Loading...
|
Please use this identifier to cite or link to this item:
https://nccur.lib.nccu.edu.tw/handle/140.119/140712
|
Title: | 擴增實境行銷方式對消費者購買意願的影響——以淘寶AR試妝功能為例 The Impact of Augmented Reality Marketing on Consumers` Purchase Intention — The TAM Analysis of Taobao Augmented Reality Makeup Test Function |
Authors: | 陳蕾津 Chen, Lei-Jin |
Contributors: | 許牧彥 My-Yen Hsu 陳蕾津 Chen, Lei-Jin |
Keywords: | 擴增實境 TAM模型 使用態度 購買意願 Augmented Reality TAM model Using attitude Purchase intention |
Date: | 2022 |
Issue Date: | 2022-07-01 16:31:39 (UTC+8) |
Abstract: | 在網路電商的快速發展下,線上購物與人們的日常生活息息相關,隨著線上購物的發展完善,也出現了獨特的電商生態鏈。此外2020年新冠疫情爆發導致愈來愈多人選擇線上購物,因大環境的改變刺激著網路電商的不斷發展與創新。為順應急遽變化的市場環境,及需要滿足消費者的需求,要在這疫情環境下得以脫穎而出,阿里巴巴旗下的淘寶APP於2019年將擴增實境技術與線上購物進行融合。然而,對於淘寶這一技術融合至線上購物,在不同線上購物經驗的消費者中仍不知效果為何,且新型技術應用應用於日常生活接受程度是否會影響消費意願,故本研究期望透過研究不同經驗人群對在淘寶引入AR技術後其購買產品意願影響程度,並透過TAM模型探討消費者的使用態度、購買意願間關係影響,驗證新技術融入線上購物成效,提出相關論點與建議,據此提供相關單位決策參考。 本研究採用滾雪球的方式進行問卷調查,針對大陸地區的年輕消費者進行調查研究。本研究將受測者依照淘寶購買經驗、淘寶AR線上試妝功能使用經驗、淘寶AR線上試妝功能使用意願進行樣本群組篩選,確定分組。結果發現:所有實驗組別中,知覺有用性對於使用AR線上試妝功能的使用態度有正向影響;知覺趣味性對於知覺有用性有顯著影響;知覺趣味性對於使用AR線上試妝功能的使用態度有正向影響;知覺趣味性對於淘寶線上購買口紅產品的購買意願有正向影響。具有淘寶使用經驗實驗組別中知覺有用性對於淘寶線上購買口紅產品的購買意願有正向影響;消費者使用AR線上試妝功能的使用態度對於淘寶線上購買口紅產品的購買意願有正向的影響。 With the rapid development of online e-commerce, online shopping is closely related to people`s daily life. With the development and improvement of online shopping, a unique e-commerce ecological chain has emerged. In addition, the outbreak of the new crown epidemic in 2020 has led to more and more people choosing to shop online, and the changes in the general environment have stimulated the continuous development and innovation of online e-commerce. In order to adapt to the rapidly changing market environment and the need to meet the needs of consumers, to stand out in this epidemic environment, Alibaba`s Taobao APP will integrate augmented reality technology with online shopping in 2019. However, for the integration of Taobao technology into online shopping, consumers with different online shopping experience still do not know what the effect is, and whether the application of new technology in daily life will affect the acceptance of consumption, so this research hopes to study different The degree of influence of experienced people on their willingness to purchase products after the introduction of AR technology in Taobao, and the relationship between consumers` attitudes and purchase intentions through the TAM model, to verify the effectiveness of new technologies integrated into online shopping, and to put forward relevant arguments and suggestions. Provide decision-making reference for relevant units. This research uses a snowball method to conduct a questionnaire survey, and conducts research on young consumers in mainland China. In this study, subjects were screened for sample groups according to their purchase experience on Taobao, experience in using Taobao AR online makeup test function, and their willingness to use Taobao AR online makeup test function to determine groupings. The results showed that: in all experimental groups, perceived usefulness had a positive impact on the use attitude of using the AR online makeup test function; perceived interestingness had a significant impact on perceived usefulness; perceived interestingness had a positive impact on the use of the AR online makeup test function. Attitude has a positive impact; perceived fun has a positive impact on the purchase intention of lipstick products online on Taobao. Perceived usefulness in the experimental group with Taobao experience has a positive impact on the purchase intention of lipstick products online on Taobao; the attitude of consumers to use the AR online makeup test function has a positive effect on the purchase intention of lipstick products online on Taobao direction impact. |
Reference: | 中文文獻 1. 艾媒資詢 (2019)。「2019中國電商半年度發展全景報告」。 2. 蔡浩軒、孟瑛如 (2020)。「擴增實境技術融入特殊教育課程設計之現況與趨勢探討」。 特教論壇(28),1-19。 3. 高玉芬、邱雅萍 (2008)。「以科技接受模式探討線上學習系統之使用意願-以網路大學爲例」。 萬能商學學報(13),83-101。 4. 侯淳馨、金凱儀、王慶生 (2018)。「應用擴增實境技術於古蹟導覽教學系統對學習注意力之影響」。人文社會學報,14(4)。 5. 黃新 (2019)。「虛實之間-擴增實境的美學初探」。政治大學數位內容碩士學位學程學位論文,1-51。 6. 黃郁茜、郝宗瑜 (2014)。「數位教學網路平台品質, 科技接受模式與認知有趣性對大學生使用意願之研究-以世新大學為研究對象」。中華印刷科技年報,285-306。 7. 廖冠智、陳依琦 (2014)。 「北埔文化史蹟擴增實境導覽設計與應用探究」。 國立臺灣科技大學人文社會學報,10(3),253-279。 8. 柳豔 (2010)。「慎用化妝品試用裝」。中國檢驗檢疫,8。 9. 劉振華 (2017)。 「感知價值對不同互補品購買意願的影響——核心產品品牌形象的調節作用」。 商業經濟研究,24,45–48。 10. 吳靜 (2018)。「中國 VR/AR 產業發展報告」。 11. 王怡強、楊淑美 (2019)。「由延伸型整合科技接受模式對消費者行動支付使用意願之研究」。管理資訊計算,8,1-10。 12. 許萍 (2020)。「新冠疫情下的消費者心理與行銷策略探討」。全國流通經濟。 13. 許於仁、黃一倚 (2017)。 「探討擴增實境式行動學習在博物館導覽中對學習風格與學習成效之影響」。臺灣教育評論月刊,6(1),202-222。 14. 張承安(2014)。「可觸式擴增實境應用於互動是廣告之效益研究」。國立臺中教育大學數位內容科技學系,碩士論文。 15. 莊立民(2006)。「企業倫理」。臺北市,全華圖書。 16. 張書樂 (2017)。 「玩具化的 AR 試妝, 能否玩出美妝行業的市場大未來?」。銷售與市場 (管理版),11。 17. 鄭曉紅(2019)。「AR試妝開啟美妝新視界」。中國醫藥報,2019-10-09(003)。 18. 張夏恆 (2020)。 「新冠肺炎疫情對跨境電子商務帶來的影響及應對」。中國西部。 19. 鄭雅心、施翔雲 (2016)。「虛擬實境與擴增實境的應用及發展」。臺灣經濟研究月刊,39(12),62-70。 20. 淘寶AR線上試妝功能網址: https://m.tb.cn/h.fGsbK3W (於2022年5月20號訪問)
英文文獻 1. Allport, G.W. (1935). Attitude. Inc. Murchison (ed.), A Handbook of Social Psychology. Worcester, MA: Clark University Press, 798-844.
2. Alshurideh, M., Salloum, S., Kurdi, B., Emran, M.(2019). Factors affecting the social networks acceptance: an empirical study using PLS-SEM approach. Proceedings of the 2019 8th International Conference on Software and Computer Applications.
3. Amesse, F., & Cohendet, P. (2001). Technology transfer from the perspective of the knowledge-based economy. Research Policy, 30, 1459-1478.
4. Azuma,R.T.(1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, Vol.6 (4), 355-385.
5. Barnett, L. A. (1990). Definition, design, and measurement. Play and Culture, 3, 319-336.
6. Barnett, L. A. (2007). The nature of playfulness in young adults. Personality and individual differences, 43(4), 949-958.
7. Biocca, F. (1992). Virtual Reality Technology: A Tutorial. Journal of Communication, 42(4), 23-72.
8. Boyd, T. C. and C. H. Mason (1999). The link between attractiveness of “extrabrand” attributes and the adoption of innovations. Journal of the Academy of Marketing Science, 27(3), 306-319.
9. Chau, P. Y. and P. J. H. Hu (2001). Information technology acceptance by individual professionals: A model comparison approach. Decision sciences, 32(4), 699-719.
10.Chen L. D. ,Gillenson, M. L. ,Sherrell D. L.(2002). Enticing online consumers: an extended technology acceptance perspective. Information & management, 39(8), 705-719.
11. Chen, et al. (2019). An overview of augmented reality technology. Journal of Physics: Conference Series, IOP Publishing.
12. Chitrakorn, K. (2018). 5 technologies transforming retail in 2018. available at: https://www.businessoffashion.com/articles/fashion-tech/5-technologies-transforming-retail (於2020年12月6號訪問).
13. Chu, C., et al. (2021). Exploring Tourist Requirement in Using Augmented Reality Products in Tourism Experience. World Scientific Research Journal, 7(1), 105-110.
14. Csikszentmihalyi, M.,Fave, A. D.,Massimini, F. (1988). Flow and biocultural evolution.
15. Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS quarterly, 319-340.
16. De Amicis, D. A. (2018). Augmented Reality for virtual user manual. International journal on interactive design and manufacturing. Online, 12(2), 689–697.
17. Engel, J. F. and J. K. Linrud (1993). Instructor`s manual, Transparency masters: Consumer behavior, Engel, Blackwell, Miniard, Dryden Press.
Fishbein, M. and I. Ajzen (1977). Belief, attitude, intention, and behavior: An introduction to theory and research.
19. Grewal, D., et al. (1998). The effects of price-comparison advertising on buyers’ perceptions of acquisition value, transaction value, and behavioral intentions. Journal of marketing, 62(2), 46-59.
20. Gsaxner, C., et al. (2019). Facial model collection for medical augmented reality in oncologic cranio-maxillofacial surgery. Scientific data, 6(1), 1-7.
21. Ha, N. M. and H. L. Tam (2015). Attitudes and purchase intention towards counterfeiting luxurious fashion products in Vietnam. International Journal of Economics and Finance, 7(11), 207-221.
22. Hsieh, S. H. and T. H. Tseng (2017). Playfulness in mobile instant messaging: Examining the influence of emoticons and text messaging on social interaction. Computers in Human Behavior, 69, 405-414.
23. Hung,Y.H.,Chen,C.H.,Huang,S.W. (2017). Applying augmented reality to enhance learning: a study of different teaching materials. Journal of Computer Assisted Learning, 33(3), 252-266.
24. Hwang, A. D. and E. Peli (2014). An augmented-reality edge enhancement application for Google Glass. Optometry and vision science: official publication of the American Academy of Optometry, 91(8), 1021.
25. IDC (2020). IDC Worldwide Augmented and Virtual Reality Spending Guide.
26. Jiménez Fernández-Palacios,Nex (2015). ARCube-The Augmented Reality Cube for Archaeology: B. Jiménez Fernández-Palacioset Al. Archaeometry, 57, 250–262.
27. Kang, H. J.,Shin, J.H., Ponto, K.(2020). How 3D virtual reality stores can shape consumer purchase decisions: the roles of informativeness and playfulness. Journal of Interactive Marketing, 49, 70-85.
28. Khoa, B. T., et al. (2020). Lecturers` adoption to use the online Learning Management System (LMS): Empirical evidence from TAM2 model for Vietnam. Hcmcoujs-Economics and Business Administration, 10(1).
29. Kim, J. B. (2012). An empirical study on consumer first purchase intention in online shopping: integrating initial trust and TAM. Electronic Commerce Research, 12(2), 125-150.
30. Krech, D. and R. S. Crutchfield (1948). Perceiving the world.
31. Kwon, K. N., and Schumann, D. W. (2010). The influence of consumers` price expectations on value perception and purchase intention. Advances in Consumer research, 28, 316-322.
32. Kotler, P. (2000). Administração de marketing.
33. Lam, T. and C. H. Hsu (2006). Predicting behavioral intention of choosing a travel destination. Tourism management, 27(4), 589-599.
34. Lieberman, J. N. (1977). Playfulness: Its relationship to imagination and creativity. Academic Press.
35. Marangunić, N. and A. Granić (2015). Technology acceptance model: a literature review from 1986 to 2013. Universal access in the information society, 14(1), 81-95.
36. Marxent and Joe Bardi (2017). 5 top Virtual Reality and Augmented Reality technology trends for 2017. January 6, 2017.
37. Milgram, P., et al. (1995). Augmented reality: A class of displays on the reality-virtuality continuum. Telemanipulator and telepresence technologies, International Society for Optics and Photonics.
38. Moon, J.-W. and Y.-G. Kim (2001). Extending the TAM for a World-Wide-Web context. Information & management, 38(4), 217-230.
39. Moslehpour, M., et al. (2018). e-purchase intention of Taiwanese consumers: Sustainable mediation of perceived usefulness and perceived ease of use. Sustainability, 10(1), 234.
40. Myers, D. G. (1996). Social psychology, New York: McGraw-Hill.
41. Nguyen, T. T. H.,Nguyen, N.,Nguyen, T. B. L.,Phan, T. T. H.,Bui, L. P.,Moon, H. C. (2019). Investigating consumer attitude and intention towards online food purchasing in an emerging economy: An extended tam approach. Foods, 8(11), 576.
42. Padilla-Meléndez, A.,del Aguila-Obra, A.,Garrido-Moreno, A. (2012). Perceived playfulness, gender differences and technology acceptance model in a blended learning scenario. Computers &Education, 63, 306-317.
43. Paramaeswari, R. and R. Sarno (2020). Analysis of E-Commerce (Bukalapak, Shopee, and Tokopedia) Acceptance Models Using TAM2 Method. 2020 International Seminar on Application for Technology of Information and Communication (iSemantic), IEEE.
44. Park, E. and K. J. Kim (2014). An integrated adoption model of mobile cloud services: exploration of key determinants and extension of technology acceptance model. Telematics and Informatics, 31(3), 376-385.
45. Pantano, E., Rese, A. and Baier, D. (2017). Enhancing the online decision-making process by using augmented reality: a two-country comparison of youth markets. Journal of Retailing and Consumer Services, Vol. 38, 81-95.4.
46.Pleyers, G. and I. Poncin (2020). Non-immersive virtual reality technologies in real estate: How customer experience drives attitudes toward properties and the service provider. Journal of Retailing and Consumer Services, 57, 102175.
47. Rauschnabel, P. A., et al. (2017). An adoption framework for mobile augmented reality games: The case of Pokémon Go. Computers in Human Behavior, 76, 276-286.
48. Raza, S. A., Umer, A.,Shah, N. (2017). New determinants of ease of use and perceived usefulness for mobile banking adoption. International Journal of Electronic Customer Relationship Management, 11(1), 44-65.
49. Rodrigues,Pereira,Sardo, et al. (2017). Adaptive card design UI implementation for an augmented reality museum application. International Conference on Universal Access in Human-Computer Interaction, Springer.
50. Sanchez-Franco, M. J. and F. J. Rondan-Cataluña (2010). Virtual travel communities and customer loyalty: Customer purchase involvement and web site design. Electronic commerce research and applications, 9(2), 171-182.
51. Schiffman, L. G. & L. L., Kanuk (2008). Consumer Behavior. New Jersey: PrenticeHall.
52. Smink, Anne R,Frowijn, et al. (2019). Try online before you buy: How does shopping with augmented reality affect brand responses and personal data disclosure. Electronic commerce research and applications, 35, 100854.
53. Venkatesh, V. and F. D. Davis (2000). A theoretical extension of the technology acceptance model: Four longitudinal field studies. Management science, 46(2), 186-204.
54. Verhagen, T., Vonkeman, C., Feldberg, F. and Verhagen, P. (2014). Present it like it is here: creating local presence to improve online product experiences. Computers in Human Behavior, Vol. 39, 270-280.
55. von der Heide, A. M., et al. (2018). Camera‐augmented mobile C‐arm (CamC): A feasibility study of augmented reality imaging in the operating room. The International Journal of Medical Robotics and Computer Assisted Surgery, 14(2), e1885.
56. Watson, A., et al. (2018). The impact of experiential augmented reality applications on fashion purchase intention. International Journal of Retail & Distribution Management.
57. Whang, J. B., et al. (2021). The effect of Augmented Reality on purchase intention of beauty products: The roles of consumers’ control. Journal of Business Research, 133, 275-284.
58. Wu, P. C., et al. (2011). The effect of store image and service quality on brand image and purchase intention for private label brands. Australasian Marketing Journal (AMJ), 19(1), 30-39.
59. Wu , et al. (2011). TAM-2 based study of website user behavior-using web 2.0 websites as an example. WSEAS Transactions on Business and Economics, 4(8), 133-151.
60. Yaghoubi, N.-M. and E. Bahmani (2010). Factors affecting the adoption of online banking: An integration of technology acceptance model and theory of planned behavior. International journal of business and management, 5(9), 159-165.
61. Yu, U., Lee, H. and Damhorst, M. (2012). Exploring multidimensions of product performance risk in the online apparel shopping context: visual, tactile, and trial risks. Clothing and Textiles Research Journal, Vol. 30(4), 251-266.
62.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. |
Description: | 碩士 國立政治大學 科技管理與智慧財產研究所 108364137 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0108364137 |
Data Type: | thesis |
DOI: | 10.6814/NCCU202200624 |
Appears in Collections: | [科技管理與智慧財產研究所] 學位論文
|
Files in This Item:
File |
Description |
Size | Format | |
413701.pdf | | 2723Kb | Adobe PDF2 | 54 | View/Open |
|
All items in 政大典藏 are protected by copyright, with all rights reserved.
|