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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.
31

數位時代下文化創意產業營運模式創新研究 / A research on business model innovation of cultural creative industry in the digital era

王馨晨 Unknown Date (has links)
數位科技蓬勃發展所帶來的數位浪潮,無遠佛屆影響每個人生活與行為,重視與善用科技已是未來產業發展之重要趨勢之一,而文創業者如何因應變千萬化的數位環境,並藉藝術、人文與科技如何整合,並創造更多的能量,是本研究關心的話題。 本研究探討web2.0自2005年興起後至2012年3月七年間之數位科技新趨勢,對文創產業帶來的加值與影響,以內容分析法為主,個案研究法為輔,總共蒐集38個文創營運模式創新中英文個案,利用營運模式四大支柱—營運面、產品面、顧客面、收益面—作為交叉分析的依據,進而歸納出四大構面下,受科技所激發之文創營運模式創新行為(what),此外並更進一步探究其中兩創新個案之轉型過程與經營策略(how)。 本研究共有下列幾點發現: 1. 營運面—數位科技驅使文創業者異業結盟或跨足科技領域經營/網路平台拉近產業上下游距離,造成合作夥伴改變/設計新思維/網路效率提高產品替換率。 2. 產品面—加深消費者體驗/融入趣味化元素/更豐富多元與實惠之產品/創造新型態藝術作品。 3. 顧客面—產品通路不斷創新/社群經營提高顧客互動性與黏著度/創造精準行銷新管道/行銷工具多媒體化並無所不在/開拓年輕新族群/服務升級。 4. 財務面—降低成本/改變內容業者獲利模式/延長產品生命週期,增加獲利能力/集體行銷,創造群聚效應/累積小眾市場,發揮長尾經濟。 欲成功藉科技之力成功推動轉型爭取競爭優勢,文創業者必須了解數位環境經營的特殊性、爭取上層支持、聆聽消費者聲音、保持獲利模式彈性,並搭乘科技轉型列車,不斷解決問題與創新。本研究希冀幫助文創業者深入了解數位科技所帶來之創新與加值,提供其在思考現狀突破以及數位時代下經營之參考。 / Rapid technology advancement brings overwhelming influences on people’s lives and behaviors in digital era. The use of technologies becomes more and more crucial to the development of business. The purpose of this study is to find out how companies in cultural and creative industries improve core competence by leveraging Information and Communication Technologies. This study focuses on latest ICT that is used within 7 years from the beginning of Web2.0 until March 2012. The study includes 38 business model innovation cases with content analysis as the primary research method, to conclude the influence of technologies on 4 business model pillars in cultural creative industry---Infrastructure, product, customer, finance. The thesis also delves into progress and insight of how two cases successfully transform business by using technologies. The finding shows that in order to transform successfully by leveraging ICT, company leaders need to understand the different requirements in digital business environment, to gain as much support from company superiors as possible, to listen to customers, to keep flexibility, and to keep solving problems. The purpose of this study is to help companies in cultural creative industry have better understanding of the digital environment, grab opportunities in time, and keep competitive edges in digital era.
32

從價值鍊角度看日本動畫產業

林鈺淳 Unknown Date (has links)
從本質上來看,動畫產業屬於創意內容產業,具有巨大的經濟潛力。動畫影片除了播映產生的直接收益外,還蘊含了龐大的週邊產品授權市場。往昔研究日本動畫產業的文獻,內容多著重描述產業的發展歷史,而在產業運作模式的整體分析部分,往往著墨較少。基於個人對日本動畫產業的興趣,以及創意內容產業與日遽增的重要性,希望能透過一個整體性的架構,剖析日本動畫產業的運作方式,找出產業價值鏈發展的關鍵因素,供產界、學界往後研究日本動畫產業參考。 本研究依照產業價值鏈的研究架構,從次級資料中整理、分析日本動畫產業的發展歷程,希望能夠回答以下的研究問題: 1. 從價值鍊理論的觀點,探討日本動畫產業從1950年代到2000年代的發展歷程以及歷史背景因素的影響。希望能建構出一整體性的日本動畫產業價值鏈。 2. 藉由產業價值鏈的建構過程,釐清日本動畫產業內的重要價值活動,以及彼此之間相互影響的關係。 3. 綜合以上研究,希望能找出日本動畫產業發展的關鍵因素。 本研究之結論可摘要如下: 一、 日本動畫產業的價值鏈的內涵,可分為五個環節來描述 1. 原始創意:「原始創意」乃是動畫作品製作流程中,最早期投入的「原料」。包含動畫作品故事的題材選用、各項設定如人物、場景、美術設定、以及說故事的表現手法。 2. 資源募集:原料備妥後,為了要進入製作動畫的階段,還必須要有資金、人才、以及技術的到位,稱之為「資源募集」。資源募集包含了資金的籌措方式、人才培育的制度機構、以及動畫技術的創新突破。 3. 動畫製作:動畫製作的階段可再細分為許多的細項,但是對產業發展的過程來說,關鍵點不在於製作流程中某一項活動的創新,而是整體製作流程的演進,包含:垂直整合、專業分工、以及動畫製程的改變。 4. 內容流通:動畫作品製作完成後,需要經由種種的通路,將作品的影響力傳播出去。傳播的管道不限於一般的播送通路如電視、電影,也有可能是通過參加影展、參加專為動畫作品設置的競賽、接受某些動畫獎項的評審。此外,在內容流通的過程中,政府法規所扮演的角色,可能是助力,亦有可能是阻力。 5. 價值回收:經過內容流通的階段後,動畫作品的影響力傳播出去,這時候廠商開始透過許多不同的管道,進行價值回收的活動。除了直接針對傳播媒體收取播送的權利金、透過電影院的票房分紅外,透過肖像授權的方式所衍生出來的周邊事業,更是龐大的商機所在。 二、 價值鏈上的各環節存在著互相鏈結的現像 6. 「原始創意」環節的改變,會影響「內容流通」、「價值回收」等環節。 7. 「資源募集」環節的改變,會影響「原始創意」、「動畫製作」、「內容流通」、「價值回收」等全部環節。 8. 「動畫製作」環節的改變,會影響「原始創意」、「內容流通」等環節。 9. 「內容流通」環節的改變,會影響「原始創意」、「價值回收」。 10. 「價值回收」環節的改變,會影響「內容流通」環節。 三、 日本動畫產業發展的關鍵因素,在於完整價值鏈的建立,以及價值鏈內不同環節之間鏈結的強固 11. 在「原始創意」部分,日本動畫題材與表現手法的豐富,是發展歷程每個階段不斷累積的成果。 12. 「資源募集」部分,資金的來源多元、人才的培育制度化、技術不斷的創新,使得日本動畫產業在這部份相當具有競爭力。 13. 「動畫製作」部分,隨著流動通路的改變能夠採用不同的模式;並且發展出兩大軸線:虫製作的「有限動畫」和吉卜力工作室的「精緻製作」。 14. 「內容流通」和「價值回收」部分,新的動畫放映通路不斷的出現,伴隨著各種價值回收的手法開發出來,使得日本動畫產業在周邊商品的行銷上具有相當的能耐。 四、 日本動畫產業價值鏈的分析方式,不僅可應用於動畫產業,更可應用於其他相關之文化創意產業範疇 15. 本研究乃是依據Porter所提出之價值鏈理論作為建構產業價值鏈之工具,並輔以文獻探討中關於文化創意產業經濟特性以及電影產業價值鏈的回顧,將原先Porter之「製造業」思維之產業價值鏈,轉化為「軟體產業」思維之產業價值鏈。 16. 凡是文化創意產業中具有與動畫產業類似之創意投入、內容產製、流通、價值回收之產業,諸如電影產業、遊戲產業、音樂產業……等,都可以本研究所提出之產業價值鏈之分析模式,作為產業發展分析之工具。 / Essentially, animation industry, as a category of creative industries, has great economic potential. They include direct revenue from exhibitions and and there is a big market of related products. Most documents about Japanese animation industry focus on the history of industry development; total analysis of industrial operation is relatively less emphasized. Based on my personal interests in Japanese animation industry and the increasing importance of creative industries, this research will analyze the operation of Japanese animation industry and figure out the key factors in its value chain development. The objective of this research is to answer the following questions: 1. From the viewpoint of value chain theory, to study the history of Japanese animation industry between 1950 to 2000 in order to build a complete industrial value chain. 2. Through the building process of industrial value chain, identify the key value activities and the mutual effects among them. 3. Upon analysis, identify the key factors of Japanese animation industry development. The conclusions of this research can be summarized as below: A. The contents of the value chain of the Japanese animation industry can be described as five core elements. 1. Original creativity: Original creativity is the raw materials of the animation film production which are injected at the early stage, including the story, characters, scene, and art. 2. Resources collection: Before entering the stage of production, some resources are essential, such as capital, human resource, and technology. 3. Production: From the industrial viewpoint, we focus on the change of production process, including vertical integration, specialization and division of labor. 4. Contents distribution: Through various kinds of channels, the influences of animation films are spread out. The channels include television, theaters, exhibitions, contests, and awards. Also, the government and laws play the roles as help or blockage. 5. Value recycle: After the influence of animation films are spread out, enterprises begin to gain value recycle through several ways, such as premium, distribute profits, and especially the sales of related products. B. The five elements of the value chain are connected with different chains. 6. Changes of “Original creativity” have effects on “Contents distribution” and “Value recycle”. 7. Changes of “Resources collection” have effects on “Original creativity”, “Production”, “Contents distribution“ and “Value recycle”. 8. Changes of “Production” have effects on “Original creativity” and “Contents distribution”. 9. Changes of “Contents distribution” have effects on “Original creativity” and “Value recycle”. 10. Changes of “Value recycle” have effects on “Contents distribution”. C. The key factors of Japanese animation industry development are the construction of complete industrial value chain and the strong connections among the chains of different elements. 11. In the part of “Original creativity”, the rich contents about stories and performances of Japanese animations are the results of long-term accumulation. 12. In the part of “Resources collection”, multiple sources of capital, systematic education of human resource and continuous innovations of technology make Japanese animation industry very competitive. 13. In the part of “Production”, variable production processes are adopted according to different exhibition channels. There goes two major production processes: “Limited animation” and “Refined animation”. 14. In the part of “Contents distribution” and “Value recycle”, continuous invention of new exhibition channels and methods of value recycle make the Japanese animation industry very proficient in marketing the related products. D. The analysis methods of this research can apply to not only the animation industry, but also to the other fields within the creative industries. 15. This research transforms the “manufacturing” industrial value chain model mentioned by Michael E. Porter into the “software” one, based on the reviews of documents. 16. The analysis methods of this research work on those industries with similar creativity injection, production, distribution, and value recycle as the animation industry, such as movie, music, video game industries.
33

品牌價值評價模式之研究-以雲門舞集為例 / A study on Brand Valuation Models -- Examples of Cloud Gate

黃海清, Huang, Hai-Ching Unknown Date (has links)
商業競爭日益激烈,企業間不再只是以房地產、機器、廠房設備等有形資產以及股票、定存等金融資產作為衡量企業價值的基礎;品牌、商標、專利、關鍵技術等無形資產,已轉化成企業的核心資源,成為企業競爭的利器。學者Aaker更進一步認為,未來行銷的戰爭是一場品牌的戰爭。而品牌究竟值多少錢?Interbrand與Business Week自2001年開始,每年都發表全球品牌價值排行,都受到媒體以及企業的高度重視。在台灣,為了得知台灣品牌在世界舞台的相對重要性,經濟部外貿協會從2003年開始透過與國際最具公信力的品牌價值顧問公司Interbrand的合作,進行台灣品牌的評估與調查,並公佈台灣十大國際品牌品牌價值與排行。 但有鑑於外貿協會花大錢與Interbrand合作,買到了鑑價結果,卻買不到核心know-how,而在台灣品牌鑑價還是一個相當模糊的概念,不如外國研究普及,缺乏類似Interbrand如此專門且具公信力得品牌顧問公司,可定期為企業衡量其品牌價值,亦尚未有一套專門且合理的鑑價標準或方式可供參考,故建構國內的品牌鑑價制度,發展一套完整且合理的鑑價機制來評估企業、以至於文化創意產業的品牌價值,確保企業或團體的品牌價值不會任意被鑑價或錯估,在台灣是有需要及迫切的,乃引發本研究進行深入探討的動機。 歷來有許多學者將衡量品牌價值的方式分為許多不同的作法,雖然學者們嘗試以各種角度切入來衡量品牌價值,但是衡量方式不但眾多且繁雜,亦不夠具有全面性。因此,本研究歸納分析並整理各學者及各國品牌鑑價模式,設法建構發展一套結合財務、會計、行銷、管理等綜合觀點的系統化且適合台灣國情之品牌價值評價模式。本研究先從文獻調查及現今各種品牌鑑價方法中整理出重要的品牌強度評鑑指標,並採用層級分析法(The Analytic Hierarchy Process,AHP),從行銷與品牌學者、專業經理人中,作專家調查,得出評鑑指標的權重值,發展成基礎品牌強度評鑑指標表。將此品牌強度評鑑指標做成品牌強度專家意見調查問卷,以便求出台灣知名品牌品牌強度換算出乘數,再依據品牌財務及行銷資料求出年度品牌貢獻度,與品牌強度乘數相乘後加上平均品牌授權金,再利用乘數權重估算所面臨的財務風險,以反映預估現金流量的風險程度進而取得折現率,最後利用現金流量折現法,計算累加未來十年內現金流量,而計算得出整體品牌價值。並將此品牌評價模式用以評價台灣十大品牌之品牌價值,再與Interbrand做出的結果做相似性比較,以驗證本研究品牌評價模式是否準確及合理可行。 本研究亦認為文化創意產業的品牌價值評價可能性與其他一般產業並無重大差異,故在本研究最後品牌評價實例執行中,舉一在台灣具有特別代表性的文化創意產業、表演藝術團體「雲門舞集」,做為本研究品牌評價模式實例說明,以驗證文化創意產業品牌價值評價的可能性,並提出文化創意產業品牌產業化建議。 / Brand valuation is still a very vague concept in Taiwan, and researches conducted are not as popular as other countries. So far, we are still lacking in professional and credible brand consulting companies such as Interbrand, which helps enterprises to conduct regular valuation of their brands, and we also lack in a professional and reasonable valuation standard or methods for reference. Therefore, it is very essential and urgent to establish a domestic brand valuation system, and to develop a complete and reasonable valuation mechanism for brand valuation of enterprises and even the entire cultural & creativity industry, which will ensure that the brand value of enterprises or groups will not be randomly or lowly valuated. This is what motivated this research, which is aimed at exploring this issue in depth. This research starts from formulating an important brand strength valuation index using literature survey and various present brand valuation methods. By applying the Analytic Hierarchy Process (AHP), the weight of valuation index is formed from professional surveys conducted among marketing and brand scholars and professional managers, thus a basic brand strength valuation index is developed. A brand strength expert opinion questionnaire is created from this brand strength valuation index to find out the strength of famous brands in Taiwan, and it is then converted into a multiplier, and with brand financial and marketing data, we have the annual brand contribution. The annual brand contribution is then multiplied by the brand strength multiplier, then added by the average brand licensing fee, and along with discount rate and discounted cash flow mode (DCF), we can work out the cash flow over the next ten years, the overall brand value. This brand valuation pattern is then used to valuate the brand value of Taiwan Top 10 Global Brands, and the results compared to Interbrand for similarities to verify the accuracy and practicability of the brand valuation pattern in this research. Key words:brand value, brand equity, brand valuation, cultural & creativity industry.
34

為什麼他們喜歡文化創意商品?從消費者特質與涉入度觀之 / Why do they like cultural creative products? From the perspectives of consumer personality and involvement

黃凱琳 Unknown Date (has links)
根據文獻,Zaichkowsky (1985)提到個人特質(如對自身重要性、興趣、價值觀)會影響涉入度(involvement),而許多學者也指出涉入度與商品態度息息相關(Laurent and Kapferer, 1985; Zaichowsky, 1985; Barki and Hartwick, 1989),本研究想要了解消費者特質、涉入度與文化創意商品態度三者的關係,以提供文化創意商品設計時的參考。 本研究根據文獻探討歸納出文化創意商品的重要面向有美感、文化及創意,並根據這些重要面向找出相關的消費者特質,這些特質包含了美感中心性(the centrality of visual product aesthetics, CVPA)、懷舊心理(nostalgia)、地方依附(Place attachment)以及新奇追求性(novelty seeking)。本研究想知道具有上述特質的消費者對於相關文化創意商品面向的涉入度(美感涉入度、文化涉入度、創意涉入度)是否不同,而又是否透過涉入度的中介而影響文化創意商品的態度。於是將消費者特質做為自變項,文化創意商品態度做為依變項,提出假設。 本研究使用調查法收集有效問卷共313份,利用線性迴歸驗證假設。在美感面向得知:「美感中心性」越高的消費者,其「美感涉入度」越高。而「美感涉入度」在「美感中心性」與「文化創意商品態度」的影響上有部份中介的效果存在;在文化面向得知:「懷舊心理」越高的消費者,其「文化涉入度」越低、「地方依附」越高的消費者,其文化涉入度越高,且「文化涉入度」在「地方依附」與「文化創意商品態度」的影響上有部分中介的效果;在創意面向得知:「新奇追求性」越高的消費者,其「創意涉入度」越高。而「創意涉入度」在「新奇追求性」與「文化創意商品態度」的關係中有部分中介的效果。 根據本研究結果得知具有美感中心性、地方依附與新奇追求性特質的消費者因其自身對於文化創意商品的美感涉入度或者或文化涉入度或者創意涉入度較高,因此對於文化創意商品的態度較正面。
35

地方政府城市企業化治理—北京上海文創園區之形塑 / Governance in Urban Entrepreneurialism of Local Government-The Construction of Beijing and Shanghai's Cultural Industries Quarters

曾占旭 Unknown Date (has links)
2011年初,中國大陸把“推動文化產業成為國民經濟支柱性產業”列入《國家“十二五”規劃綱要》中,許多城市紛紛制定創意產業發展戰略,並把它作為城市未來的支柱產業進行培育。在地方政府為主導體系下的發展策略,文創產業成為新的獲利支柱,許多文化創意產業園區便如雨後春筍。從許多既有文獻上來看,中國大陸文創產業園區的發展,行動者非常多,但是主要的掌控者依舊在地方政府,本論文將透過城市企業主義的論點為基礎,分析北京、上海四個文化創意產業園區個案,觀察文創園區形塑的參與者與地方政府之間的互動,從地方政府的視角切入,探討地方政府的治理模式與利益分配,並試著歸納中國大陸文化創意產業園區的建構過程與發展模式。
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文化創意產業新創事業籌資模式研究──以證券化為核心 / A Study on Fundraising for Startups in the Cultural and Creative Industry-Focus on Securitization

沈泰宏, Shen, Ted Unknown Date (has links)
近年來,文化創意產業已經成為全球各國競相發展的軟實力重要產業,特別是在英國引領全球風潮,韓國異軍突起之後,臺灣近十年來也積極將施政重心放在文創產業的發展與提升之上。然而,文創中小微型新創事業基於先天本質上具有需求不確定性高、創作者重創意而忽略經濟性、不易與資金持有者溝通等特性,加上臺灣市場規模較小,新創事業失敗風險較高,且政府的政策、法規,亦未能充分發揮作用,故普遍面臨籌資困境。經本研究從證券化可分散風險、利潤共享、增加宣傳機會、提供穩定長期民間資金之角度出發,參考外國立法例及進行個案比較分析,本研究認為股權型群眾募資較適合臺灣文創中小微型新創事業,建議除了現行相關籌資政策、法規仍應進行調整外,也應鬆綁民間成立股權型群眾募資平臺,並採取風險控管之機制。最後,就長遠來看,兩岸應可考慮就股權型群眾募資進行合作,俾使臺灣業者利用現有之軟實力優勢,能夠結合中國大陸的市場及資金,共同邁向雙贏。 / In recent years, cultural and creative industries have become an important soft power around the world, especially after UK leading the global trend and South Korea’s emerging success. Taiwan is also actively focusing on the development of cultural and creative industries over the past decade. However, the micro, small and medium-size startups in cultural and creative industries are usually characterized with high uncertainty for demands, creators ignoring the economy, and hard to communicate with the capital holders. In addition, given Taiwan’s smaller markets, high risk of startups, and the ineffective government’s policies and regulations, fundraising difficulties are generally confronted. This study aims to focus on the securitization for its benefits: risk arrangement, profit sharing, more promotional opportunities and long-term private fund. By referencing to foreign regulations and conducting comparative analysis of related cases, this study concluded that the equity crowdfunding is the better solution for Taiwan’s cultural and creative startups. As a result, it is recommended that the financing policies and regulations should be modified, and should allow the establishment of private equity crowdfunding platform and adopt risk control mechanisms. Moreover, in the long run, Taiwan and Mainland China should consider seeking cooperation for equity crowdfunding to combine Taiwan’s soft power advantage with the fund and market of Mainland China, jointly moving towards a win-win situation.
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租稅對企業投資文化創意產業影響之研究

羅仕豪, Lo, Shih-Hao Unknown Date (has links)
政府為促進文化創意產業之發展,在租稅政策上,依受惠對象之不同,可分為對文化創意產業本身的租稅優惠以及對投資文化創意產業之企業的租稅優惠,兩者皆足以影響企業投資文化創意產業的意願。本研究將焦點放在探討政府對投資文化創意產業之企業所提供的租稅優惠與企業投資文化創意產業意願間之關係,以作為政府是否提供投資文化創意產業之企業更多租稅優惠的參考。 本研究以發放問卷的方式,詢問692家於台灣證券交易所上市之公司有關投資文化創意產業意願的問題,共回收69份有效問卷。研究結果顯示,由「投資抵減」與「投資損失準備」所構成之稅制群,投資意願顯著高於「無任何租稅優惠」自成一群的稅制群。表示提供投資文化創意產業之企業投資抵減與投資損失準備的租稅優惠確能增加企業投資文化創意產業之意願,惟其仍未使受訪公司的投資意願由不願意轉成願意。在十三類的文化創意產業中,受訪公司僅對「數位休閒娛樂產業」有較高的投資意願。在十六類的受訪公司所屬產業中,「橡膠業」、「汽車業」、「百貨業」等三種產業對文化創意產業有較高的投資意願。 / In order to bring an advance in the cultural & creative industries, the government grants preferential tax treatment to the cultural & creative industries and enterprises investing in these industries. Both of these preferential tax treatments will influence investment inclination of enterprises to the cultural & creative industries. The goal of this research is to investigate the relation between the preferential tax treatment offered to enterprises investing in the cultural & creative industries and investment inclination of these enterprises to the cultural & creative industries, in order to offer some useful reference to the government for promoting the cultural & creative industries. The population of this research is 692 companies listed on Taiwan Stock Exchange Corporation (TSEC), and the sample is the 69 companies which send back the questionnaire. The result shows that there is significantly higher investment inclination in the group of “tax credits“ and “tax deductions for loss from investment“ than the group of “non-preferential tax treatment.” Namely offering preferential tax treatment to enterprises investing in the cultural & creative industries can significantly increase investment inclination of these enterprises, but it still can not change investment inclination of these enterprises dramatically, from unwilling to willing. Among 13 categories of the cultural & creative industries, the sample companies only have significantly higher investment inclination to “the digital recreation amusement industry.” The sample companies are divided into 16 categories of industries. Among these categories of industries, “the rubber industry,” ”the automobile industry,” and “the wholesale & retail industry” have significantly higher investment inclination to the cultural & creative industries.
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體驗行銷於文化創意產業之應用

黃聖傑 Unknown Date (has links)
文化創意產業與體驗行銷乃近年來熱門討論與研究之主題,政府於2002年提出之「挑戰2008,國家重點發展計畫」,將文化創意產業列為重點發展項目之一。不少廠商進行行銷策略規劃時,也開始以消費體驗的角度研究如何帶給消費者非產品功能性上之體驗。但國內以體驗行銷為架構,以文化創意產業為對象的研究並不多,因此本研究試圖藉著文化創意產業與體驗行銷之探索性研究,瞭解兩者之關係。 故本研究之目的包括:(1)以文化創意產業為對象,針對廠商實務作法,來分析研究個案在體驗行銷上之運作狀況與關聯性。(2)釐清目前文化創意產業廠商執行體驗行銷時可能遭遇之問題,並給予未來體驗行銷規劃上之建議。 本研究採質性研究,以文化創意產業內之工藝產業的代表性廠商:法藍瓷、琉園、大東山等三家台灣自創品牌廠商為本研究個案對象。先由文獻與參考資料中歸納工藝產業之特性,接著運用Schmitt(1999)之策略矩陣和Holbrook(1999)之體驗價值,分析個案廠商於體驗行銷之實務作為。 本研究之命題發現有幾項:(1)愈不是以功能性價值為訴求的文化產品,使用商業廣告等傳播媒介的溝通效果愈不佳。(2)愈是情感性訴求的文化產品,使用感官行銷中的實體(空間)展示方式愈能傳遞產品價值。(3)傑出的文化產品需要各功能部門間緊密互動,配合狀況愈好,愈將文化抽象性的概念傳遞出來。(4) 設計師本身的文化涵養愈高,愈能為產品注入文化價值,愈能使消費者感受深刻的情感體驗。(5) 設計師愈能將材質特色結合設計呈現出來,愈能在產品呈現之中展現其文化訴求。(6) 消費者擁有之產品知識愈多,使用分散式思考行銷策略,愈能提升消費者對產品或文化特色的認識;反之,使用集中式思考行銷策略效果愈佳。(7) 愈能塑造多樣化體驗價值的文化創意廠商,消費者愈可以真實地感受到體驗背後所要傳遞的文化意念。(8)愈能將文化使命感融入品牌主張中的廠商,愈能運用思考行銷,從而成為該廠商的品牌競爭優勢。 針對未來廠商執行體驗行銷時,本研究建議:(1)廠商必須瞭解目標顧客所處之文化特徵與熟悉度,藉以將文化價值融入產品中。(2)工藝廠商必須對產品材質有一定瞭解。(3)展示空間需營造多樣化之體驗。(4)增加直接與消費者互動體驗。(5)強化網際網路之體驗行銷作為。 未來研究可再擴大研究對象的範圍、對消費者端進行體驗知覺上之研究,或是單獨深入研究公司部門與體驗行銷上之關係,都是後續在對相關主題進行研究時,可繼續加以探討的部分。 關鍵字:體驗行銷、文化創意產業、工藝產業、策略體驗模組、體驗價值、消費體驗
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生活型企業博物館之創意生活營造與經營

徐宜寧, Hsu, I-Nin Unknown Date (has links)
博物館的趨勢從過去以「物」為主--重視物品收藏展示,轉變為以「人」為主--重視顧客的體驗,坊間出現大大小小與民眾生活貼近的生活型博物館,其中許多是由企業所成立與企業產品、產業或理念相關的企業博物館。本研究以創意生活產業的三大要素「核心知識」、「深度體驗」、「高質美感」,並輔以經營要素檢視現代新興的生活型企業博物館。 本論文採質性研究法,從台灣遴選出三家成功個案(獲選為創意生活產業者)—郭元益糕餅博物館、進益摃丸文化會館、阿聰師糕餅生活館,透過深度訪談、參與觀察及二手資料搜集,檢視其經營要素的特色為何、創意生活營造的特色為何,及經營要素如何影響創意生活營造,經由歸納探討獲得相關之研究發現。 另外亦從創意生活產業發展成熟的日本遴選三家產品類似的優秀個案—新橫濱拉麵博物館、鈴廣魚板博物館、俵屋吉富京菓子資料館,透過二手資料搜集分析,探討其創意生活的營造,獲得包括如何提升體驗的積極感與沈浸感以豐富體驗、商品美感如何營造及核心知識如何深化等等的啟示。 本研究最後綜合三家台灣個案的研究發現,及三家日本個案獲得的啟示,從三個面向提出生活型企業博物館的結論及建議包括: 一、生活型企業博物館之體驗營造與思考 1.核心知識運用再深化。2.訂定明確的體驗主題。3.提升體驗的豐富度。4.向主題樂園學習。5.生活型博物館可從商品、紀念品、餐飲、DIY、藝文講座等的提供增加收入及體驗。6.產品美感的提升。7.大量的複製、抄襲將失去創意產業的本質。 二、生活型企業博物館之經營與思考 1.運用多方資源。2.重視顧客導向。 三、母企業之經營與思考 1.企業博物館是一種行銷效益大的文化贊助型式。2.生活型企業博物館可讓企業累積跨足休閒旅遊業的資源和能力。3.生活型博物館是創意產業,母企業應培養鼓勵冒險的文化。4.企業成立博物館趨向文化傳承面出發,不會降低行銷價值,反而化行銷為無形。5.應以獨立事業視之。6.創意產業是深度經濟而不是規模經經濟。
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論在地文化對文創產業發展的助力與影響 -以西方主流國家與亞洲、拉美國家為例 / The Local Culture Influence on the Development of Culture and Creative Industries- Respective Experience from Major Western and Asia/ Latin America Countries

舒夢蘭 Unknown Date (has links)
21世紀,在全球化浪潮之下,文化創意產業成為顯學。根據聯合國數據資料顯示,近十年來,文創產業產值平均年成長率為8.8%,在開發中國家平均年成長率更高達12%,歐洲與亞太各國政府無不視文創產業為新金源或翻身的絕佳機會,文化創意產業已成為未來20年全球發展的主力引擎! 台灣自2002年正式將文化創意產業視為國家發展級重點產業,但近十年產值成長率卻始終落後各國平均,尋找台灣發展文創產業發展的方向,將是台灣經濟發展與產業轉型升級的關鍵力量。 在分析文創產業發展卓著的歐美國家相關文獻後發現,創意產業之所以成功,乃是利用長久積累的在地文化底蘊作為根基,加以創意應用至不同產業,本文遂以田野調查法與訪談法,針對西方主流國家,如義大利、荷蘭、奧地利以及亞洲日本與拉丁美洲的祕魯,參考相關文獻之後,進行實地訪查與調查分析,探討在地文化對一個國家的文創產業發展有何助力與影響。研究最終可得以下結論:這些國家運用其豐富特色的在地文化,且人民對自身文化的強烈認同感,將在地文化落實於日常生活之中,以在地文化作為核心,結合創意與科技,輔以商業模式的思維,形成一種文化產業或是創意產業的成功模式,國家再以鼓勵文創產業相關政策的助攻,進而造就出強有力的國際競爭力。 / The cultural and creative industries have become a significant part of the mainstream economy in the 21st century under the tide of globalization. According to UN data, the average annual growth rate of cultural and creative industries was 8.8% worldwide in the past decades, and as high as 12% in developing countries. Countries in Europe and the Asia Pacific region consider the cultural and creative industries to be a source for new funding as well as a great opportunity for revival. These industries have become a main engine pushing the global economic development forward in the next twenty years. Since 2002, Taiwan has recognized the cultural and creative industries to be one of the key industries to develop at national level. However, their growth rate over the past decade has always been lagging behind the average growth rate when compared to other countries. Identifying the direction of their development in Taiwan will be crucial for economic development as well as business upgrade and transformation. Analysis of relevant documentations concerning the development of the cultural and creative industries in Europe and the US shows that those countries have achieved significant success in these industries due to their solid foundation in local cultures and creativity. This paper therefore aims to discuss the influences and the impact which local cultures have on the cultural and creative industries in a given country, taking the examples of Italy, Netherlands, Austria, Japan and Peru. The surveys were conducted through field research and interviews. In addition, relevant documentation was analyzed. From the research concluded by this paper, the author found the reasons why these countries are successful in the cultural and creative industries can be summarized as follows: These countries have been utilizing their profound local cultures with their specific features, and their people’s strong cultural identity, to implement the local cultures into daily life. With their local cultures at the core, the cultural and creative industries have established a successful business model in which creativity and technology are combined together. Meanwhile, favorable policies from governments have added strong competitive advantages to their respective industries in the global market.

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