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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

性別差異及生活型態對線上遊戲使用者消費行為之影響研究

林孟萱, Lin,Meng-Syuan Unknown Date (has links)
線上遊戲產業是目前國內數位內容發展當中的重點產業,隨著線上遊戲種類越來越多,其消費者區隔也成為重要的課題。本研究旨在研究性別差異與生活型態變項,對於線上遊戲使用者之消費行為影響,期能提供線上遊戲廠商與線上遊戲消費行為研究者,對於線上遊戲使用者間性別差異與生活形態差異之了解。 研究中採用了EKB消費者決策模式,將線上遊戲使用者之消費行為分為五個階段探討:「需求確認」(Problem Recognition)、「蒐集資訊」(Information Search)、「評估方案」(Alternative Evaluation)、「購買行為」(Purchase Decision)以及「購後行為」(Post-purchase Behavior)。 研究工具則使用網路問卷調查,將問卷內容置於免費問卷網站My3Q(www.my3q.com)提供BBS遊戲討論區及遊戲討論網站之網友連結填答,得到353份網路問卷,其中有效問卷計有327份。 研究結果如下: 一、男性使用者注重「遊戲主題與形式」,而女性注重「人物場景造形設計」。 二、女性使用者對「動作」、「益智」類型遊戲較男性使用者熱衷。 三、男性玩過的遊戲數量較女性為多。 四、女性較常與網友一同進行遊戲,男性則較常與現實中的朋友一起。 五、刺激流行族為線上遊戲主力族群。 六、積極規劃族對線上遊戲之投入程度較低。 七、固執理性族較不願意花費在線上遊戲上。 / On-line game industry is the key industry of digital content development in Taiwan. With the increasing categories of the on-line games, segmenting the consumers becomes an important subject. The study focus on how gender and lifestyle factors affect consumer behavior, which suggest to offer the on-line game manufacturers and on-line game consumer behavior researchers, to the understanding of on-line game players. The E.K.B. consumer decision model has been applied on the study, and divides the consumer behavior into five stages: Problem Recognition, Information Search, Alternative Evaluation, Purchase Decision and Post-purchase Behavior. Questionnaire post on free website My3Q (http://www.my3q.com) was used for this study, and offered BBS users and game websites users to link and fill out. Among completed 353 subjects, 327 are effective questionnaires. The results of this study are: First, most male players pay attention to “the theme and form of the game,” and most female players pay attention to “characters design and scenery design.” Second, comparing with male players, most female users are in favor of “action games” and “casual games.” Third, male players have more on-line game experience than female players. Fourth, female players often join with internet friends; male players often join with friends in their real life. Fifth, people who like exciting are the main population of on-line game. Sixth, relatively, people who plan their life actively apply themselves less on the on-line game. Finally, stubborn and rational people spend less on on-line game.
2

低價小筆記型電腦市場區隔研究-以華碩Eee PC為例 / The research of market segmentation for low-price laptop--taking ASUS Eee PC for example

蔡桂賓, Tsai, Kuei Pin Unknown Date (has links)
Eee PC的低價小筆記型電腦的銷售成功,小筆記型電腦衍然己被筆記型電腦廠商視為下一個藍海市場,以產品生命週期來看,Eee PC由萌芽期進入成長期,而早期辨出消費者中的創新使用者及早期採用者,在新產品發展階段有策略上的重要意義,本研究目的在進一步辨識出消費者及其使用習慣,讓市場行銷人員能選定目標市場及制定適當的行銷策略。 本研究以消費者決策歷程(Consumer Decision Process, CDP)為基礎,在配合科技接受理論TAM (Technology Acceptable Model)當中的有用知覺(Perceived Usefuless, PU) 及易用知覺 (Perceived Eas of Use, PEOU) 發展成本研究的研究架構,並以線上問卷便利取樣己購買Eee PC的消費者,以AIO生活型態做為Eee PC消費者使用者行為的市場區隔基礎,以市場區隔理論(Segmentation)及創新擴散理論將消費者予以區隔,利用因素分析、集群分析、變異數分析、卡方檢定及區別分析等統計方法做為分析方法的工具,試圖分辨出購買Eee PC的使用者並了解Eee PC購買者的使用習慣。 本研究經由實證分析得到了以下的發現: (1)Eee PC消費者具有創新者與早期使用者的特性 (2)依Eee PC消費者之購買行為資料分析,消費者最重視的產品屬性 為小巧方便攜帶及重量輕盈而非價格低廉。 (3)Eee PC消費者資訊搜尋對象以網站為主,但購買仍以實體通路為 主。 (4)Eee PC消費者購買用途以休閒娛樂及工作課業需要為主,不同族 群之間有有顯著差異。 (5)依人口統計變數來看,各族群在特徵上有所不同。 (6)依知覺程度來看,各族群在知覺程度上有所不同。 / The success of selling of ASUS’s Eee PC, the low-priced laptop, led Eee PC be taken as the next blue ocean for notebook manufactures. In the product life cycle of Eee PC, it has been changed from the introduction stage to growth stage. Early identification of the innovators and early adoptors is a strategical important meaning for new product development. The research is to identify the the consumers and their consuming habits, so that the marketing departments can select an ideal market segment and to employ effective marketing tactics. The research is based on the conceptual framework for the consumer decision process proposed by Kolter & Keller (2007) and combines the perspective from the Technology Acceptance Model proposed by Davis(1989) to identify the consumer of Eee PC and explores their satisfacation and how they use Eee PC. Finally, the research uses the traditional stastics tool to differentiate Eee PC buyers based on Psychology variables from AIO theory proposed by Plummer(1974) and segmentation theory proposed by Wind(1978). The research obtains the following findings: (1) Eee PC buyers can be distinguished as innovator and rearly adoptor. (2) According to the data analysis from Eee PC, the features that consumers highly concerned are easy and light for hand-carry instead of cheap price. (3) Eee PC buyers use internet to search information, but they buy Eee PC via the physical channel or stores (4) Eee PC buyers use Eee PC for entertainment and academic or job purpose. (5) As the point of view in demographic, two clusters are significance different. (6) As the point of view in perspective, two clusters are significance different.

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