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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.
1

探討Instagram對品牌體驗及廣告效果之影響:以高中生為例 / Exploring the Influence of Instagram on Brand Experience and Advertisement Effectiveness: An Example of Senior High School Students

鄭心怡, Cheng, Hsin Yi Unknown Date (has links)
探討Instagram對品牌體驗及廣告效果之影響:以高中生為例 / Having a presence on social mobile applications has become a popular marketing strategy for brands. Instagram, a photo-sharing and video-sharing social mobile application became the second largest social network site in the US in 2014 (eMarketer, 2015). Its image-intensive and social interactive nature provides brands a perfect environment for marketing. However, does it help brands to improve the brand experience? Is it a good platform for enhancing advertisement effectiveness? This study aims at exploring Instagram’s influence on brand experience and advertisement effectiveness. Four brands were chosen in this study, they are Nike, Starbucks, Hollister, and BMW. Senior high school students in Taiwan were chosen as the participants of this study. Quasi-experiment and Latin square design were used in this research to explore the influence of Instagram on these senior high school students. The four brands’ Instagram contents were taken as experimental treatment. Students completed measurements in both controlled condition and experimental condition. The result of these two conditions was compared to see Instagram’s influence on brand experience and advertisement effectiveness. The results showed that Instagram significantly improved students’ overall brand experience towards Nike and Starbucks. Instagram also improved the overall advertisement effectiveness of Starbucks and Hollister. However, the Instagram contents of BMW did not have any influence on improving students’ brand experience or advertisement effectiveness. Moreover, participants’ purchase intention toward the four brands was also not affected by Instagram. Based on the insight of this study, Instagram did help improve the brand experience and advertisement effectiveness for some brands. These brands were mostly the apparel and food & beverage brands which was welcomed among younger audiences. Brands that participants were most familiar with were also successful in improving its brand experience on Instagram. Instagram contents that participants can relate to were most influential in improving the advertisement effectiveness. Brands that were less familiar with participants could also gain success on Instagram by providing the right contents. Therefore, when marketing brands among senior high school students in Taiwan, brand types, strengths of brand, and the force of pull from familiarity are crucial on improving their brand experience and advertisement effectiveness on Instagram.
2

品牌體驗、涉入程度、顧客滿意度與品牌權益關係之研究 / The research of relationship among brand experience、involvement、customer satisfaction and brand equity

解睿凱 Unknown Date (has links)
本研究以Schmitt (1999) 提出之體驗行銷為研究基礎,並採用Brakus et al. (2009) 將體驗由行銷功能導向提升至以品牌作為體驗媒介之層面,探討智慧型手機品牌之品牌體驗對消費者滿意度以及品牌權益的影響;同時,加入消費者涉入程度作為影響滿意度及品牌權益之一構面,形成本研究之架構。 本研究以問卷分析法作為研究方法,並針對智慧型手機品牌之消費者作為研究對象,透過便利抽樣之方式於實體店面回收研究架構前半部有效樣本259份;於網路回收研究架構後半部有效問卷288份。經由相關分析及迴歸分析後得到以下之結論: 1.不同品牌體驗讓消費者在眾多品牌之間產生區別。在產品齊一的情況下,當消費者打算買某一項產品時,往往會先考慮哪一個品牌較優良,因此強化品牌的認知與感受也就是品牌體驗帶給消費者的強化作用。 2.涉入程度越高的消費者因為對產品或品牌的了解較深,會對其做出對自身而言較正確的選擇,因此對品牌會更有滿意感。 3.顧客對某品牌越滿意,即會對此品牌具有越高的忠誠度,當消費者對某品牌具有滿意度,透過口耳相傳或是網路社群的方式對其他消費者進行推薦動作,此時滿意度即可轉化為其他消費者的品牌知名度,進而影響品牌權益。 4.消費者接觸品牌時,會由外觀來對此品牌有初步的認知與感覺,對外顯體驗具有高度反應的消費者則會加深品牌的忠誠度、品牌聯想程度以及知覺品質。 5.涉入程度是消費者對某事某物重視的程度或投入的程度。當消費者對某品牌投入越多,則會對此品牌越加了解,因此品牌知名度與品牌聯想皆會提高。
3

定位性遊戲化機制的設計元素的影響力研究 / An Examination of the Effects of Design Elements on Location-Based Gamification

賴郁成, Lai, Yu Cheng Unknown Date (has links)
此研究的目的是為了幫助企業更深入的了解並運用遊戲化機制,來達到提升品牌體驗及品牌忠誠度的目的。首先,此研究定義了定位系統結合遊戲化機制的七個設計元素:逃避、面對、幻想、技能提升、娛樂、競爭、社交、定位性,然後定義了品牌體驗的四個面向,包括:感官、情感、 知性、行為。 此研究採用準實驗設計,最後收集了來自238參與者的問卷,並且分別搜集了使用者對定位系統結合遊戲化機制的遊戲體驗前及體驗後對於品牌忠誠度的差異來做探討以及分析。 研究結果發現:1)定位系統結合遊戲化機制的方式可以改變使用者對於品牌的認知,2)幻想、娛樂、社交、定位性此四個設計元素對於品牌體驗有很大的影響力,3)情感體驗以及知性體驗這兩個面向的品牌體驗對於品牌忠誠度有很大的關聯性。 企業採用定位系統結合遊戲化機制的方式時,應重視應用程序的設計元素,並了解每一個設計元素對於使用者內心以及行為模式的影響。 / The objective of this study is to help enterprises to better understand the use of location-based gamification to enhance brand experience and brand loyalty. Frist, the study identified the design elements of location-based gamification as: escape, coping, fantasy, skill development, recreation, competition, social and location-base. Then, four dimensions of brand experience were identified, these experiences include: sensory, affective, intellectual and behavioral experiences. Using a quasi-experimental design, this study collected data from 238 participants who join the testing program with pre and post-test of the effects of a designed location-based gamification application. The results show that 1) the use of location-based gamification can change user perception of the brand, 2) the design elements of Fantasy, Recreation, Social and Location-Base have a strong association with the brand experience and 3) dimensions of affective and intellectual experience are strongly linked with brand loyalty. Organizations adopting location based gamification should pay attention to the design elements of the application and understand its impact on various aspects of user behavior
4

消費者參與品牌體驗活動之動機與效果 / The Study of Customers’ Motivation and Benefit Gained Toward Brand Experience—Take NIKE as an Example

姜藍茵, Chiang, Lan Yin Unknown Date (has links)
本研究以NIKE體驗活動為研究情境,針對曾參與過NIKE舉辦之體驗活動的消費者做為研究對象,透過質化訪談的方式探討消費者參與品牌體驗活動之動機,以及參與品牌體驗活動後帶來的個人效益,以及品牌所獲得的效益,最後綜合研究結果給予品牌體驗活動設計之建議。 本研究的結果發現,消費者參與NIKE體驗活動的動機,是因為其提供了:可以設定和追求的目標、品牌社交效益和以及彰顯品牌與自我的一致性。當體驗活動結束後,消費者可以感受到與自我相關的效益,包括:自我效能和主觀幸福感的提升,以及與品牌相關的效益,包括:品牌態度和品牌形象正向的改變。而根據訪談結果又可以發現,當品牌體驗活動能滿足消費者的參與動機時,將可以增強參與後與自我及品牌相關的效益。據此研究結果,本研究提出一研究模型供未來相關研究參考。 根據以上研究結果,本研究提出品牌實務操作體驗活動的建議:一、品牌可以提供與品牌印象連結的目標,並適時地給予消費者協助。二、品牌可以透過體驗活動提供消費者社交效益。三、品牌可以透過體驗活動彰顯品牌個性。透過以上的品牌體驗設計,將能提升消費者對於品牌之正向品牌印象及品牌態度。 關鍵字:品牌體驗、目標設定和目標追求、自我效能、品牌態度 / This study use NIKE’s brand experience activities as contextual research topic. The goal of the research is to explore the motivation and benefit gained toward brand experience by using semi-structured interviews with interviewees who have attended NIKE’s brand experience activities. With abundant interview result, this study aims to give suggestion for future design of brand experience activities. The results of this study showed that customer attend brand experience because it not only provides a goal for customer to set and to strive for, but also provide a channel for customer to gain social benefit and to show self-congruity with the brand. The study also showed that customer could gain self-efficacy, sense of subjective wellbeing and have positive influence toward brand attitude and brand image. In conclusion, when brand experience satisfies customers’ motivation; customer will be positively influenced on both self and brand-related concept. On top of this, this study conclude a research model for future studies. Suggestion for future brand experience planning is provides by this study: First, a brand could offer a goal for customer to strive for and give customer sufficient help. Second, a brand could provide social benefit via brand experience. Third, a brand could show its personality through brand experience activities. By utilize these principles on brand experience activities design; customer will have positive influence toward brand image and brand attitude. Key words: Brand Experience, Goal Setting and Goal Striving, Self Efficacy, Brand Attitude
5

由個案分析探討Web 2.0 網站平台對傳統行銷思維的影響 / Analyzing the effects of Web 2.0 interfaces on traditional marketing strategies and practices based on case studies

朱翊菲 Unknown Date (has links)
因應Web 2.0 的關鍵技術及應用發展,傳統行之多年的行銷思維及作法開始面臨極大挑戰。過去沒有人可以想像消費者能在網站上公開評價商品,或直接發表對特定品牌的體驗;也無法想像主題式社群網站能集結社群、部落格的心得文可以影響消費者行為;品牌的行銷活動比過去更多元且富創意,為的就是吸引消費者的眼球注意力;企業甚至願意花時間經營網站社群,為這群利基消費者發展新品牌及產品線。這些現象的背後,反映出我們所處的行銷環境已大不如前,而消費者、企業與品牌之間的關係改變,無疑地,Web 2.0是促成改變的關鍵原因之一。企業面臨網路科技所帶來的思維轉型,該如何有效因應,並調整其行銷思維及作法,是本研究欲探討的重點。 由於現有文獻或研究多半以Web 2.0 對企業單一構面的影響,或是針對特定產業的深入研究,缺乏全面性且多元的比較研究。因此本研究採用探索性研究法的個案研究法,以文獻探討內容為本,並透過深度訪談法獲取第一手資訊,以發展出行銷 2.0 與傳統行銷的比較命題。 經過文獻探討與個案分析後,本研究歸納出九個命題: 1、Web 2.0 平台有助企業體現市場導向思維。 2、Web 2.0 時代的消費者握有行銷研究的主導權,並由他們決定如何建立關係。 3、Web 2.0 時代下,網路使用者因應共同的興趣及目標聚集形成社群,而企業也開始將主題式社群作為市場區隔的依據。 4、Web 2.0 網站平台較能幫助企業有效評估區隔。 5、Web 2.0 網站平台有助廠商蒐集並了解消費者意見,共同打造符合需求的市場定位。 6、Web 2.0 增加企業與消費者的接觸點,也增加 7P 行銷組合的內涵及作法。 7、行銷2.0 不再是企業單方面由上而下決定品牌內涵,而是由企業與消費者共同打造品牌體驗與價值。 8、Web 2.0 平台強化消費者角色本質的轉變,由孤立變為聯合、由無知變為資訊靈通、由被動變為主動。 9、Web 2.0 平台將傳統單向線性的消費者決策模式,轉變為完整迴圈式的流程。 研究發現,Web 2.0 平台賦予消費者十足的空間及舞台,在商業體系中扮演更積極主動的角色,他們不再一味接受企業透過大眾傳媒所傳遞的訊息,反而開始握有行銷研究的主導權,主動調查有興趣的產業及品牌。而消費流程也不再是單次決策,其購後評價及心得也透過Web 2.0 平台反饋,繼續影響其他消費者的購物行為。Web 2.0 在企業與消費者之間扮演的中介角色,不僅讓雙方在對等的平台上良性互動外,也化解過去因為資訊不對稱所造成的誤解及無效率。而消費者行為的種種轉變,對於企業未來在決定市場區隔、目標市場以及行銷組合7P 等均有決定性的影響。 企業不只要妥善經營實體環境的公共關係,虛擬網絡世界的關係也得花心思好好打理,尤其必須掌握科技及網絡世界的溝通經驗,讓網路使用者中的意見領袖發揮其影響力和說服力,為品牌發言也為品牌形象加值,在每個接觸點都不能放過與消費者互動的機會,因為他們也是共同打造品牌體驗的重要角色。未來的行銷是接觸點戰爭,能夠在與消費者的接觸點出奇制勝、良性互動並獲得有利情報的企業,才有機會扭轉劣勢,力創新局。 / In recent years traditional marketing concepts have been evolving and encountering great challenges due to the online applications commonly described as Web 2.0 or social community websites. No one had foreseen that consumers would evaluate products or services directly after purchase on the thematic social media and publish their brand experience openly through Internet. No one had expected that the thematic social media or Blogs could appeal and gather so many members and opinions towards specific topics, which might influence consumers’ decision. Nowadays, marketers are rushing to integrate various forms of social media into marketing planning and are highly motivated to initiate more attractive and creative events to appeal the consumer's eyes. Some enterprises are even willing to develop new product line or sub-brand to fulfill the customer’s needs. Therefore, due to the emergence of Web 2.0, the current marketing environment is quite different than what we are accustomed to. The relations and power structure between customers and brands have been changing. This research focused on how the enterprises reacted to the Web 2.0 technology and changed their mindset, especially marketing concepts and practices. Since there exists no generally accepted definition and demarcation of the term Web 2.0, the majority of studies have been focusing only on changes in certain industries or specific effects that Web 2.0 has brought to marketing. Therefore, we adopted a more general perspective based on previous results and conducted case studies to gather first-hand information and real practice from the industry. Further, we developed and concluded 9 points and made a comparison table (traditional marketing concept versus marketing concepts in Web 2.0 era) to clarify the differences of marketing concepts between traditional and Web 2.0-driven marketing. The key results of the research are: 1. Web2.0 helps enterprises to better form their marketing strategy and because all the departments within the organization can gather valuable information from each interaction point with the customers. Therefore, the consensus and responsiveness is achieved more easily, which means the Market Orientation concept could be realized. 2. Consumers in Web 2.0 era are capable of initiating market research and it is the consumer, rather than the enterprise, that decides how and with which company relations are built up. 3. Web users form communities due to common interests and objectives in Web 2.0 era, and the industries have begun to segment the market based on the different communities. 4. Web 2.0 applications help the enterprises efficiently evaluate if the market segmentation is effective and worthy of investment. 5. Web 2.0 mechanism support the enterprises to gather information and know more about the consumer insights, and also enables the two parties (enterprise and consumers) to collaborate and create the right market positions. 6. Web 2.0 not only increases the interacting points for enterprises and consumers, but also enriches the insights and possibilities of marketing-mix 7Ps (Product/Price/Place/Promotion/People/Physical environment/Process). 7. In Marketing 2.0 era the enterprise could not decide the essence of brands top down, but have to co-create the value and experiences of brands with the customers. 8. Web 2.0 platform enhance the change of the consumer inner character and behavior, from isolation to union, from ignorant to well-informed, from passive to proactive. 9. Web 2.0 platform transformed the traditional consumer decision-making from one way process to completed circles, where individual experience as valuable feedback influences the decisions of other consumers via Web 2.0 applications. As a consequence, the Web 2.0 is affecting not only the field of technology development but also the domains of business strategy and marketing practice. The Web 2.0 platform empowers the consumer and enables them to play more proactive and aggressive roles in the business system. The consumers do not just accept the message from mass media any more, but initiate marketing research themselves, investigating the brands and industries which they are interested with. The purchase decision making is not single and one way process as the personal comments that are disseminated and discussed on the Web 2.0 platforms keep on influencing other consumers’ behavior. The intermediate role that Web 2.0 plays between enterprises and consumers enables new and equal interactions, diminishing the misunderstanding and inefficiency resulted from the past asymmetric information that was mostly dictated by the enterprises. What comes along with the changing consumer behavior is a revolution in market segmentation, target, position and marketing-mix (7Ps). As Web 2.0 is not a clear-cut concept, some researchers have been regarding it as a mere temporary phenomenon that has emerged with new technology. However, its effects on marketing and wide public acceptance suggest that Web 2.0 is here to stay. Indeed, Web 2.0 has a substantial effect on consumer behavior and has contributed to an unprecedented customer empowerment. Therefore in the future, marketers have to pay more attention and put more effort to co-exist and communicate with a powerful customer instead of old-fashioned pushing marketing. Especially the enterprise should capitalize on the experience gained from the Web 2.0 platforms, utilizing the influences and convictions that web opinion leader possess to advocate for the brand. They should not disregard the many interaction points that could build up the brand experience with the consumers. Only those who could capitalize on Web 2.0 applications to gain more insight on consumer behavior, could win the ultimate victory and survive in the extremely competitive marketing war.

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