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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.
51

博物館行銷策略研究—以生活型態論推薦博物館之因素 / Study on museum marketing strategies -Life style as a factor of museum recommendation

游冉琪, Yu, Jan Chi Unknown Date (has links)
在強調差異性、多元消費性的現代社會中,如何以豐富多樣的體驗資源,透過生活型態的觀眾研究調查,開拓「一個博物館,多種生活型態」的生活型態行銷策略,是博物館人要面對的時代考驗。為培養博物館目標觀眾並開發潛在觀眾,博物往往透過多種行銷手法與管道,以吸引觀眾的注意與興趣,在相關研究中顯示,口碑建立往往是最有效的行銷方式。因此,透過「口碑行銷」切入分析具影響力的博物館觀眾族群,可做為博物館開發觀眾之重要方式。 本研究以臺北縣立鶯歌陶瓷博物館為研究對象,研究目的旨在瞭解博物館觀眾的生活消費特性,藉此推測博物館可以開發的潛在觀眾屬性,並探究博物館生活型態及對博物館推薦意願強度之關係,以作為博物館訂定行銷策略之方向與設計博物館各項功能的內容。 依據本研究發現,經由因素分析萃取出5個生活型態因素,依其屬性命名為藝文參與、品牌消費、工作成就、文化教育以及家庭流行;再依據5個因素得分透過集群分析,區隔出5個不同生活型態集群,分別命名為「工作熱衷群」、「流行休閒群」、「就學學生群」、「藝文消費群」以及「家庭導向群」。本研究分析結果亦顯示,博物館觀眾可以依據不同的生活型態分成不同的族群,而不同的生活型態族群亦有不同的參觀模式,並對於博物館服務與設施的推薦意願的亦有所差異。 最後根據研究發現,分別依據不同族群生活型態之屬性與博物館推薦意願之差異,提出不同的博物館行銷策略與方案,以提供博物館開發觀眾之參考。 / In this contemporary society where emphasis is placed on differentiation and diversified consumption, it is a test for contemporary museums to conduct audience lifestyle studies with multi-faceted resources, and to explore a lifestyle marketing strategy for ‘one museum, multi lifestyles’. Most museums usually have to conduct various marketing promotions and through different channels to cultivate target audiences and attract potential audiences. Various related studies indicates that word-of-mouth is usually the most effective marketing strategy. Therefore, through ‘word-of-mouth’ to analyze influential audiences could be an important way to explore potential audiences. This study takes Taipei County Yingge Ceramics Museum, to understand the consumption behavior of museum audience, in order to assume the characteristics of potential museum audiences, and to explore the relationship between museum typology and audiences’ willingness to recommend. This will also serve as the basis for future marketing strategy, and to design various museum functions and contents. Based on the findings, five typology elements were extracted through element analysis, namely artistic participation, brand consumption, work achievement, cultural education and family popularity; then through group analysis these five elements were segregated into different lifestyle typologies, namely ‘workaholics’, ‘popular leisure’, ‘students’, ‘cultural activity consumers’, and ‘family-oriented consumers’. The analysis will indicate that museum audiences can be grouped based on lifestyle. Audiences with different lifestyle backgrounds encompass different visiting patterns, and may differ in willingness to recommend museum services and facilities. Finally, based on the findings of this study, we intend to propose different museum marketing strategies based on audience lifestyle, and their willingness to recommend the museum, to serve as future reference as museums targets potential audiences.
52

服務設計、展覽體驗、體驗價值、顧客滿意度與推薦意願之關聯研究-以2010年台北國際花卉博覽會為例 / Research of relationships among service design, exhibition experience, experiential value, customer satisfication and recommendation-As seen in the 2010 Taipei Flora Expo

黃俊傑, Huang, Chun Chieh Unknown Date (has links)
本研究探討服務設計、展覽體驗、體驗價值、顧客滿意度與推薦意願之關聯,以2010年台北國際花卉博覽會為例。主要研究目的是想了解花博園區的服務設計內容,是否會使前往花博的顧客有不同的體驗經驗,間接增加體驗價值,進一步使滿意度增加,進而願意推薦親朋好友前往參觀?也想了解是否因為顧客個人因素的不同,導致不同的體驗價值與顧客滿意度? 本研究有效紙本問卷有136份,有效網路問卷有461份,全部問卷共597份。利用典型相關與迴歸分析,發現良好的服務設計將會帶給花博顧客正向的展覽體驗;良好的展覽體驗提高體驗價值;較高的體驗價值使顧客對此次花博擁有較高的滿意度進而使推薦意願提高。接著透過MANOVA、ANOVA、多重比較與T檢定,發現參觀花博的時間不同,對於體驗價值與顧客滿意度有所差異;而第一次參觀花博月份的不同,使滿意度有所差異;累計參觀花博次數不同,對於體驗價值與滿意度也會有所差異。 / In this study serive design, exhibition experience, experiential value, customer satisfication and recommendation are used to investigate the 2010 Taipei Flora Expo. The main purpose is to understand how the host organization service design used in the Flora Expo, caused tourists to have different experiences, increased experiential values, satisfication and recommendation. The study will also investigate whether different personal factors will cause different experiential values and satisfication. There are 136 subjects from paper questionnaire and 461 subjects from on-line questionnaire. Total subjects are 597. Using Canonical Correlation, Regression, MANOVA, ANOVA, Post Hoc and T test the resulting data is as follows: 1. Service design had a positive correlation to experiential marketing. 2. Experiential marketing had a positive correlation to experiential value. 3. Experiential value had a positive correlation to satisfaction. 4. Satisfaction had a positive correlation to recommendation. 5. Different visiting days (weekday, weekend, both) had different experiential value and satisfication 6. During the month (11-12, 1-2, 3-4) of people visting for the first time had different level of satisfication. 7. The amout of times (1, 2, above 3 times) visiting the expo had different experiential values and satisfication.
53

代言人廣告中產品涉入與推荐疲乏對廣告效果的影響 / The advertising effectiveness of product involvement and recommendation fatigue in celebrity endorsement

洪茂光 Unknown Date (has links)
本研究目的在探討代言人的選用策略、代言人代言數量、產品涉入程度與廣告效果之間的意涵;分析人口統計變數對廣告效果的差異性;檢定產品涉入程度、代言人代言數量多寡之間對廣告效果的關係。根據量化分析及質化訪談的研究分析,對代言人的選用策略提出整合研究建議。 研究方法採取量化的實驗法及質化的深度訪談進行,以實驗法進行的過程,先針對代言人代言數量多寡進行人選的前測,再與涉入程度高低不同程度的商品搭配,設計出一組3*2的實驗組合。透過統計檢定導出結論,再輔以實際廣告業界當中,從廣告主及廣告代理商的深度訪談佐證,最終再提出名人代言的選用策略建議。 根據實驗的結果統計歸納,摘要四點結論如下: 一、名人多品牌大量代言等於高知名度,廣告效果仍佳。 二、代言人代言數量過多導致推荐疲乏雖然存在,但對廣告效果影響有限。 三、在商品涉入程度的關係中,名人代言策略建議用在低涉入產品中,高涉入產品效果較差。 四、代言人的選擇應考慮目標對象的性別及教育程度進行遴選標準。 根據廣告主及廣告公司等業者的訪談,提出八項建議如下: 一、依據代言人性格及品牌關聯,為名人量身打造廣告,破解可能的推薦疲乏。二、經由代言人成為「品牌大使」的角色,發揮品牌精神。 三、為避免折損名人價值,名人應嚴選合作品牌,與品牌適配結合。 四、創造虛擬偶像或素人明星為操作代言人的奇兵策略。 五、整合性名人代言的傳播決策路徑 六、避免喧賓奪主效應,發展名人與品牌之間的雙贏及共生關係。 七、用名人自己平常慣用的語言及消費者認同的語言來溝通。 八、理性與感性建立品牌人格化模式。 / The purpose of this study is to explore the strategy of choosing advertising spokesperson, the number of endorsements, the meaning between product involvement and advertising effectiveness. Analyze the demographic variables toward advertising effectiveness. Test product involvement level and relationship between the number of endorsements of advertising spokesperson and the advertising effectiveness. The conclusion is based on the analysis of the quantitative and qualitative research to provide the integrated suggestion for choosing advertising spokesperson. Methodology is based on the quantitative and qualitative (in-depth interview) research. In the course of an experimental method, conduct the pre-test of the candidates for the number of endorsements by advertising spokesperson, the next step is to design a set of 3 * 2 experimental combinations with varying degrees of product involvement. The conclusions derived through a statistical test, and then supplemented with the actual advertising industry which, from the advertisers and advertising agencies in support of in-depth interviews and eventually made the choice of celebrity endorsement strategy proposals. According to the experimental results of statistical induction, four-point summary of the conclusions are as follows: 1. Celebrity endorsement for a large number of brands increases the total brand awareness which means the advertising effect is still good. 2. Lead to an excessive number of spokesmen for endorsement recommendation fatigue exist, but a limited impact on advertising effectiveness. 3. The relationship between the degree of product involvement, the celebrity endorsement strategy proposes to use in low-involvement products, high-involvement products seems less effective. 4. Choosing the advertising spokesperson should take into account gender and educational level of the Target audience as the selection criteria. According to the in-depth interview with advertisers and advertising agencies. The eight suggestions are as follows: 1. Based on the spokesperson personality and association with the brand, it is recommended that the advertising should be tailored to reduce the recommendation fatigue. 2. Through the advertising spokesperson become a "brand ambassador" role, to play the brand spirit. 3. In order to avoid impairment value of celebrity, celebrities should be carefully selected co-brand fit and brand integration. 4. The creation of a virtual idol or a prime people as the advertising spokesperson is an innovative strategy. 5. Integrated decision-making path to celebrity endorsement. 6. To avoid overwhelming and reduce the advertising effect, it is necessary to build the symbiotic relationship between celebrities and the brand to create the win-win situation. 7. Using its own language of the celebrities to communicate with the target audience. 8. Sense and Sensibility patterns to build brand personification.
54

多人線上戰鬥競技場遊戲之團隊成員推薦機制 / A Team Member Recommender System for Multiplayer Online Battle Arenas

周佩諄, Chou, Pei Chun Unknown Date (has links)
近幾年來遊戲軟硬體的進步以及遊玩人數的增加,虛擬世界中的使用者行為已經開始受到注目,也有研究指出人們在虛擬世界的行為會反應他們在現實世界的行為並且交互影響。現今最熱門的線上遊戲更是提供多樣化的機制讓玩家們進行合作、競爭、交流等活動,遊戲開發者也會根據不同的目的開始分析玩家的行為,希望能藉此發現遊戲中更多的可能性。 遊戲的種類繁多,遊玩機制也相當多元,目前是以MOBA這類的線上遊戲最為熱門、擁有最多的玩家基數,MOBA是基於團隊合作的對戰型遊戲,玩家可以自由選擇多種職業(或稱作角色)的其中一種並和其他4位玩家組成隊伍,而對手也是同樣由5位玩家組成的隊伍。這類遊戲最大特色是職業的組合關係以及玩家之間的合作關係。在各個遊戲論壇或電競場合中,玩家們對於找出最佳的團隊組成或遊戲技巧提高勝率的分析相當熱衷,但在學術研究領域上目前針對線上遊戲團隊還沒有太多深入的研究。 本研究的目標旨在提出一個結合資料探勘與社群網路分析的方法來分析玩家與團隊績效之間的關係,並用於團隊績效預測與團隊組成上,藉此進行隊友的推薦。首先從抓取來的資料中取出三種玩家與英雄之間的關係,考量玩家的合作關係與英雄的組合關係,藉此篩選出具有高相關度的玩家作為推薦候選人。而在團隊績效預測的部分,取出對玩家個人表現或團隊表現具有影響的特徵值,並分析勝利的玩家或團隊通常會具備什麼樣的特質,再進行團隊表現的預測模型的建置。最後再結合兩者推薦出適合此隊伍的隊友供團隊選擇。 / Multiplayer online battle arenas (MOBA) is a subgenre of strategy games and has become the most popular online game genres recently. Teams of players could fight against each other in arena environments. To find good team members when playing MOBA is a challenge. In this thesis, we proposed a team member recommender mechanism to recommend team members for MOBA. The proposed mechanism first takes the team chemistry into consideration and generates the candidates based on the cooperation history among players and associated heroes. Then the proposed win/lose prediction model is employed to predict the win rate of each candidate by considering characteristics and proficiency of players and associated heroes. The recommended team members are ranked according to the predicted win rates. The experiments show that the proposed win/lose prediction model achieves approximately 91.6% accuracy and our mechanism could recommend players who have close cooperation with query players instead of considering the win rate only. Our proposed method could help the team formation and may enhance team performance of the on-line game.

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