份有限公司.

    吳岱芸. (2015). 從遊戲到遊戲化: 行銷溝通遊戲化理論初探. 新聞學研究(124), 215-251.

    宏將廣告研究資源部. (2019.11). Media Drive Bulletin 宏將週報. Retrieved from Media Drive 宏將傳媒: http://www.taaa.org.tw/uploads/editors/news_list/1575557016.pdf

    東方消費者行銷資料庫. (2019). 2019 東方消費者行銷資料庫. In. 東方線上Eastern Online Co., Ltd.: E-ICP, Eastern Integrated Consumer Profile.

    張方毓. (2020.09). 看得到卻摸不到!Gucci為何敢賣虛擬球鞋?. 商業週刊1714期.

    張筱琪. (2020a). 2019台灣通路與網購行為調查分析. Retrieved from 財團法人資訊工業策進會產業情報研究所(MIC):

    張筱琪. (2020b). 疫情對消費性產業之影響與創新展望. Retrieved from 產業情報研究所(MIC) 財團法人資訊工業策進會:

    陳寬裕. (2018). 結構方程模型分析實務: SPSS 與 SmartPLS 的運用: 五南圖書出版股份有限公司

    傅茹璋. (2019.01). 時尚品牌行銷概論 (初版 ed.). 台灣,新北市: 揚智文化事業股份有限公司.

    智慧互動助理, E. I. L. I. S. (2018.07). 【chatbot經典應用案例】男裝電商Life 8如何打造遊戲化行銷. Retrieved from https://blog.eilis-ai.com/經典案例-life-8-578938ae4371

    經濟部統計處. (2020.08.05). 「宅經濟」發酵,帶動網路銷售額成長. Retrieved from https://www.moea.gov.tw/Mns/dos/bulletin/Bulletin.aspx?kind=9&html=1&menu_id=18808&bull_id=7590

    鉅亨網記者_王莞甯. (2016.11). 統一星巴克「星禮程」成效驚人 會員消費占比衝高至5成. Retrieved from https://news.cnyes.com/news/id/3599221

    劉燿瑜. (2020.02.25). 2019平均月薪、薪資漲幅出爐!你的薪水有漲足嗎?. Retrieved from https://www.msn.com/zh-tw/money/topstories/2019平均月薪、薪資漲幅出爐!你的薪水有漲足嗎?/ar-BB10lvWA

    蕭文龍. (2016). 統計分析入門與應用: SPSS 中文版+ SmartPLS 3 (PLS_SEM): Qi feng zi xun gu fen you xian gong si.

    顏志龍,&鄭中平. (2019). 給論文寫作者的統計指南: 傻瓜也會跑統計: 五南圖書出版股份有限公司

    Alan, B., & Emma, B. (2003). Business Research Methods, Oxford University Press.

    Babbie, E. (2015). 社會科學研究方法 (The Practice of Social Research 14/E)(林秀雲譯). 臺北市: 雙葉書廊. In: 原著出版年.

    Bagozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation models. Journal of the Academy of Marketing Science, 16(1), 74-94.

    Bailey, P., Pritchard, G., & Kernohan, H. (2015). Gamification in market research: Increasing enjoyment, participant engagement and richness of data, but what of data validity? International Journal of Market Research, 57(1), 17-28.

    Beaudoin, P., Moore, M. A., & Goldsmith, R. E. (2000). Fashion leaders` and followers` attitudes toward buying domestic and imported apparel. Clothing and Textiles Research Journal, 18(1), 56-64.

    Becker, D. J.-M. (2020, April 12). Re: Inner VIF vs Outer VIF. Retrieved from https://forum.smartpls.com/viewtopic.php?f=11&t=26669&p=55309&hilit=reflective+VIF#p55309

    Belk, R. W. (1988). Possessions and the extended self. Journal of Consumer Research, 15(2), 139-168.

    Berger, A., Schlager, T., Sprott, D. E., & Herrmann, A. (2018). Gamified interactions: whether, when, and how games facilitate self–brand connections. Journal of the Academy of Marketing Science, 46(4), 652-673.

    Bigdeli, Z., Haidari, G., HajiYakhchali, A., & Basirian Jahromi, R. (2016). Gamification in library websites based on motivational theories. Webology, 13(1).

    Bittner, J. V., & Shipper, J. (2014). Motivational effects and age differences of gamification in product advertising. Journal of consumer marketing.

    Boardman, R., Parker-Strak, R., & Henninger, C. E. (2020). Fashion Buying and Merchandising: The Fashion Buyer in a Digital Society: Routledge.

    Brühlmann, F., Mekler, E., & Opwis, K. (2013). Gamification from the perspective of self-determination theory and flow. University of Basel.

    Burke, B. (2016). Gamify: How gamification motivates people to do extraordinary things: Routledge.

    Calvo, T. G., Castuera, R. J., Ruano, F. J. S.-R., Vaíllo, R. R., & Gimeno, E. C. (2008). Psychometric properties of the Spanish version of the Flow State Scale. The Spanish Journal of Psychology, 11(2), 660-669.

    Camargo, L. R., Pereira, S. C. F., & Scarpin, M. R. S. (2020). Fast and ultra-fast fashion supply chain management: an exploratory research. International Journal of Retail & Distribution Management.

    Cambell, D., & Stanley, J. C. (1963). Experimental and quasi-experimental designs for research on teaching. Handbook of research of teaching, 171-246.

    Caro, F., & Martínez-de-Albéniz, V. (2015). Fast fashion: Business model overview and research opportunities. In Retail supply chain management (pp. 237-264): Springer.

    Chin, W. W. (2010). How to write up and report PLS analyses. In Handbook of partial least squares (pp. 655-690): Springer.

    Choi, S. H., Yang, Y. X., Yang, B., & Cheung, H. H. (2015). Item-level RFID for enhancement of customer shopping experience in apparel retail. Computers in Industry, 71, 10-23. doi:10.1016/j.compind.2015.03.003

    Chou, Y.-k. (2019). Actionable gamification: Beyond points, badges, and leaderboards: Packt Publishing Ltd.

    Csikszentmihalyi, M., & Csikzentmihaly, M. (1990). Flow: The psychology of optimal experience (Vol. 1990): Harper & Row New York.

    Csikszentmihalyi, M., & LeFevre, J. (1989). Optimal experience in work and leisure. Journal of personality and social psychology, 56(5), 815.

    Cyberbiz. (2020.07). 打造用戶上癮的遊戲化行銷策略!看星巴克如何遊戲化行銷,提升購物體驗. Retrieved from https://www.cyberbiz.co/blog/打造用戶上癮的遊戲化行銷策略!看星巴克如何遊/

    Deci, E. L., & Ryan, R. M. (2010). Intrinsic motivation. The corsini encyclopedia of psychology, 1-2.

    Dessart, L., Veloutsou, C., & Morgan-Thomas, A. (2015). Consumer engagement in online brand communities: a social media perspective. Journal of Product & Brand Management.

    Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". Paper presented at the Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments.

    Deterding, S., Sicart, M., Nacke, L., O`Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI`11 extended abstracts on human factors in computing systems (pp. 2425-2428).

    Dietrich, T., Mulcahy, R., & Knox, K. (2018). Gaming attribute preferences in social marketing programmes. Journal of Social Marketing, 8(3), 280-296. doi:10.1108/jsocm-06-2017-0038

    Dubois, D. J., & Tamburrelli, G. (2013). Understanding gamification mechanisms for software development. Paper presented at the Proceedings of the 2013 9th Joint Meeting on Foundations of Software Engineering.

    Edward, G. 記. (2019). YouTube 調查指出台灣有 65% 網路人口為遊戲玩家 女性占 49% 每日上網時間達 5.6 小時. Retrieved from https://gnn.gamer.com.tw/detail.php?sn=186474

    Elaine Stone. (2011). In Fashion: Studio Instant Access (2nd ed.). New York: Fairchild Books.

    Farzan, R., & Brusilovsky, P. (2011). Encouraging user participation in a course recommender system: An impact on user behavior. Computers in Human Behavior, 27(1), 276-284.

    Fisher, R. J., & Price, L. L. (1992). An investigation into the social context of early adoption behavior. Journal of Consumer Research, 19(3), 477-486.

    Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of marketing research, 18(1), 39-50.

    Füller, J. (2006). Why consumers engage in virtual new product developments initiated by producers. ACR North American Advances.

    Füller, J., Hutter, K., & Faullant, R. (2011). Why co‐creation experience matters? Creative experience and its impact on the quantity and quality of creative contributions. R&D Management, 41(3), 259-273.

    GameApps.HK香港手機遊戲網. (2020.07). 《動物森友會 口袋露營廣場》京都紡織品牌 SOU・SOU 合作服飾登場. Retrieved from https://www.gameapps.hk/news/40281/Animal-Crossing-Pocket-Camp-SOU-SOU

    Gefen, D., Straub, D., & Boudreau, M.-C. (2000). Structural equation modeling and regression: Guidelines for research practice. Communications of the association for information systems, 4(1), 7.

    Gentile, C., Spiller, N., & Noci, G. (2007). How to Sustain the Customer Experience. European Management Journal, 25(5), 395-410. doi:10.1016/j.emj.2007.08.005

    Gentina, E., & Kratzer, J. (2020). An integrative model of the influence of self-esteem on adolescents’ consumer innovativeness: the mediating role of social network position and need for uniqueness. Industry and Innovation, 27(10), 1110-1132. doi:10.1080/13662716.2020.1743649

    Goasduff, L., & Pettey, C. (2011). Gartner says by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. Recuperado de http://www. gartner. com/it/page. jsp.

    Griffin, D., & Meer, A. v. d. (2020.08). 《遊戲化行銷:打造讓顧客無法自拔的消費體驗》 (柯文敏, Trans. 初版1刷 Ed.): 商周出版.

    Gross, H. E. (1977). Micro and macro level implications for a sociology of virtue: The case of draft protesters to the Vietnam War. Sociological Quarterly, 18(3), 319-339.

    Hair Jr, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2021). A primer on partial least squares structural equation modeling (PLS-SEM): Sage publications.

    Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications, 12(4), 236-245.

    Harwood, T., & Garry, T. (2015). An investigation into gamification as a customer engagement experience environment. Journal of Services Marketing.

    Heckert, D. M. (1989). The relativity of positive deviance: The case of the French Impressionists. Deviant Behavior, 10(2), 131-144.

    Hennig-Thurau, T., Wiertz, C., & Feldhaus, F. (2015). Does Twitter matter? The impact of microblogging word of mouth on consumers’ adoption of new movies. Journal of the Academy of Marketing Science, 43(3), 375-394.

    Higgins, E. T., & Scholer, A. A. (2009). Engaging the consumer: The science and art of the value creation process. Journal of Consumer Psychology, 19(2), 100-114.

    Hofacker, C. F., De Ruyter, K., Lurie, N. H., Manchanda, P., & Donaldson, J. (2016). Gamification and mobile marketing effectiveness. Journal of Interactive Marketing, 34, 25-36.

    Hoftstede, G. (1980). Culture’s consequences: International differences in work-related values. Beverly Hills, Cal., and London: Sage.

    Hsu, C.-L. (2010). Exploring the player flow experience in e-game playing. International Journal of Technology and Human Interaction (IJTHI), 6(2), 47-64.

    Hsu, C.-L., Chen, Y.-C., Yang, T.-N., & Lin, W.-K. (2017). Do website features matter in an online gamification context? Focusing on the mediating roles of user experience and attitude. Telematics and Informatics, 34(4), 196-205.

    Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. Paper presented at the Proceeding of the 16th international academic MindTrek conference.

    Insley, V., & Nunan, D. (2014). Gamification and the online retail experience. International Journal of Retail & Distribution Management.

    Jackson, T., & Shaw, D. (2001). Mastering fashion buying and merchandising. In: London: Palgrave Mac Millan.

    Jang, S., Kitchen, P. J., & Kim, J. (2018). The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses. Journal of Business Research, 92, 250-259.

    Jennings, M. (2000). Theory and models for creating engaging and immersive ecommerce websites. Paper presented at the Proceedings of the 2000 ACM SIGCPR conference on Computer personnel research.

    Jo, W., Kim, J. J., & Choi, J. (2020). Who are the multichannel shoppers and how can retailers use them? Evidence from the French apparel industry. Asia Pacific Journal of Marketing and Logistics.

    Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191-210.

    Koufaris, M. (2002). Applying the technology acceptance model and flow theory to online consumer behavior. Information systems research, 13(2), 205-223.

    Kowal, J., & Fortier, M. S. (1999). Motivational determinants of flow: Contributions from self-determination theory. The journal of social psychology, 139(3), 355-368.

    Kron, J. (1983). Home-psych: The social psychology of home and decoration: Clarkson Potter.

    Kumar, V., Aksoy, L., Donkers, B., Venkatesan, R., Wiesel, T., & Tillmanns, S. (2010). Undervalued or overvalued customers: capturing total customer engagement value. Journal of service research, 13(3), 297-310.

    Lam, C. (2020.04). 【動物之森】30個名牌衣服、地板素材動物森友會QR CODE分享!Chanel、LV、Gucci都有!. Retrieved from https://handler.travel/stayhome-宅在家/動物之森-qr-code-名牌-衣服-地板-牆紙-chanel-lv-gucci/

    Lam, L. W. (2012). Impact of competitiveness on salespeople`s commitment and performance. Journal of Business Research, 65(9), 1328-1334. doi:https://doi.org/10.1016/j.jbusres.2011.10.026

    Lee, E.-J., & Hong, B.-S. (2006). The effect of flow experience and perceived utilitarian value of internet shopping on purchase intention of the fashion merchandise. Journal of the Korean Society of Clothing and Textiles, 30(8), 1188-1198.

    Lee, K.-H., & Choi, J.-Y. (2011). Fashion orientation, goal-directed or experiential motivations, shopping flow experience and purchasing behavior of fashion products. Journal of the Korea Fashion and Costume Design Association, 13(2), 185-193.

    Lee, M. R., Yen, D. C., & Hsiao, C. (2014). Understanding the perceived community value of Facebook users. Computers in Human Behavior, 35, 350-358.

    Lee, Z. W., Chan, T. K., Chong, A. Y.-L., & Thadani, D. R. (2019). Customer engagement through omnichannel retailing: The effects of channel integration quality. Industrial Marketing Management, 77, 90-101.

    Levy, M., Weitz, B. A., & Grewal, D. (2014). Retailing Management 9th ed. In: McGraw Hill.

    Liu, B., & Tanaka, J. (2018). AR-based point system for game-like shopping experience. Paper presented at the Proceedings of the 2018 International Conference on E-Business and Applications.

    Magni, M., Taylor, M. S., & Venkatesh, V. (2010). ‘To play or not to play’: A cross-temporal investigation using hedonic and instrumental perspectives to explain user intentions to explore a technology. International journal of human-computer studies, 68(9), 572-588.

    Mahfouz, A. Y., Joonas, K., & Opara, E. U. (2020). An overview of and factor analytic approach to flow theory in online contexts. Technology in Society, 61. doi:10.1016/j.techsoc.2020.101228

    Mason, J. (2002). Qualitative Researching Sage Publications. London, Thousand Oaks and New Delhi.

    McAlister, L., & Pessemier, E. (1982). Variety Seeking Behavior: An Interdisciplinary Review. Journal of Consumer Research, 9(3), 311-322. Retrieved from http://www.jstor.org.autorpa.lib.nccu.edu.tw/stable/2488626

    Meder, M., Plumbaum, T., Raczkowski, A., Jain, B., & Albayrak, S. (2018). Gamification in E-Commerce: Tangible vs. Intangible Rewards. Paper presented at the Proceedings of the 22nd International Academic Mindtrek Conference.

    Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook: sage.

    Mollen, A., & Wilson, H. (2010). Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives. Journal of Business Research, 63(9-10), 919-925.

    Mulcahy, R. F., Russell-Bennett, R., Zainuddin, N., & Kuhn, K.-A. (2018). Designing gamified transformative and social marketing services: an investigation of serious m-games. Journal of Service Theory and Practice.

    Mullins, J. K., & Sabherwal, R. (2020). Gamification: A cognitive-emotional view. Journal of Business Research, 106, 304-314.

    Neslin, S. A., & Shankar, V. (2009). Key issues in multichannel customer management: current knowledge and future directions. Journal of Interactive Marketing, 23(1), 70-81.

    Ng, S. C., Sweeney, J. C., & Plewa, C. (2020). Customer engagement: A systematic review and future research priorities. Australasian Marketing Journal (AMJ).

    Nikhashemi, S. R., Jebarajakirthy, C., & Nusair, K. (2019). Uncovering the roles of retail brand experience and brand love in the apparel industry: Non-linear structural equation modelling approach. Journal of Retailing and Consumer Services, 48, 122-135. doi:10.1016/j.jretconser.2019.01.014

    Norman, D. (2002). Emotion & design: attractive things work better. interactions, 9(4), 36-42.

    Nunally, J., & Bernstein, L. (1994). Psychometric Theory. New York: MacGrow-Hill Higher. In: INC.

    Nuttavuthisit, K. (2014). How consumers as aesthetic subjects co-create the aesthetic experience of the retail environment. Journal of Retailing and Consumer Services, 21(4), 432-437.

    Olsson, M., Högberg, J., Wästlund, E., & Gustafsson, A. (2016). In-store gamification: testing a location-based treasure hunt app in a real retailing environment. Paper presented at the 2016 49th Hawaii international conference on system sciences (HICSS).

    Palmatier, R. W., Kumar, V., & Harmeling, C. M. (2017). Customer engagement marketing: Springer.

    Pansari, A., & Kumar, V. (2018). Customer engagement marketing. In Customer engagement marketing (pp. 1-27): Springer.

    Park, J., Cho, E., & Rudd, N. (1999). Fashion opinion leadership and appearance management behavior. Proceedings International Textile and Apparel Association, 85.

    Pettey, C., & van der Meulen, R. (2012). Gartner says by 2014, 80 percent of current gamified applications will fail to meet business objectives primarily due to poor design. Press release). Gartner, Inc.

    Robson, K., Plangger, K., Kietzmann, J., McCarthy, I., & Pitt, L. (2014). Understanding gamification of consumer experiences. ACR North American Advances.

    Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business horizons, 58(4), 411-420.

    Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2016). Game on: Engaging customers and employees through gamification. Business horizons, 59(1), 29-36.

    Ross, S. M., & Morrison, G. R. (2004). Experimental research methods. Handbook of research on educational communications and technology, 2, 1021-1043.

    Rubin, H. J., & Rubin, I. S. (2011). Qualitative interviewing: The art of hearing data: sage.

    Schachter, S. (1959). The psychology of affiliation: Experimental studies of the sources of gregariousness.

    Schultz, D. P., & Schultz, S. E. (2016). Theories of personality: Cengage Learning.

    Sigala, M. (2015). The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware. Electronic markets, 25(3), 189-209.

    Snyder, C. R., & Fromkin, H. L. (1977). Abnormality as a positive characteristic: The development and validation of a scale measuring need for uniqueness. Journal of Abnormal Psychology, 86(5), 518-527. doi:10.1037/0021-843X.86.5.518

    Suh, A., Cheung, C. M., Ahuja, M., & Wagner, C. (2017). Gamification in the workplace: The central role of the aesthetic experience. Journal of Management Information Systems, 34(1), 268-305.

    Tian, K. T., Bearden, W. O., & Hunter, G. L. (2001). Consumers` need for uniqueness: Scale development and validation. Journal of consumer research, 28(1), 50-66.

    Vargo, S. L., Maglio, P. P., & Akaka, M. A. (2008). On value and value co-creation: A service systems and service logic perspective. European management journal, 26(3), 145-152.

    Varley, R., Roncha, A., Radclyffe-Thomas, N., & Gee, L. (2018). Fashion management: A strategic approach: Macmillan International Higher Education.

    Vinzi, V. E., Trinchera, L., & Amato, S. (2010). PLS path modeling: from foundations to recent developments and open issues for model assessment and improvement. In Handbook of partial least squares (pp. 47-82): Springer.

    Von Ahn, L., & Dabbish, L. (2008). Designing games with a purpose. Communications of the ACM, 51(8), 58-67.

    Wen, D. M.-H., Chang, D. J.-W., Lin, Y.-T., Liang, C.-W., & Yang, S.-Y. (2014). Gamification design for increasing customer purchase intention in a mobile marketing campaign app. Paper presented at the International conference on HCI in business.

    Workman, J. E., & Kidd, L. K. (2000). Use of the need for uniqueness scale to characterize fashion consumer groups. Clothing and Textiles Research Journal, 18(4), 227-236.

    Workman, J. E., & Lee, S. H. (2011). Materialism, fashion consumers and gender: A cross‐cultural study. International Journal of Consumer Studies, 35(1), 50-57.

    Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210-221.

    Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement and equity? A study in online brand communities. Journal of Business Research, 109, 449-460.

    Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2015). Tourists as Mobile Gamers: Gamification for Tourism Marketing. Journal of Travel & Tourism Marketing, 33(8), 1124-1142. doi:10.1080/10548408.2015.1093999

    Xu, Y. (2011). Literature review on web application gamification and analytics. Honolulu, HI, 11-05.

    Yang, Y., Asaad, Y., & Dwivedi, Y. (2017). Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Computers in Human Behavior, 73, 459-469.

    Zeithaml, V. A. (1988). Consumer perceptions of price, quality, and value: a means-end model and synthesis of evidence. Journal of marketing, 52(3), 2-22.

    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
    企業管理研究所(MBA學位學程)
    108363102
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0108363102
    Data Type: thesis
    DOI: 10.6814/NCCU202101259
    Appears in Collections:[企業管理研究所(MBA學位學程)] 學位論文

    Files in This Item:

    File Description SizeFormat
    310201.pdf8910KbAdobe 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