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探討世代群建構大稻埕作為創意街廓之平台機制 / Exploring the platform mechanism of sedai group to develop Dadaocheng into a creative city吳宛倩, Wu, Wan-Chien Unknown Date (has links)
1980年後工業時代,全球經濟轉向以服務和商業經濟為主,全球化影響在地經濟,傳統產業式微,迫使傳統城市面對空間重組之議題,並且回應市民的新需求。大稻埕曾是人文薈萃的寶地,更是台灣的的經濟中心,如今卻面臨相同的問題。此時,世界各地颳起文化創意產業的風潮,英國的成功經驗,讓文創產業成為各國眼中振興經濟的一帖良藥。台灣亦陸續出現相關政策,從社區總體營造到都市再生前進基地計劃,到後來出現民間單位世代群。世代群提出創業育成、街區營造、文化運動三大目標,用不同角度提供一個重塑都市形象的解答。
Landry用都市規劃的角度提出「創意平台」之概念,他認為創意平台串連散落城市各地的創意能量,帶領城市轉型。本研究以陳威如與徐卓軒提出的「平台機制設計方法」做為理論基礎,檢視世代群是否達到Landry提出的「創意城市七項要件」。本研究希望透過研究結果,回答下述三個研究問題:(1)世代群推動創意平台之平台機制如何運作?(2)世代群內部運作具備哪些創意街廓之要件?(3)世代群與大稻埕他者關係,如何促進大稻埕發展為創意街廓?
本研究得到的初步結論:(1)世代群透過嚴格的身份認證機制,控管平台品質,再對被補貼方釋出優渥的補貼政策,吸引其進入平台後,建立其歸屬感增加黏著度。(2)多元的創意人才與中高度的授權組織文化,讓組織與地方保持創新活力。(3)對內於地方深耕經營,並與他者相互合作,孕育共同地方認同感;對外打造國際藝術節,建立內外部認同感。 / In the 1980s, known as post-industrial society, service industry and the commercial economy started to dominate the global economy. Globalization affected the local economy which leads to a decline of traditional industries, and the issue of space reorganization was raised in the traditional cities, and responded to the new demands of the residents. Dadaocheng used to be the cultural and economic center of Taiwan, but nowadays it stuck in the same transformation issue.
In the same time, cultural and creative Industry was booming around the world, and the UK successful experience made the cultural and creative Industry become the solution to stimulating the economy in every country. Relevant policies were made in Taiwan as well, such as Integrated Community Development, Urban Regeneration Station, and Sedai Group-a private sector later appeared. Sedai Group proposed three objectives, including creativity cultivation, community development, and cultural movement to provide a solution to reshaping the image of a city from a different perspective.
Landry proposed the concept of Creative Platform from the perspective of urban planning. He argued that the Creative Platform reorganized the creative energy scattered in the city and led the city transformation. This study takes the Platform Mechanism design method proposed by Chen and Yu as the theoretical basis, and check out did Sedai Group achieved the seven elements of Creative City which proposed by Landry. This study tries to answer the following three questions with the research findings: (1) How does the Platform Mechanism of Creative Platforms promoted by Sedai Group operate? (2) What are the internal operating elements Sedai Group possess to become a Creative Platform? (3) How does the relationships of Sedai Group with other sectors urge Dadaocheng to become a creative city?
The preliminary conclusions of this study are as follows: (1) Sedai Group uses the strict identity authentication mechanism to control the quality of the platform, offers the preferential subsidy policy to attract the subsidy side to join the group, and establishes the sense of belonging to increase the user’s stickiness. (2) Multiple creative talents and the medium-to-high-altitude empowered organizational culture to allow the organization and the city sustain their creativity. (3) Richly cultivate the city and cooperate with other organizations to nurture local identity domestically, and organize international festivals to establish the internal and external identity.
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智慧影像監控應用之通路代理行銷策略-以個案公司資訊通路代理商為案例 / The marketing stratege of intelligence video surveillance and application闕林睿 Unknown Date (has links)
企業的永續經營需要不斷的成長與獲利,近幾年台灣市場成長不易,對於新市場的布局是許多企業面臨的重要課題。因所任職的公司,希望能以資訊代理商的條件,找到一個能開發出新的銷售通路的產品線,同時又能利用到既有已代理的資訊產品的優勢。這幾年雲端運算技術已成熟,儲存成本大幅降低,數位影像壓縮技術、網路頻寬與電腦效能大幅提升及手持裝置及應用程式普及化,從外在環境的趨勢,看到智慧影像監控及應用的成長機會。
本研究以個案公司為案例,探討一個成立30多年的資訊通路代理商,在決定投入智慧影像監控市場後,如何依自己的條件及瞭解競爭環境,用通路代理商的角度來擬定行銷策略。除了傳統類比轉成影像數位化的監控商機,對於雲端科技到物聯網、大數據分析、互動看板廣告行銷、行動科技等在智慧影像上的運用,希望能透過解決方案的整合找出新的市場機會及新的策略合作夥伴,並提出可具體商業化的營運模式。
對於智慧影像監控市場的應用,研究內容將列出現在及未來的主要應用內容,舉凡人流及車流分析、臉部及車牌辨識技術應用、熱感分析、智慧城市、消費者行為分析及互動式數位廣告等等,以資訊配銷商的利基點,找出商業模式,從使用者的不同需求,提供產品垂直整合上的規劃。在現有實體配銷機制,找出應用軟體開發商、資訊及網路監控等相關硬體設備建廠商、工程設計與建置服務等等的團隊合作機制。除了既有相互合作共同承攬生意的方式,也規劃透過B2B網路平台的行銷模式,建立案例行銷讓業主找到所需服務,吸引更多創新應用的公司加入合作的團隊,期能創造更多的互利多贏的營運模式。
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金融科技下保險業之發展與挑戰 / The development and challenge of insurance industry in the era of financial technology賴靜儀 Unknown Date (has links)
自2008年金融海嘯以來金融新創公司崛起,運用新科技如雲端系統、大數據分析、物聯網等,將之應用於金融產品或企業營運模式中,此波趨勢亦影響傳統金融業者,顛覆其原有的商業模式。歐美國家之金融業紛紛投入金融科技的研究,藉由資訊科技業與金融業跨領域之合作,不同思維模式之間擦出的火花,讓金融業更為蓬勃發展。又新創公司如雨後春筍般立,為金融業帶來重大轉變,亦使得金融科技一詞成為近年來商業界最廣為討論的話題。
根據世界經濟論壇發布的一篇研究報告指出未來金融科技的演變將造成金融業之消費模式、產品型態和企業經營結構之變革,其中又以保險業首當其衝,最先受到金融科技的衝擊。保險科技一詞承接著金融科技,代表著保險業與資訊科技業的合作,在相輔相成以降低經營成本之餘,還能夠為消費者帶來全新的保險體驗。在此之下,本文欲探討受到高度監理的保險業如何在金融科技之下跟上創新的腳步,以推出符合消費者需求的商品。而相較於國外保險科技較為成熟之發展,我國保險業的創新腳步稍嫌慢了一些,故本文主要透過研究英國、美國和新加坡等地之保險業創新經營模式和保險商品,以供我國未來保險業作為參考和改良基礎。再者,傳統保險業者和新創公司如何在這被稱之為「破壞式創新」的革新當中嶄露頭角並取得領先之地位亦是本文探討議題之一。
此外,我國金融監督管理委員會在今年5月發佈金融科技發展策略白皮書,和立法院甫通過金融科技創新八法之修正草案的初審,顯示我國政府亦逐漸重視金融科技的發展,開始透過國家的力量推動金融業之創新。本文藉由比較英國和新加坡主管機關對於保險業之監理,反思我國往後立法或監理之發展方向。又對於主管機關而言,如何在消費者權益與鼓勵創新之間取捨,如何拿捏其中的平衡是長久以來的難題,因此,本文將借鏡各國保險業的發展現況,藉以探討我國在產業方面的因應和主管機關相關規範的設立。
最後,期望藉由本文的歸納和研究成果提供我國保險業未來發展方面的建議,以及政府機關可能採取的政策,還有消費者方面在變革之下應有的心態。
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中國大陸知識產權交易平台的建設研究 / Research on the Construction of Mainland China's Intellectual Property Right Trading Platform王也 Unknown Date (has links)
在知識經濟的時代大背景下,知識產權交易是知識產權轉化為商品的有效
手段,而知識產權交易平台又是知識產權交易的重要硬體保障。文章分析了中國大陸知識產權交易市場的現狀,分析借鑑了國外優秀交易平台的建設經驗,指出了中國大陸知識產權交易平台中存在的問題,闡述了建設知識產權交易平台的特點、作用與發展定位,結合目前的發展規劃,提出了建立健全知識產權綜合交易平台的構想及具體建議。
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透過知識翻新活動以提升國小學童對節能減碳概念之理解 / Effects of knowledge building activities on elementary school students’ conception of energy saving and carbon reduction蔡佩真 Unknown Date (has links)
本研究主要目的在探究知識翻新活動對小學生節能減碳概念理解的影響。以知識翻新理論 (knowledge building) 作為教學核心理念,並以知識論壇(Knowledge Forum,KF)─電腦支援協作學習工具─來輔助與紀錄學生的學習。研究方法採個案研究法,研究對象為台北市某國民小學五年級某班學生(N=34),研究時程為一學年,課程以節能減碳為主題。資料來源包括:(1) 知識論壇上之想法討論與互動歷程;(2)知識論壇平台之溫室效應與節能減碳想法貼文;(3)節能減碳概念理解之測驗。資料分析包括:(1)以知識論壇的分析工具(Analytic Toolkit, 簡稱ATK)分析學生在平台上想法討論與互動的行為;(2)分析學生在平台上所發表的貼文內容之階段性發展,並將學生所討論的概念與環保署所提供的溫室效應與節能減碳國中教材進行比較,以檢測學生所提的概念之完整性與豐富度;(3)使用創造力概念的流暢性、變通性、獨創性、精密性等四個面向,檢驗學生共構的知識品質;(4)分析課程結束後所進行的節能減碳概念測驗,檢測學生在知識翻新活動下對節能減碳概念的理解。研究結果發現:(1)知識翻新教學有助於促進以「想法」為單位的學習與互動模式;(2)知識翻新的學習環境有助於學生共創豐富的知識;(3)在知識翻新的學習環境中,呈現學生的想法數量漸趨減少但品質漸趨提升的情況;(4)讓學生自己翻新知識以主動學習,相較於被動的學習方式,更有助於提升學生在科學學習上的成效。根據上述結論,本研究提出下列幾點建議:(1)教師應重視學生的想法;(2)教師應鼓勵以想法為中心的互動與學習;(3)教師應幫助學生發展創新知識的關鍵能力;(4) 教育相關單位在設計課程與測驗時,更應重視學生的深層理解;(5)教師在教學上應善加利用網路學習資源。 / The purpose of this research was to investigate the effects of knowledge building activities on elementary students’ concepts of energy saving and carbon reduction. Knowledge building pedagogy and Knowledge Forum (KF)─an computer-supported collaborative learning environment─was employed in this study to document the process of students’ idea generation and development. This study employed a case-study design. Participants were a class of fifth graders from an elementary school in Taipei (N=34). They participated in a natural science class for a year and the topic of inquiry was about energy saving and carbon reduction. Data sources included: (1) Students’ online discussion recorded in a KF database; (2) Student’s ideas about energy saving and carbon reduction; (3) Students’ final test about energy saving and carbon reduction. Data analysis include: (1) descriptive analysis using Analytic Toolkit (ATK) and Social Network Analysis to document students’ interactive processes online; (2) qualitative analysis on the content of notes posted in KF; (3) content analysis, using the four aspects of creativitiy--fluency, flexibility, originality, and elaboration--to examine the quality of ideas generated by students; (4) learning assessment using the final comprehension test to evaluate students’ level of understanding about energy saving and carbon reduction in knowledge building environment. The main findings were as follows: (1) Knowledge building instruction was found helpful for supporting students’ work with “ideas”; (2) Knowledge building environment was conducive to knowledge advancement; (3) In the process of knowledge building, it showed the number of ideas was decreasing but the quality of ideas was improved; (4) Knowledge building environment was helpful for students to enhance science learning. Building on the findings, this study made the following suggestions: (1) Teachers should value students’ ideas; (2) Teachers should encourage students to interact and work with ideas; (3) Teachers should help students develop capacity for creating new knowledge; (4) When designing instruction, it is essential to emphasize deeper understanding; (5) Teachers should make good use of the online learning resources.
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台灣紡織產業導入B2C電子商務平台--以機能性紡織廠商為例 / The introduction of Taiwan’s textile enterprise implements the B2C e-commerce platform -- a case study of a functional textile company王園甯, Wang, Yuan Ning Unknown Date (has links)
台灣B2C電子商務市場無疑已經突顯出越來越大的商機。在網際網路的世界裡,E-commerce平台的演進、社群網路的興起、智慧行動裝置及移動科技的出現帶給B2C電子商務平台的影響,及如何運用於紡織產業,是本研究的主要研究項目。
傳統紡織業市場中,布料商有群聚效應,雖然商家眾多,但市場規模太小、且涵蓋率過低。擺設空間有限,布料、產品種類繁雜,無法將所有產品上架,而且生產布料屬大量標準化規模生產,客製化的空間有限,容易產生大量存貨。因此,布料商和消費者之間產生許多資訊不對稱,消費者的需求往往未能被滿足。經由五力分析、電子商務、價值鏈管理、STP理論等文獻探討,以及紡織產業電子化、供應鏈管理實施情況之資料蒐集分析中,了解紡織產業電子化上下游合作廠商配合情形。
本研究提出紡織產業價值鏈管理B2C電子商務平台之構想,闡述B2C平台架構、內涵及功能、推動策略等。同時,以Hyperbola作為個案研究的對象,探討公司過去經營概況、市場地位,現有的B2B平台、以及顧客服務系統,對企業在B2C電子商務平台下之運作情形。分析發現B2C平台能簡化多對多的資訊連結,增加與下游品牌商及終端消費者的溝通,並有利於提供全球化的客戶服務、加速企業在市場中的反應能力。唯有綜合佈局,全面提升競爭力,才能突出重圍,再創台灣紡織產業新一波高峰。 / Taiwan's B2C e-commerce market has undoubtedly highlighted the growing business opportunities. In the world of Internet, E-commerce platform evolution, the increase rate of social networking, mobile devices, and smart phone technology to brings the impact of B2C e-commerce platform, and how used in the textile industry, is the main focus of this study.
In the traditional textile market, the fabric suppliers have cluster effect, although many businesses, but the market is too small, and the coverage is too low. Display space is limited, fabrics, products include a wide variety, not all products can go into the market, and production of fabric is a large-scale standardized production with limited space for customized work, which can cause a large qty of leftover storage. Therefore, much misunderstanding and communication between fabric supplier and customers would occur, hence the needs of the customers cannot be satisfied. Through the five forces model, e-commerce, value chain management, STP theory literature review, and digitized textile industry, supply chain management implementation of data collection analysis, brings to understand how digitized textile industries in both upstream and downstream co operation together with the relevant vendors.
This study proposes the textile industry value chain management concept of B2C e-commerce platform to explain the B2C platform architecture, content and function, and promote strategies. Meanwhile, the object of Hyperbola as a case study to explore the company's past operating profile, market position, the existing B2B platform, and customer service systems, B2C e-commerce platform for enterprises operating under the mentioned circumstances. B2C platform to simplify the analysis found many to many links to information, increase with the downstream end consumer brands and communication, and facilitate the provision of global customer service, accelerate enterprise in the market response. Only with comprehensive layout, enhancing competitiveness one can be ‘out-the-box’, thus a new peak of Taiwan's textile industry appears.
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價值共創環境、誘因機制與知識管理對興趣型社群平台營運之影響 / The Methodology for the Operation of Communities of Interest: Value Co-Creation, Incentives, and Knowledge Management吳岡陵, Wu, Kang Ling Unknown Date (has links)
在傳統的企業思維中,價值乃是由企業創造的,由企業單獨決定其產品和服務提供什麼價值,消費者僅僅代表對公司產品的需求;但隨著產業環境的發展,尤其是網路經濟時代的來臨,生產者與消費者之間的界限開始模糊。在過去資訊單向流通的網路世界中,人們在網路上代表的僅僅是一個創造流量的虛擬人物,然而隨著資訊科技的進步,網路技術的發展,人們在網際網路中開始彼此協作,發揮集體智慧向全世界發聲,即「價值共創」的概念。從Linux開放原始碼成功以來,許多企業已經逐漸了解到使用者參與創新、使用者虛擬社群參與企業產品開發的重要性,企業不再能獨自生產和管理知識,而是需要與它們的使用者共同創造知識;同時,人們也了解到透過結合價值共創的概念,虛擬社群平台可以發揮多大的效用,並且在其他領域也有許多類似概念的應用。
科技的協助讓使用者可依據其個別的興趣、需求等動機組成或進入不同的興趣型虛擬社群平台,此類平台除了結合對某一特定議題或事物有共同喜好的人們、高度人際之間的互動與溝通、經由網站所提供之平台分享交流彼此的心得與看法之外,尚有組織設計正式化程度低與集權化低之特色,以及此類社群對於參與者無特殊專業知識與技能之進入門檻之特色。因上述之特色,興趣型虛擬社群平台需要集眾多使用者之分享,才能在無特殊專業門檻的情況下,以內容累積出具有價值之資料庫。
本研究針對興趣型虛擬社群平台進行探討,透過文獻中得知之社群經營成功關鍵要素:「價值共創的環境」、「誘因機制」、「知識管理」檢視個案興趣型虛擬社群平台,並發現三者之間有順序性之關係。首先透過良好設計的「價值共創」社群平台環境,吸引使用者參與,其結果可以加強社群平台自身之競爭優勢。第二階段興趣型社群平台應該透過明顯且簡易得到之金錢誘因吸引使用者,使其有動機參與進入興趣型社群平台,而在使用者數量提升之後,透過管理機制之設計,產生心理誘因,加強使用者之重複拜訪與投入的行為,即透過正確而有效的「誘因機制」提升興趣型社群平台運作之人流量與忠誠度。於累積足夠的使用者及高度黏著度之後,興趣型社群平台應該透過「知識管理」建立機制,將社群平台上累積之知識形成資料庫,以吸引更多的使用者加入,串聯具互補性質的合作夥伴,同時促進更高的社群平台黏著度,並且進而利用資料庫,創造可能的多樣化獲利來源。 / The research aims to focus on the communities of interest, which is now the mainstream of communities on the Internet. With respect to the lack of related research on the operation of communities of interest, this research will examine three factors that are key to the operation of this kind of communities and research how these three factors work and how business managers plan a strategy for the operation of communities of interest.
The research will take iPeen and Fandora, both of which are rising stars communities in Taiwan, as case study communities. The study reveals that there are some factors that are key to the success of communities. By examining the factors, we can see how they work and how they would lead to the victory in the heated online communities war.
According to the research, a value co-creation environment, the incentives and knowledge management would be the key to the success of operation of communities of interest. The management team of communities of interest can use these three key factors step by step through strategic planning.
In the final conclusion and suggestion, the research aims at the future participants in the industry and provides solutions to the strategic planning regarding previously found key factors and referred cases.
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創新夥伴關係之研究 -以台灣大哥大志工數位媒合平台為例 / 無黃玉娟 Unknown Date (has links)
以政府推廣志願服務及未來我國即將邁入高齡社會,對龐大志願服務者的需求作為研究背景,探究台灣大哥大基金會「微樂志工」媒合平台的運作模式現存的問題,檢視平台從2014年3月成立迄今之相關成效。
本研究透過文獻分析法整理志工招募的理論與概念,運用次級資料分析法瞭解志工招募現況,並對「微樂志工」媒合平台現況進行分析,解析國內較著名的企業社會責任案例,將理論與實際進行驗證,提出如何運用企業核心能力協助非營利組織從事公益,可以更創新、更有效益之建議。
研究結果發現:現代人的生活型態漸趨仰賴數位行動之服務,台灣大哥大基金會所推出之「微樂志工」媒合APP平台,是符合潮流的服務仲介模式,惟平台尚未整合集團資源、提供的活動類型亦尚未完全符合志工需求、無誘因吸引非營利組織與志工使用,以及操作介面尚不夠人性化。
本研究提供兩個方向供台灣大哥大基金會及其他公司參考:
一、 平台推廣-結合集團的資源,並開發符合志工需求主題的短期志願服務類型,透過誘因機制吸引非營利組織及志工加入,以及更人性化的操作介面。
二、公益品牌形象-運用此平台整合集團所有公益活動、與政府合作推廣「佈老志工」概念、號召同仁揪團加入公益平台,企業-同仁-客戶/親友一起攜手做公益,發揮巨大善的力量,除建立企業公益品牌形象外,同時也改善企業經營之環境。
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結合行動應用之自由行旅遊支援平台建置 / The Development of a Travel Supported Platform with Mobile Application for Backpacking王子瑜, Wang, Tzu Yu Unknown Date (has links)
摘要
觀光旅遊是現今十分興盛的休閒活動,根據 2010 至 2012 年交通部觀光局統計資料顯示,國人國內旅遊以非旅行社承辦平均高達約 88%,因此如何有效規劃行程內容及安排各景點間的交通路線,就成為旅遊前的重要準備工作。
檢視目前旅遊規劃的數位服務平台並無法真正解決旅遊需求。故本研究設計與建置一套旅遊支援平台,首先藉由訪談,了解使用者需求,歸納出平台設計重點,分析系統的使用流程,再設計功能模組化與操作介面,最後建置平台並進行原型評估。本平台以雲端資料庫為基礎,無縫結合網站與行動應用兩端的資訊流。使用者在行前利用網站規劃行程內容,完成後上傳至雲端資料庫,網站端內容會自動同步於行動應用端,並以適合行動應用的界面呈現。使用者之行程安排因此更便利與彈性,在行動中亦能利隨時以手機查看行程,並依當地情況修改行程、即時安排交通路徑,使得旅遊行程計畫可以依實際的變化機動調適。而更新後的行程亦同步儲存於雲端。
本研究未來方向可以往更多的服務串流發展,如景點的多媒體內容、社群結合、智慧邏輯排程或外部資訊連結等等。隨著未來資訊技術的提升,將為系統平台帶來更多可能性、讓整體服務擁有更佳的整合性,提供使用者更好的體驗。 / Nowadays, touring is a popular leisure activity. According to statistics from the Taiwan Tourism Bureau, people arranged their own domestic travels as high as 88%. Because backpacking can be economical and more flexible, many young people tend to travel by themselves. Therefore travel planning has become the most important preparation work. How to plan an effective schedule and how to arrange the routes between attractive points are the tasks that backpackers often need to face.
However there are few information services for the needs currently. The thesis designed and implemented a travelling support platform. First, the research identified design key elements by interviewing users and analyzing travelling behaviors. Second, the research mapped the touring process into functional models. Finally, we built and tested the platform prototype. This platform is Cloud-based and seamlessly integrates both website and mobile application to achieve the information service. Users use the website to schedule their trips and upload the schedules to the cloud database. Then the user can access the same schedule made at website on the mobile APP synchronously. They can check their schedule while they are traveling on the mobile phones. In addition, they can edit the schedule and rearrange new traffic routes real-time to adjust to the local circumstances.
The further developments of the platform will include more integrated services, such as multimedia contents, social network, and intelligent logic scheduling. With the evolution of the technology in the future, the platform will provide better user experience.
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分析電子平台服務下之獎勵機制 / An analysis of reward systems of electronic services葉亦宸, Yeh,Yi Chen Unknown Date (has links)
獎勵系統是使用獎勵去激勵顧客購買或忠誠度行為的一種手法。隨著電子平台服務的演進,具動態與成本效益的電子獎勵機制已發展成增加重複拜訪率以及留住顧客的工具策略,例如:Facebook發行虛擬貨幣去提高使用者的平台參與度; Dropbox使用免費的儲存空間去吸引和保留新舊顧客; Myspace使用虛擬勳章去鼓勵使用者達成平台設定的參與目標等等。並且電子平台上的獎勵的形式可從實體的現金獎品到虛擬的勳章以滿足個人勝任感,有別於傳統獎勵方式,然而在電子平台不斷的創新下,目前仍少有研究針對電子獎勵進行探討。本研究提出電子獎勵分類法,並透過獎勵的動機形式與獎勵的互動程度為分析準則,針對1000網站排名進行內容分析,進而劃分出四種類型的電子獎勵機制: 物質、名聲、個人滿足和社交類型,後續並針對每一種類型的電子獎勵提出平台管理上的洞見。本研究期望能夠提供給後續研究電子獎勵者研究者的參考基礎和平台經營者實作電子獎勵的建議。 / A reward system is a diverse and popular program implemented by many firms in various circumstances to motivate customers’ behavior for frequent and loyal patronage. With the evolving diversity of electronic platforms (e-platforms), more dynamic, cost-effective, and interactive electronic rewards (e-rewards) have been developed as a tool or strategy to retain customers and encourage frequent visits to the platform. For instance, Facebook uses virtual currency to gain user participation. Dropbox uses bonus storage to increase membership and prolong service usage. Myspace uses virtual badges to encourage achievement of specific goals in order to encourage frequent visits. The rewards on e-platforms can range from real items such as cash and discounts, to virtual recognition that enhances self-esteem. These strategies differ from those used by enterprises dealing with face-to-face customers. As variant services on e-platforms have emerged, little research has been done to understand the novel concept and effects of reward systems on e-platforms. Therefore, we propose a taxonomy of e-rewards based on forms of motivation and degree of interactivity. Using content analysis, we examined the world’s 1,000 most accessed Web sites, then, we conducted expert interviews to classifying the 228 e-rewards approaches, discovered from content reviews, into four types of e-rewards: material, prestige, gratification, and affinity. Finally, we propose practical recommendations with insights on the implementation of each type of e-reward systems on e-platform services. We hope that the findings will provide a basis for further study on various impacts of reward systems, and provide a guide for managers in designing and implementing more effective reward systems on e-platforms.
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