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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

影響表演藝術消費體驗之因素及評估準則 / Factors and Evaluating Criteria that Influence the Consuming Experience for Performing Arts

戴湘涒, Tai, Hsiang-Chun Unknown Date (has links)
表演藝術為富涵社會文化價值之資產之一,然由於國內的藝術消費量偏低、政府補助及企業贊助等收入來源的不確定,使得表演藝術團體面臨營運上的困境,為在藝術行銷的幫助下,藉體驗行銷的觀念與架構分析觀眾的消費行為,瞭解影響其表演藝術消費體驗的因素與評估準則,以達成藝術價值與商業市場間的平衡,真正改善表演團體的營運狀況。 本研究經由表演藝術消費體驗之相關文獻,歸納出影響體驗之美學、社會、經驗及知名度等四大因素:美學因素涵蓋涉入程度與產品知識,社會因素包括社會地位、個人形象、參考群體以及家庭教育,經驗因素包括兒童及青少年時期經驗與前次經驗,知名度因素則探討表演團體的創作面與表演面的知名度。再藉由體驗的觀念劃分消費體驗的組成,進而納入表演藝術的特性與體驗評估的概念,發展含括表演本身、外在目的及表演團體之三大評估標的,並以消費者的滿意度為總衡量指標。在連結諸因素、消費與衡量準則間的關係後,形成動機、體驗、及評估的完整消費行為架構,並依研究目的劃分為影響表演藝術消費之因素模式與體驗評估模式兩大研究架構,以驗證相關之假說,釐清各項影響因素與表演藝術消費量、消費類型、及滿意度間的關係。 相較於過去大多數文獻的探索性研究,本研究以問卷調查法進行量化之分析,以台北市音樂、戲劇、舞蹈、及戲曲四大表演藝術節目類型之消費者為研究母體,於民國90年的2-4月間,自18場演出的觀眾中便利抽樣,由發出之5,250份問卷中,回收有效問卷897份。在實證分析上,將四大類別的表演藝術消費者個別進行統計分析之假說檢定,再將各類資料彙整以整合模式分析,最後以所有模式中顯著項目的比較,進行本研究假說的驗證。 研究結果發現:消費者的產品知識、擁有偏好藝術的朋友數目、自我認知的社會地位、兒童及青少年時期的接觸經驗、家庭成員的藝術消費量、及表演團體的知名度等,與表演藝術的消費量成正相關;消費者對藝術的涉入程度、及早期經驗中接觸的藝術類型,影響目前消費表演藝術的類型;消費者對藝術的涉入程度、參考群體的意見、及消費者的觀賞經驗,影響評估標的的重要性及整體滿意度,同時,上述之研究結果因四大表演藝術類型消費者之不同,而有類別上的差異。因此,根據本研究結果,進而納入體驗行銷的執行觀念,對整體表演藝術界及四大類別的表演團體提出不同行銷策略上之建議,並可作為政府在制訂文化政策時的參考,同時在學術貢獻上更進一步為表演藝術消費行為及體驗行銷的研究領域,豐富了彼此的內涵。 / Performing arts is one of the cultural assets in the society. However, due to the low consumption in arts and uncertainties of subsidies from the government and corporations, performing arts groups are now facing obstacles in operation. By employing the framework of Experiential Marketing, the paper aims to analyze the consuming behavior of audiences in the respects of the factors that influence the performing arts experiences and the evaluating criteria. With the sound understanding on the target customers, the performing arts groups, thus, will be able to reach the balance of arts value and market revenue by the assistance of arts marketing. According to literature, the study consolidates four factors that influence performing arts experiences; they are aesthetic factor, social factor, experiential factor, and brand-awareness factor, each of which represents different concepts. Aesthetic factor contains involvement and product knowledge. Social factor includes social status, self-image, reference group and family education. Experiential factor consists of childhood/adolescent experiences and the last viewing experience. Brand-awareness factor refers to creation-brand and acting-brand of the performing arts group. Incorporating the consumption experience characteristics, performing arts traits, and experience-evaluated concepts, the study develops three evaluating targets including performance, outside purpose, and performing arts group in the evaluation model, whereas consumer satisfaction is regarded as the indicator. By connecting the factors, consumption, and the evaluating criteria, the framework represents a complete consumer behavior process. To testify the related hypothesis, research framework is divided into factor model and evaluation model. Unlike most of the literature, which employs exploratory research methods, this study uses quantitative method to investigate audiences of music, theatre, dance, and traditional drama in Taipei. Convenience sampling was undertaken in releasing the questionnaire in 18 performances during February and April in the year of 2001. 897 valid consumer data out of the released 5, 250 is collected. In statistics process, four types of audience data are first separated into 4 different models, and then combined into a full model. Hypothesis verified is through outcome comparison of the five models. The result indicates that: product knowledge of the consumer, numbers of friends fond of arts, self-cognition on the social status, childhood/ adolescent arts-related experiences, arts consumption of family members and brand-awareness of performing arts group are all positively related to performing arts consumption. Arts-involvement, satisfaction of the reference group, and the last viewing experience of consumer affect the importance of evaluating targets and total consumer satisfaction. Four aesthetic types of audiences are found different in these outcomes. In conclusion, combining the result and the strategies of Experiential Marketing, the study proposes some suggestions in marketing strategies to four types of performing arts groups. Meanwhile, the research may serve as an implication for the government in formulating the national cultural policy. Furthermore, the research enriches the academic fields both on arts consumer behavior and Experiential Marketing.
2

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
3

獨樂樂? 眾樂樂? 從網路拍賣探討網路時代的新消費體驗

楊心怡 Unknown Date (has links)
網路購物是近幾年來新興的消費方式,它的快速、能動性、去地方╱地域性、無時間限制,讓購物活動變得輕鬆、便利。但也有另一派學者認為,當人人宣稱自己因為網路購物而能輕鬆、方便地找到想要的商品時,似乎也使得「shopping」變成一件平淡、毫無成就感可言、欠缺人味的活動,它不再是與工作分開的某一特殊事件,而是任何時候、隨時都可以發生的事。因此筆者試圖從另一角度出發,跳脫其「經濟」層面,提出「網路購物帶給我們什麼新的消費體驗?」這樣的疑問。 筆者認為,若將其詮釋為一種新的消費現象,甚至是創造出一種新消費文化,或許可更為深入地探究消費者在其中可能獲得的新的消費體驗與其意義。而從過往的研究可發現,消費者的「消費體驗」與「消費空間」有極密切的關係,因此本論文將從消費空間出發,意圖定義網路購物所形塑出的一種新式消費空間,藉此探討其可能帶來的新消費體驗。筆者從1822年在巴黎新興的一種消費空間──拱廊街談起,再到百貨公司、購物中心這類新式消費空間之間的轉變,從「漫遊者」的社會角色切入,試圖勾勒出不同消費空間所賦予消費漫遊者與商品及與人群間的不同關係的轉變脈絡,並與網路科技特性結合討論,以「消費者VS.商品」與「消費者VS.人群」兩個主軸,透過對網路消費者的深度訪談,探討現今網路消費空間中消費者所獲得的新消費體驗。 本研究發現,在新興網路消費空間中,商品照片改變了消費者與商品的關係,雖然網路消費漫遊者與傳統漫遊者一般,與商品的關係仍舊保持既涉入且抽離,但兩者的模式並不相同:網路消費漫遊者一方面因為照片裡的商品是由模特兒所穿戴,感覺與商品的距離較親近,較容易想像,但另一方面也因必須考慮再現物與真實的差距,讓網路消費漫遊者不只是對璀璨的商品展示感到目眩神迷,反而得以從成堆的商品符號中抽身,保持一些距離,做出理性的判斷。 不僅如此,網路既連結又隔離的特性,讓這群網路消費漫遊者得以快速地找到歸屬的部落,並在安心的居家空間中積極地社交、與人互動,卻也讓她們得以更快速地保持距離、回歸自我,尋找下一個離散的部落。這便是網路空間所提供的私人性與社交性的微妙比例,因而發展出新的網路購物體驗:網路消費漫遊者仍舊與人群保持既涉入又抽離的「陌生人」距離,唯一不同的是,她們的涉入包含了一些分享的成分。
4

買菜學問大:初探實體與虛擬生鮮食材消費方式之信任關係

黃儀文, Huang, Yi Wen Unknown Date (has links)
當今社會生活水準不斷提升,民眾對於吃下肚的食材要求,從量的滿足,轉為質的追求,尤其是關注衛生、健康、安全等因素。由此,大眾對於採買生鮮食材的直覺想法為親自上街挑選,經由眼看、鼻嗅、嘴嚐、手觸與食材近距離接觸,除去心理上的疑慮以及對生理上的安心。然而,近年來,網路代購消費模式迅速崛起,並以具有標準化製程的一般商品為主要代買項目,但隨著新加坡代購公司—Honestbee的成立,使非加工的生鮮食材也加入代購的行列。其主打使用者不須花太多時間成本來買菜,亦即不必親自出門,僅須透過滑動電子載具螢幕瀏覽生鮮食材圖片與下單預訂,此時生鮮代購員將至指定商店替使用者選購實體商品,並且快送至家中。而這一新興消費模式的出現,將習見的親臨實體市場購買轉變為代購員代理完成買菜大事,此打破民眾對採買生鮮食材需要親自挑選的想像。 據此,本研究試圖釐清消費者在無法親自接觸欲買商品時,會如何與Honestbee代購業者建立信任關係,並願意將手中的生鮮選購權交付於陌生的代購人員?而這一新興的採買模式與親自前往市場選購方式之間有著什麼樣的異同?對此,藉由深入訪談8位使用過Honestbee代購服務以及具有親臨實體市場(傳統菜市場、超級市場)購買生鮮食材經驗之消費者,並利用半結構式訪談題項掌握個別受訪者對於兩種採購方式的消費動機與體驗,再進一步探詢兩種消費過程中信任關係的建立與維持。由此,本研究發現,雖然受訪者對於兩種購買生鮮食材的動機以及獲得的消費體驗與感受皆有所不同,但產生於兩種消費過程中的信任關係則是具有相互交集的景象,並非獨立各自存在,其是呈現一種多向度的信任關係。因此,生鮮代購業者會建立與實體市場購物相同的信任要素,進而讓消費者能夠安心使用代購服務來獲取生鮮食材。 / In modern society, the living standard is improving. Quality is more important than quantity for the food requirements, especially the food safety. In Taiwan, even though supermarkets are everywhere, where chickens are deboned and packed, and food is certified; many housewives are still keen to visit the traditional markets to buy unprocessed chicken, or fresh vegetables which are shipped directly from the farms. With the rising of the company “Honestbee” in recent times, people don’t need to spend so much time visiting the traditional markets and supermarkets. Instead of going out, they can just buy various kinds of fresh food at home. This brand new consumption pattern has brought large change for the consumers. In this research, the trust relationships between the surrogate shopper and consumers have been discussed. Moreover, we also explored the differences between surrogate shopper and markets from the interviews of eight consumers who had experiences for using the services of “Honestbee”. In conclusion, we could find that whether surrogate shopper or markets, they have the same trust mechanism for the consumers, and make them feel at ease to buy fresh food.
5

由消費體驗發展品牌的成功案例研究 / A case study of brand development based on consumption experience

李宥蓉, Lee, Yu Jung Unknown Date (has links)
本研究旨在探討國內外符合體驗經濟時代的品牌,透過文獻回顧與探討,整理出一個可由消費體驗發展品牌的架構,並以此架構進行個案分析與檢視,提出研究發現,提供想要由消費體驗發展品牌的廠商,作為自我檢視品牌發展之用;同時,作為品牌操作之實務運作可依循的方向,強化品牌發展之路。 本研究使用質性研究的多個案研究方法,選擇選取了國內外各兩家消費體驗的代表品牌為研究對象,進行深度的訪談,分別為法藍瓷、王德傳、美體小舖與無印良品四個品牌;並同時蒐集相關的次級資料進行彙整,最後,透過本研究架構進行個案的分析與比較,以了解其公司如何從消費體驗發展品牌的經營之道,並彙整出研究發現。 本研究發現乃藉由「由消費體驗發展品牌的觀念架構」,指出互動過程可透過體驗行銷策略模型之實務操作形成客戶消費體驗;透過顧客關係管理實務建立長期的品牌關係,而衡量關係準則可藉由關係密度與關係活動了解關係品實質以調整品牌互動的方式;最終使顧客感受品牌精神。並透過四個成功案例分析與印證,彙整發現與結論如下: 1. 品牌精神乃品牌經營之根本,需具備「獨特、真實、談論性高」之特質。 2. 品牌關係可透過顧客關係管理之行銷操作,以會員經營與管理為主,可使品牌行銷更精準有效率。 3. 客戶體驗可透過Schmitt(1999)體驗行銷策略之運用,發現: 3-1.體驗類型,感官、情感、思考、行動與關聯並非獨立存在,而是互相影響。 3-2.體驗類型首重感官之視覺刺激誘發情感體驗 3-3.客戶體驗影響品牌與顧客關係 3-4.客戶體驗首重情境式體驗與圖像式溝通 3-5.對體驗媒介之產品呈現方式(品質、設計與包裝等)最為重視 3-6.共同建立品牌之聯合行銷的方式最為常用,以補足較少的廣告行銷預算。 4. 品牌精神、品牌關係與客戶體驗之相互關係 4-1.需以全面觀點規劃與設計,三者兼備,缺一不可。 4-2.三者關係需兼顧一致性與相互呼應 / The purpose of this research is to discuss the brand of Experience Economy at home and abroad. According to a literature review and research, we first developed a conceptual framework of brand development through consumption experience. Then, we analyzed and viewed successful cases based on this conceptual framework of brand development. Finally, we proposed findings. This research may help companies that want to develop brands through consumption to view brand development. At the same time, it is also a way to practice brand execution and may enhance brand development. In this research, we adopted a multi–case study method of qualitative research. We selected four brands at home and abroad in the case study: Franz, Wang De Chuan, the Body Shop, and MUJI. The analysis of these case brands was based on the primary material, which we obtained from in-depth interviews and from related secondary materials collected and archived from many ways. Finally, we analyzed and compared the four cases using this conceptual framework of brand development, and we made several discoveries. The study found that the interactive process can be applied in practice through the strategies of experiential marketing and can then be used to form customers’ consumption experiences, to develop long-term brand relationships through customer relationship management, to evaluate the relationship’s criteria through relationship activities, which can the be adjusted in brand-interactive manner; and to make the customer feel brand spirit finally. Above all else, we based our work on the conceptual framework of brand development through consumption experience. Below are the findings and conclusion from the analysis and proof of the four case studies: 1. Brand spirit is the base of brand development. It requires several features, such as unique, real, and intense discussion. 2. Brand relationships can let brand marketing be precise and effective through the practices of customer relationship management and member management. 3. Customer experience can be expressed through the strategies and execution of experiential marketing from Schmitt (1999). Below are discoveries: 3-1. An experience model describes the way we sense, feel, think, act, and relate. These reactions are independent but are interactive in their influence. 3-2. An experience model pays attention to stimulation from the sense of sight to induce feelings and experiences. 3-3. The customer experience affects the relationship between the brand and customer. 3-4. The customer experience emphasizes communication based on situation and picture. 3-5. Experience media emphasize product expression, e.g., quality, design, and packaging. 3-6. A marketing strategic alliance is usually used in order to keep a low budget for marketing. 4. What is the interactive relationship among brand spirit, brand relationship, and the customer’s experience? 4-1. The relationship of the three needs to be planned and designed using an indispensable overall concept. 4-2. The relationship of the three needs consistency to keep one another healthy.
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膠囊玩具消費體驗與價值之研究

魏伊苹 Unknown Date (has links)
膠囊玩具在引進台灣市場時,引起好一陣子的熱潮。有人曾預言膠囊玩具會不會如同蛋塔風潮,來得急,去得也快?近兩三年開始出現在街頭的扭蛋專賣店,說明了即使一窩瘋的熱潮不再,膠囊玩具依舊有其吸引人的地方。本研究主要便想探討膠囊玩具吸引消費者的原因所在,以及喜愛膠囊玩具的消費者又具備何種特性? 本文研究架構包含消費者特性、中介變數、消費行為等三方的相互關係,其中消費者特性所包含的研究構面有人格特質、收藏行為、從眾行為與參考群體;而中介變數則包含消費體驗、顧客價值與知覺風險。本研究將利用問卷調查與統計分析,探討這些變數與膠囊玩具消費量和願付價格之關連性。 研究結果顯示,當消費者有外控人格特質傾向、利用收藏膠囊玩具增值、有深刻的情感性消費體驗、重視社會情感層面價值與不在意購買成本等特性,願意在單次消費中購買較多的膠囊玩具;而具有收藏增值行為、情感體驗深刻、不重視購買成本與知覺風險低的消費者,對於扭蛋有較高的願付價格。最後根據研究結論,提供膠囊玩具廠商實務上的建議,期以達到加強膠囊玩具消費行為的效果。 關鍵字:膠囊玩具、扭蛋、轉蛋、消費行為、消費體驗、顧客價值、消費價值、知覺風險、內外控人格、收藏行為、從眾行為、參考群體

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