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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

探討複合式創意生活商場以體驗經濟思維之經營 / An Exploration of Combinative Creative Living Mall - In Experience Economy Perspective

卓靖容, Cho, Ching Jung Unknown Date (has links)
觀看過去一般台灣連鎖商場事業,在「坪坪計較」的選體模式下,匯聚眾家精品名牌為商場舞台燈之所在。而在創意經濟潮流之下,漸漸的,許多添加了在地智慧與職人精神的在地品牌與新銳設計開始有機會露出於通路商場之中。當商場中的進駐品牌,背後都有他有意思的地方時;當商場越來越不像商場的時候,成為一個文化場域時;當商場內的體驗活動,無形中讓顧客主動的參與度變得更高時,這時候顧客就願意停留在這個地方更久,與這個地方產生連結感,並創造難忘的回憶。 總是聽說「文化是好生意」,而商場如何運用在地創意生活事業家的智慧與成果,以通路力量將這些吸飽風土涵養的微型文創送上舞台呢,更進一步成為台灣對向世界的文化櫥窗呢?而商場更要擁有什麼樣的能耐與經營模式讓顧客感受到在地創意生活的魅力,進而達成其營運價值與目標?故此,本研究由此著眼,主要探討三項研究問題。 一、複合式創意生活商場與進駐品牌之互動特點? 二、複合式創意生活商場中,其營運組織之特色? 三、複合創意生活商場與顧客的互動關係? 為了解複合式創意生活產業,如何運用體驗經濟思維創造在地文化場域,因此選擇以台灣在地生活為商場營運提案之兩家企業:誠品生活松菸店與林百貨,作為個案研究對象。 本研究發現,創意生活商場主要以開發在地創意生活潛力品牌為選題邏輯,也因在地品牌與商場有深刻在地情感連結之下,願意相互配合,而商場透過其空間力「撫育」品牌,也強化未來商場匯聚品牌之力道。在經營面向上,創意生活商場需要結合商場組織與成員之經歷與學習,將知識轉移成為商場經營核心能耐,而最後需要以創意生活商場為互動平台,創造商場、進駐品牌與顧客之互動,例如主題式活動或體驗販售,以體驗共創來為三方帶來價值,而商場群聚有共同體認者,進一步能成為在地美學社群。 / The term “Experience Economy” was first delineated in an article published in 1998 by B. Joseph Pine II and James H. Gilmore, named "The Experience Economy". In it they described the experience economy as the next economy following the agrarian economy, the industrial economy, and the most recent service economy. In the trend of experience economy, or so-called “Creative Economy”, people place a high value on local experience and craftsmanship in shopping mall instead of caring the size of the space solely. On these conditions, the concept of traditional shopping mall has been transformed into “Creative Living Mall.” Creative living mall operates businesses that orchestrate memorable events for their customers, and that memory itself becomes the product — the "experience". In order to understand how to better leverage the value of experience and memory in creative living mall, this study attempts to discuss the dynamics between creative living mall operators and the brands, the interactions with customers, and the organizational management. Two cases investigated in this study are eslite and HAYASHI. This thesis shed lights on the importance and the meaning of co-creation of memories and experiences in creative living mall. Literature review and in-depth interviewing of the one-year long research led to the following conclusions. First, creative living mall and local brands are emotionally connected to achieve co-existence and co-flourishing. Therefore, co-existence can then offers to both malls and brands enormous growth potential. Second, the operating teams of malls come from diverse and extensive related expertise background. These local and cultural working experiences combine to create precious knowledge and know-how, and further build core competence. Last but not least, this study concludes that customers, malls and local brands are the essence of the value creation system. This value system can further create an environment that fosters the formation of aesthetic community.
22

創新系統產品之組織環境、開發及與使用者共創-以Eee PC、iPod及iPhone為例 / The Organizational Environment, Development and User Co-Creating of Innovative System-Products-Case Studies of Eee PC, iPod, and iPhone

洪以旼 Unknown Date (has links)
從2007年至今,兩個系統產品華碩的Eee PC及蘋果的iPhone震撼市場,Eee PC更被稱做為破壞式創新。這兩個產品的發展及演化是非常值得研究,本研究欲探討: 1.企業如何打破既有傳統硬體製造商思惟,將硬體、軟體及服務整合為一個系統產品; 2.企業如何與使用者成功的共創軟體。 本研究經過次級資料收集、訪談、個案分析後,研究發現: 1.企業開發創新系統產品時,其創新組織特色為: (1)一個跳脫出主流產品獨立之開發組織(團隊); (2)將團隊獨立在主流外之後,給予跨部門團隊一個利於互動的開放環境; (3)更獲得高層的支持與參與,以助於產品創新。 2.企業在開發創新系統產品過程中: (1)使用者資訊的取得來自於產品開發者,其具有使用者及開發者的雙重身分; (2)先從定義產品才決定功能; (3)必須創造原型才能讓使用者親眼見到、摸到產品,以獲得使用者回饋改善產品。 然而,華碩在Eee PC上對於共創的努力成果不如蘋果豐碩,乃肇因兩個案之使用者社群特性不同,分別為集體協作社群及消費者生產社群。因此企業必須制訂出利於適合使用者社群之回饋模式、必須與開發人員建立良好的溝通並將過程透明。本研究亦發現,若欲成功與使用者共創,企業必須建構出優於既有平台之解決方案,以打破使用者習慣,才能有效共創。 / From the year of 2007 to the present-day, two systematic products, Eee PC of ASUS and iPhone of Apple, appear in the IT market and shock the world as best examples of destructive-innovation. It is thought worthwhile to take advantage of our understanding of the development and evolution of these two products in the past three decades to investigate: 1. How an enterprise is able to break through the old ways of thinking of traditional hardware makers, and able to integrate hardware, software and services into an innovative system-product; 2. How to create a platform for successful user- developer co-creating. The research method of this paper includes literature review, interview, and case analysis. The research results reveal that: 1. In order to develop an innovative system-product, an independent task force comprise staffs of different expertise should be set up outside the mainstream organization of the enterprise; and the independent task force should be given strong support and participation from the top level leadership of the enterprise; 2. In order to create an environment of user-developer co-creating, the function of the innovative system-product should be designed according to the demand of users; and the information of the users’requirement comes from the party of developer in the course of development; 3. In order to obtain feedback from the users for further improvement, a prototype of the innovative system-product should be made for the users to perform a trial run. When Asus unveiled their Eee PC in 2007, they did try very hard to integrate services and software, and to develop software market through user co-creating, just as the way Apple had done it. But the outcome was and is still not as successful as that of Apple. Both Asus and Apple tried user co-creating, but the outcome is different. The difference of outcome stems from the different characteristics of user’s society, i.e. Mass Collaboration Community, and consumers production society. It is therefore that an enterprise should set up a feedback model suitable for user’s society. The research of this paper also reveals that a successful user co-creating should be based upon a platform which is superior to the existing one, and that the habit of users can be modified (changed) in compliance with the new development of the user co-creating environment.
23

品牌進入策略之初探與分析-以台灣食品廠商為例 / The Analysis of Brand Entery Strategy for Food Industry in Taiwan

盧玉慧, Lu,Yui-Hui Unknown Date (has links)
隨著經濟體制的改革開放,廠商品牌經營的範疇也隨之擴大至國際市場。同時隨著競爭優勢的典範轉移,進入模式所考量的內部因素-品牌權益的運用,也變得日形重要。因此「如何利用品牌權益有效率的切入市場」的議題也隨之受到重視。目前學術界在進入模式及品牌策略層面都已累積了為數不少的深入研究。然針對此議題的研究卻十分的缺少,因此本研究將針對此理論缺口,利用質化研究的方式,以台灣食品廠商做為訪談對像,進行深入探討。 首先為能明確化品牌權益與切入市場效率之間的關係,本研究在文獻探討的部份,深入分析品牌權益與交換問題的關係。同時再以邱志聖(2006)行銷四c為分析架構,系統性的說明品牌權益如何對交換成本產生影響。而個案分析方式便也採用同樣的架構,去深入探討五家具代表性的食品廠商,其品牌進入策略解決交換問題的能力。 再利用個案分析的結果,歸納出現有廠商進入新市場所採取的品牌進入策略類型為「自創品牌進入策略」、「共創品牌進入策略」及「信任建立式品牌進入策略」。並詳細說明各品牌進入策略的特性及成因,並據此提出相關命題。最後本研究再以行銷交換成本為構面,針對不同的品牌進入策略提出建議的解決模式。 / With liberalized economic system the scope of corporate brands has also been expanded to international markets. Simultaneously, the paradigm shift in competitive advantage makes exertion of brand equity more critical, which is an internal factor considered by entry mode. Thus, the issue concerning “how to enter markets efficiently by brand equity” is highly stressed. Currently, many in-depth researches of entry mode and brand strategy dimensions have been conducted in academic field, yet rather few have been made on this issue. To fill the theoretical gap, the research uses qualitative methodology by interviewing food companies in Taiwan for through discussion. First, in order to distinguish the relationship between brand equity and efficiency of market entry, the research analyzes relationship between brand equity and exchange problems in literature review, while systematically explain how brand equity affects exchange costs via Chiou’s (2006) marketing 4C analytical framework. Identical framework is adopted in case studies to discuss problem solving abilities and brand entry strategy of five representative food companies. Then according to results of case studies, the research summarizes brand entry strategy types adopted by current companies when entering new markets, categorizing as “private label entry strategy”, “ co-brand entry strategy” and “trust-establishing brand entry strategy”, and elaborating on characteristics and causes of each brand’s entry strategy to come up with hypothesis. Finally, the research uses marketing exchange cost as dimension, providing suggested solution models of entry strategies for different brands. Key words: Brand Entry Strategy, Brand Equity, Private Label, Co-brand, Food Company.
24

深度旅遊的價值共創之研究—以趣吧旅行社為例 / A study of value co-creation in in-depth travel industry: the case of Tripbaa online travel agency

汪峻濋, Wang, Joseph Unknown Date (has links)
網際網路與行動運算興起改變了人類的消費行為模式,消費者/顧客因為科技的進步而更方便、更願意分享其使用的經驗與意見,並且在價值加值過程中的角色也起了變化,顧客與企業藉由共同生產而創造更多的價值。在競爭激烈的旅遊市場中,強調旅遊體驗訴求的深度旅遊業亦受到了很大的衝擊。本研究探討深度旅遊之價值共創的方法與價值內涵,並以趣吧旅行社為深入個案研究的對象,所得到的主要研究結論如下: 結論一、深度旅遊業者之員工的觀察力和人文素養越高,則其所設計與開發的商品,越能凸顯深度旅遊的特性與價值。 結論二、深度旅遊業者之顧客,若越符合業者定義之目標客群,則越能夠在深度旅遊之中獲得新知、感受、與自我提升。 結論三、深度旅遊業者透過事前期望服務與實際感受服務的管理,建立共創價值。 結論四、深度旅遊業者在與顧客共創價值時,會善用達人做為重要的互動介面,並以顧客與達人間的旅遊體驗做為其提升共創價值的基礎。 結論五、深度旅遊業者會透過有效的風險告知與危機處理機制來提升顧客的實際服務感受。 / Internet service and mobile computing changing the patterns of the consumer behavior. Consumer or customer are more willing to share their experiences and opinions because of advances in technology, and their role in value-adding process has changed. Customers and enterprises create more value by co-production. In the highly competitive tourism market, emphasizing the depth of travel experience demands of tourism has also been a great impact. This study explores the value of in-depth tourism and the connotation of value co-creation; and study the case of Tripbaa on-line travel agency. The main conclusions are as follows: 1.The deeper the observation and the humanistic accomplishment of the employees of the in-depth travel industry, the more services they design and develop can highlight the characteristics and value of in-depth travel. 2.In-depth tourism customers, if more in line with industry-defined target customer base, the more able to get new knowledge, experience, and ego-enhancement. 3.In-depth travel agency create value through the expectations of the service and the actual experience of service management. 4.In value co-creation, travel agency will make good use of experts as an important interactive interface, and enhance the value which created by travel experience of customers and travel experts. 5.In-depth travel agency will be through effective risk notification and crisis management mechanism to enhance the customer's actual service experience.
25

雷亞遊戲公司之商業模式與策略創新 / The innovation of business model and strategy of Rayark Inc.

呂挺嘉, Lu, Ting Chia Unknown Date (has links)
台灣曾創造出軒轅劍、大富翁、仙劍奇俠傳等膾炙人口的經典國產遊戲,而隨著線上遊戲的興起,台灣的遊戲市場開始充斥著來自日本、韓國等海外作品,遊戲公司也多以代理為主要業務,國產遊戲便漸漸地消失在市場上。時至今日,隨著手機遊戲平台的興起,台灣的自製遊戲公司又有如雨後春筍般冒出,而其中,雷亞遊戲是相當具有代表性的一間公司。   雷亞遊戲成立於2011年9月,至今不過五年左右的時間,就已創造出數款深受全世界玩家喜愛的遊戲,甚至在許多國家的付費排行榜上名列前茅。雷亞不僅僅是一間遊戲公司,更將其IP(Intellectual Property;智慧財產權)做跨領域應用,不斷地學習成長,拓展自己的營運範疇,持續朝泛娛樂產業的方向發展。   本研究以雷亞遊戲公司為個案,透過商業模式圖及策略鑽石的架構,分析其在商業模式與策略上的創新。研究的資料來源包括訪談、實地觀察與次級資料,透過其與文獻之間的互動,漸漸描繪出個案公司的模樣,並試著去找出其創新之處。   最後,本研究將雷亞遊戲之創新歸納為三點:原創內容及一源多用、平台與共創價值、有機式粉絲經營。然而,這樣的商業模式及策略創新並不一定適用於其他組織,本研究期許的是透過個案研究的方式,對於雷亞遊戲有完整且深入的了解,提供台灣遊戲業者一些不同的觀點與做法做為參考。 / Taiwanese companies had produced several prestigious and successful games such as The Legend of Sword and Fairy, Xuan-Yuan Sword and Richman. However, since the age of online-game came, the game market in Taiwan had been filled with games coming from Japan, Korea or any other country overseas. Accordingly, the game companies became the agency of foreign games, Taiwanese-produced games had disappeared. Today, along with the rise of mobile games, Taiwanese-produced game companies sprung up. This research will mainly focus on the discussion about Rayark.   Established in September, 2011, Rayark has produced plenty of games which are hit around the world. Rayark is not only a game company, they also applied their intellectual property in different areas and keep growing. Trying to extend their business scope, in order to develop themselves in pan-entertainment industry.   This research is the case study of Rayark, to analyze the innovation on business model and strategy through Business Canvas and Strategy Diamond. The material came from interview, participant observations and secondary datas. Through the interaction with the literatures, depicts the appearance of the company then discover the innovation inside.   At last, this research concludes the innovation of Rayark into the following 3 points: original contents and one-source-multi-use; platform and value co-production; organic fans business. Yet, the intention of this research is not to apply the innovation to other organizations. This research aims to provide complete and in-depth introduction of Rayark, hoping that it could give some insights to Taiwanese game companies.
26

從價值共創與地方資本觀點探討 台灣地方經營-以宜蘭冬山河計畫三十年發展為例 / The exploration of Taiwan place management from the perspective of value co-creation and local capital bases on Yilan Dongshan River project

王姿婷, Wang, Tzu Ting Unknown Date (has links)
地方經營大約在西元兩千年開始陸續獲得各國重視,城市、鄉村乃至於郊區的實際經營案例、研究發現陸續提出,一場對於地區競爭力的討論與行動大幅展開,然而這場對話中對地方經營方式探討卻顯得相對稀少,但經營方式卻是強化經營、提升競爭力的關鍵要素。因此,本研究希望從此方向進行探索性研究,期望能有助於相關學術與實務的發展。 創意時代來臨、網際網路使用普及化、自我意識提升等,改變過去價值由供應者單一創造的模式,也突顯出使用者參與創造的需求。讓地方採用「價值共創」的方式進行經營,背後應該有可供解釋的理由與成果。因此本研究期盼藉由研究結果回答三點研究問題:(1)地方如何啟動價值共創活動?(2)地方價值共創活動關鍵影響要素為何?(3)共創活動如何影響地方經營? 本研究藉由文獻與學理回顧,進一步探討地方價值共創活動之內涵。以價值共創、地方資本觀點為基礎,將描述價值創造過程的商業模式略作調整,發展出個案研究的概念性研究架構。研究架構將地方價值共創活動分為價值主張、關鍵資源、關鍵流程、經營成果四個部分,其中經營成果採用地方資本四構面進行觀察。本研究採用單一個案研究法。透過三十年的長期觀察,淬取出三個具有代表性、足夠影響規模的共創活動,以上述概念性架構進行深入探討。 本研究所得到的初步結論:(1)資源不足、認同共創必要性、共創氛圍是影響地方在不同階段採取價值共創進行地方經營之原因。(2)關鍵流程為強化價值主張內涵與論述、資源取得與整合、經營成果在地累積與提升之共同之基礎。(3)共創活動為地方向外擴大人力資本的取得並深化既有人力資本、發展社會資本,進而強化該地的人為資本與自然資本。 / Many countries have put emphasis on local management since 2000 and there are more and more practical cases or studies for city, urban and rural area management. The debates and the actions about the competitiveness of a place has started; however, the exploration of the approach of local management appears quite less even though that is the key to enforce place management and increase competitiveness. Therefore, this purpose of the thesis is to focus the direction to express an explorative studies. I expect it could make some contribution for the academic and practical development of this field. In the era of creativeness with the universality of Internet and the awareness of self-consciousness, the model which values are only created by suppliers has changed and the demand of users’ participation has also become stronger. There are some explanations or achievements for a place to take the way of “Value Co-Creation” to manage; therefore, the thesis aims to answer three research questions: (1) How does a place start the value co-creation activities? (2) What is the key factor of value co-creation activities in a place? (3) How does a value co-creation activity affect the management of a place? The thesis will firstly explore the significance of value co-creation activity in a place through literature review. Using “value co-creation,” local capitalism as basis, I make some adjustments in the business model, which portrays the process of “value creation” to develop the conceptual structure of case study. My research structure is divided into four parts: value proposition, key resource, key process and management performance explained by local capital. The thesis adopts individual case research method, and focuses on three representative and influential activities in the Yilan region, which are totaly observed case for 30 years. The conclusions of the thesis are as the following: (1) lacking resources, recognition for the necessary of co-creation and the co-creative atmosphere are the reasons that affect a place to take “value co-creation” for the local management in different stages. (2) The key process is to strengthen the content and statement of value proposition, to acquire and integrate the resources, and to improve and localize the management performance. (3) The co-creation activities can expand the acquirements of external human capital and reinforce internal one, increase social capital and enrich the human-made capital and natural capital.
27

品牌合作活動為基礎的顧客參與服務平台:以搜尋引擎優化之觀點 / Brand Alliance-Based Campaign in Customer Engagement Site: A Search Engine Optimizing Perspective

楊維正, Wei-Cheng Yang Unknown Date (has links)
在這個新媒體服務竄起的時代,許多中小型商家卻難以充分利用新媒體在顧客生命週期(customer life cycle)管理的過程中提升顧客參與行為。而在所有新媒體當中,搜尋引擎又被認為是獲取和發展新顧客最有效的方式之一。因此本研究在搜尋引擎的基礎上提出了一個藉由合作營銷活動最大化顧客參與的新架構。 我們利用在顧客參與平台上建構反向鏈結以及長尾關鍵字服務來實現我們的架構。通過針對中小型商家和顧客的控制實驗,我們驗證了該架構的可用性和效果。我們發現兩種服務對於增進網路能見度以及搜尋精準度都有明顯的提升。而高網路能見度及高搜尋精準度可以幫助中小型商家提升顧客參與行為,不論是在顧客參與平台或是其官方網站。因此本研究認為中小型商家可以利用顧客參與平台上的服務來建立合作營銷活動,以促進顧客參與行為。在這個過程中,不僅有利於顧客對於品牌態度的建立也有助於其轉變為中小型商家忠實顧客的可能性。 / Facing the fast-changing trend of service economy upon new media, most small and medium enterprises (SMEs) don’t have the capability to utilize new media to stimulate customer engagement behavior (CEB) through customer life cycle (acquisition, development, and retention). In all the new media, search engine is the most helpful way on acquiring and developing new customers, thus we propose a new framework based on search engine to maximizing the CEB through brand alliance-based campaign (which is a popular marketing strategy for SMEs to acquire new customers). According to our framework, the study implements two search engine services including inlink building service and long tail keyword service on engagement site. With conducting controlled experiments toward SMEs and customers, we testify our system by SMEs and the effects of services toward the customers. We find that inlink building service and long tail keyword service increase both on high search targetability and web visibility for customers. With high web visibility and search targeatbiliy, CEB can be stimulated on engagement site and also target sites of SMEs. Thus we conclude that SMEs can use brand alliance-based campaign with our services as a trigger to stimulate CEB. With increment on engagement behavior, customer’s brand attitudes then increase and in the end become loyal customers to the SMEs.
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虛擬社群之價值共創活動 -- 以BBS社群為例

張元力, Chang, Yuan Li Unknown Date (has links)
2000年dot com泡沫化後,許多人對於網路公司的夢想破滅,網際網路回到更務實的面向。網路中的價值創造並非無中生有,但是網路的價值創造打破了價值鍊的架構,而是以一種共創(Co-creation)的形式來進行。本研究以個案探討的方式,深入研究台灣具代表性的BBS虛擬社群平台,藉以探討下列三個問題: --在虛擬社群中,社群成員、發展者與社群平台如何共創價值? --商業化與非商業化社群在價值共創上是否有所不同? --從非商業化到商業化的過程中,虛擬社群的組成有何變化? 研究發現顯示,虛擬社群間的共創價值活動,仰賴著共同的經驗網路,以價值星系的方式來創造。而因為社群組成與內容的不同,會面臨不一樣的管理議題與平台需求。合適的跨平台與平台多角化,將可以拓展虛擬社群間共同的經驗網路,增加價值共創的機會。 而商業化與非商業化的虛擬社群,在價值共創的本質上並無不同,但是社群平台商業化色彩過濃將影響社群成員在其中的活躍度。非商業化社群的經營在學術網路的規範下,能取得營運經費的管道較少。但相對而言是一個較佳的發展環境。 從非商業化到商業化的過程中,產權的轉移需要妥善規劃,而在管理風格與管理理念上,也不應該有太大幅度的變動,否則將導致社群成員的重組、甚至流失。 / After the dot com foam, the dream to the internet company of a lot of people evaporated. The internet got back to more practical facing in 2000. The value in the internet is created and does not create something out of nothing, but the value of the internet creates the structure of breaking the value chain, but goes on in a kind of form created “Co-creation". The way probed into by the case in this research, further investigate representative BBS platform of virtual community of Taiwan, and use to probe into the following three questions: --In the virtual community, how with the platform, community, and developer create value? --Is commercial community different from in-commercial community in value co-creation? --From commercialization to commercialized course, what changes does the composition of virtual community have? Discover that shows, value creation activity among the virtual communities are dependent on the common experience network; create by way of value galaxy. And because the community makes up different content, it will face the different management topic and platform demand. Suitable stepping the platform can expand the common experience network among the virtual communities; offer more opportunities that value is created. Commercialization and in-commercialization virtual community are not different on the essence that value creates, but it will influence community members in activeness degree among them that the commercialized color of community platform is passed thick. Commercialize management of community under academic norm of network, can is it operate channel of funds less to obtain. But comparatively speaking a better development environment. From commercialization to commercialized course, the transformation of the property right needs appropriate planning, in idea; there should not be change by a large margin either in the managerial style and management, otherwise cause the reorganization, even loss of community members.
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塑造企業主動積極性以提高企業績效:衡量資訊科技基礎下之協同合作在中小企業扮演的角色 / Shaping proactivity for firm performance: evaluating the role of IT-enabled collaboration in small and medium enterprises

周致遠, Chou, Chih Yuan Unknown Date (has links)
近年來,中小企業(SMEs)於經濟中扮演與日俱增的重要性,使得產官學界希望能知道更多如何提升其企業績效的方法。本研究定義企業主動積極性(proactivity)為一關鍵影響因子,可使企業預期改變、想要改變,進而執行改變,以提高企業績效。本研究亦視資訊科技基礎下之協同合作(IT-enabled collaboration)為增加企業主動積極性各面向的可能方法。本研究採用個案研究(case study),對象為臺灣宜蘭縣枕山休閒農業區。研究結果顯示,中小企業確實可透過資訊科技基礎下之協同合作,塑造其企業主動積極性,進而提升企業績效。本研究亦可協助中小企業認識企業主動積極的重要性,並協助其透過資訊科技基礎下的協同合作,增加其主動積極性。 / The emerging importance of small and medium-sized enterprises (SMEs) has led to an increased interest in how to improve performance. In our research framework, we define proactivity as an essential factor that enables a company to anticipate change, to have the desire to make a change, and to implement that change to improve the performance of SMEs. We hypothesize that Information Technology (IT)-enabled collaboration has the potential to help firms achieve all dimensions of proactivity. To verify the research framework, a case study was conducted in the Mt. Pillow Leisure Agricultural Area in Yilan County, located in the northeast of Taiwan. Our research found that SMEs can enhance their performance after developing proactivity through IT platform-based cooperation. The results of this study can assist SMEs in improving their performance by signaling the importance of proactivity and assisting SMEs in improving their proactivity through IT-enabled collaboration.
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共創共享平台創新行銷模式之研究 / A Research on the New Co-creation Platform of Online Marketing Model

徐凱玲 Unknown Date (has links)
共享經濟、社群媒體,已經是現代人在行銷媒體以及商業管理上密不可分的話題,然而,在這樣一個網際網路頻繁運用的同時,整個大環境的改變,過多的資源讓消費者的身分開始轉變,不再像以往的方式只是單單的接受與接收,而是有強烈的求知慾,這樣的資訊的啃食方式,改變了消費者的身分,消費者直接或間接的轉變成評量者、推薦者甚是購買者變成銷售者,這就是共享經濟下的一個模組。本研究探討目前市面上已經執行且成功擴散的共享經濟經營模式,用這樣的一個方式間接地看台灣市場在品牌行銷上的概況。本研究針對保養品產業,先來探討目前市場上會使用的媒體行銷工具,並運用研究方法,找到網路平台上與實體通路間的一個微妙的組合,這樣的組合行銷方式來自於消費者對基本資訊的強烈需求與擴散,直接與間接地達成共創經濟的模式,讓台灣保養品可以找到一組符合現在消費者與商品之間的行銷模式,並探討出哪些行銷模式是會被消費者有強連結與弱連結的行銷模組。 同時在這樣的研究方式下,測試及比較體驗行銷與信任行銷兩者之間,會因為共創的這樣的一個身分,而改變對品牌的認同感與黏著度。 / Sharing economy and social media are, nowadays, inseparable topics in the realm of media marketing and business management. However, while in an era which WWW is being used with such high frequency, the entire environment is changed, these abundant resources have transformed consumers’ identities, not any longer a one way receiver, but to have a strong desire and curiosity to acquiring more knowledge and information. It is such hunger for information the key consumers’ identities change. Consumers are changed directly or indirectly to an evaluator, they are from being the one that suggests or purchases to a seller, this is the new module developed under “sharing economy.” This study explores the shared economic business models that have been implemented and are now proliferating successfully in the marketplace, and indirectly look at the Taiwanese market in terms of brand marketing. This research aims at the skin care industry, starting at exploring the media marketing tools currently used in the market, and through further research to find out a subtle combination of channel marketing and online sales platforms. Such a combination of marketing methods comes from consumers’ strong demand for basic information and proliferation, directly and indirectly bring out the model of a “ co-creating economy,” in order that Taiwanese skin care product brands can find a suitable marketing model between consumers and products, and further explore which marketing models would be the strongest links and weakest links to these consumers. At the same time in such research approach, the test and comparison between experience marketing and trust marketing will change the brand recognition and attachment due to the presence of co-creation. Key words: Customer value, create economy, service quality, purchase intention, service involved

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