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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.
11

從體驗價值架構看香奈兒精品經營模式 / Examine Strategy of Chanel through Sharing Experience theory

蔡文, Wen, Tsai Unknown Date (has links)
從體驗價值架構看香奈兒精品經營模式,研究動機是基於金融危機之下,檢示對奢華產業策略及執行力的衝擊,並透過體驗價值的架構,了解香奈兒精品持續成功的要素。 研究的目的在了解香奈兒的經營策略,並以體驗價值分析香奈兒的創新能力及藝匠精神。 研究的流程除了探討相關的經營策略外,並試圖定義什麼是精品產業。透過香奈兒精品個案予以驗証,並以深度訪談方式,進一步歸納個案的發現,最後做出結論。 節略研究的發現,可分為從經營的角度及從體驗價值的角度分別展開。 從經營的角度,可發現香奈兒的經營準則與價值是: 1. 重視長期的品牌價值增加,而非每年的盈利多寡。 2. 品牌對消費者保持距離。 3. 銷售夢想。 4. 對創新者的推崇。 5. 產地來源的重要。 6. 不做副牌。 7. 不併購它牌。 8. 股票不上市。 從體驗價值則是從五種感官進行分析及結論: 1. 從感覺性體驗價值 (sense)。 2. 從情緒性體驗價值 (feel)。 3. 從知性體驗價值 (think)。 4. 從行動性體驗價值 (act)。 5. 從關聯性體驗價值 (related)。 透過兩種角度的觀察分析,研究的結論可歸納如下: 1. 品牌擁有者與專業經營者在人格特質上的互動。 2. 形塑品牌與體驗價值間距的縮小。 3. 形象的月暈效應對產品線廣度擴大的幫助。 4. 各功能性政策與執行的一致性。 最後建議可節略如下: 1. 創業者的體驗價值需轉化成目標消費者的體驗價值。 2. 體驗價值的豐富化及深度化。 3. 策略與執行的一致性。 4. 專注本業。 5. 堅持度過景氣循環及時尚循環。 6. 產地來源對精品的重要性。 / The motivation to study Chanel strategy and management is wish to understand a company like Chanel to survive from worldwide finance crisis and still can execute its policy. Through Theory of Experience Value to understand better what element to make Chanel succeed. The purpose of study is to understand business strategy of Chanel and use Theory of Experience Value to know the creativity and craftsmanship of the company. The procedure of the study will review not only the business strategy of Chanel, but also to define what luxury industry is and through Chanel as a sample to verify. The case study will use deep interview to find out conclusion. The study is examined through two angles, one is examine case through traditional business management, and one is through Theory of Experience Value. From examine Chanel through traditional business management, the study found: It is focus on enrichment of brand equity instead of just profit. Keep distance in between the brand and target consumer. Sell dream. Importance of creator and creativity. Importance of product of origin. Don’t build sub-brand Do not engage merge. Do not go to public. From examine Chanel through Theory of Experience Value, the study found: Through “sense” to explore relationship in between brand and target consumer. Through “feel” to explore relationship in between brand and target consumer. Through “think” to explore relationship in between brand and target consumer. Through “act” to explore relationship in between brand and target consumer. Through “related” to explore relationship in between brand and target consumer. The study concluded through examines traditional business management and Theory of Experience Value is: The prefect relationship in between brand owner and professional business manager. Narrowing the gap in between brand value and perceived of customer. Good image will increase the successful chance of extension of product range. Consistency in between each management function. And the suggestion from the study is: Experience Value of brand owner need to be agreed and acknowledge by target consumer. Importance of enrichment of Experience Value. Consistency in between strategy and execution. Focus. Do not follow cycle of economic and cycle of trend. Importance of product of origin.
12

體驗行銷、體驗價值、顧客滿意度與顧客忠誠度關係之研究-以Sony Ericsson旗艦店為例 / The study of the relationship among experiential marketing, experiential value, customer satisfication and customer loyalty:

簡志豪, Chien, Chih Hao Unknown Date (has links)
面對競爭激烈的手機市場,消費趨勢已經從產品功能導向轉為消費體驗導向,體驗行銷(Schmitt,1999)改變了傳統只重視手機商品的性能與效益,轉而透過策略體驗模組(SEMs)與體驗媒介(ExPros)來提升產品附加價值。目前SonyEricsson索尼愛立信、NOKIA諾基亞、Samsung三星等手機巨頭都非常青睞體驗銷售方式,紛紛成立自家的品牌旗艦店並設立體驗平台,成為全新體驗式專賣店,此手法也成為各家品牌手機廠商傳達訊息給消費者最直接的模式。 本研究以SonyEricsson旗艦店為研究對象,研究方法採用便利抽樣方式進行調查,透過量化與質化探討體驗行銷的策略體驗模組SEMs、體驗價值、顧客滿意度與顧客忠誠度間的關係,並提出實務的體驗行銷建言。 研究結論如下: 一. 透過適當的策略體驗模組可以強化不同構面的體驗價值。 二. 體驗模組中的行動與關聯、思考與情感體驗可正向影響顧客滿意度。 三. 體驗模組的行動與關聯、思考及情感體驗可以正向影響顧客忠誠度。 四. 體驗價值中的投資報酬價值、卓越服務及趣味價值可以正向影響顧客滿意度。 五. 體驗價值中的投資報酬價值、卓越服務及趣味價值可以正向影響顧客忠誠度。 六. 顧客滿意度可以正向強化顧客忠誠度。 研究建議如下: 一. 旗艦店應為顧客形塑精準而創新的消費體驗。 二. 旗艦店應整合相關行銷資源,強化顧客感受到的經濟價值 三. 持續強化旗艦店的服務品質,積極提升優質和愉悅服務價值 四. 旗艦店應針對不同性別而有不同的產品行銷策略 關於索尼愛立信(Sony Ericsson) Sony Ericsson 創立於 2001年 10月,為 Sony Corporation 與Telefonaktiebolaget LM Ericsson 的合資企業,股權各佔一半。超過 7,500 個員工,致力於一系列產品、配件與應用程式的開發、設計、行銷、銷售、流通與服務。 有來自世界各地超過 40 個國家的員工,都受到各自所屬文化的激勵。從我們在瑞典、日本、中國、美國與英國的研發工作,到倫敦的全球管理,以至於世界各地的地區中心。 / With the fierece competition of mobile phone market, the trends of mobile consumbers had changed from product-oriented to experience-oriented Experiential Marketing (Schmitt, 1999) had transformed from traditional mobile phone product which merely emphasized on functionalities and effectiveness to add values on top of the product through the Strategic Experiential Modules SEMs and Experiential Providers ExPros. To present, Sony Ericsson, Nokia as well as Samsung mobile manufactures are very keen on experiential marketing by forming up their own flagship store and establishing a brand-new mobile phone experiential platform. This approach has become directly for branding mobile phone manufacturers to convey a marketing message to consumers. In this study, Sony Ericsson flagship store for the study, researchers used convenience sampling methods to investigate, through quantitative and qualitative strategies of experience marketing experience module SEMs, experience the value of the relationship between customer satisfaction and customer loyalty, and make practical experience of marketing suggestions. This case study is targeting at Sony Ericsson flagship store, analyzing the relations of Strategic Experiential Modules SEMs, Experiential Value, Customer Satisfaction and Customer Loyalty through qualitative and quantitative methodology, providing the practical marketing recommendations to the owner of flagship store. The result of this research shows : 1. Through appropriate SEMs can positively predict different aspect of experimental value. 2. SEMs -Act, Relate, Think and Feel can positively reinforce customer satisfaction. 3. SEMs -Act, Relate, Think and Feel can positively reinforce customer loyalty. 4. Experimental value CROI, service excellence and playfulness can positively reinforce customer satisfaction. 5. Experimental value CROI, service excellence and playfulness can positively reinforce customer loyalty. 6. Customer satisfaction can positively reinforce customer loyalty. Hereafter are the suggestions for Sony Ericsson Flagship Store to develop the marketing strategy onwards: 1. Flagship Store should provide accurate and innovative consumer experience to their customers. 2. Flagship Store should integrate relevant marketing resources to enhance experimental value CROI. 3. Continuing to strengthen the flagship store quality of service, and actively enhance the service excellence and playfulness. 4. Flagship store should have different gender-specific product marketing strategy About Sony Ericsson Sony Ericsson, a 50:50 joint venture of Sony Corporation and Telefonaktiebolaget LM Ericsson, was established in October 2001. Over 9,000 employees contribute to the development, design, marketing, sales, distribution and service of a full portfolio of products, accessories and applications. Hailing from over 40 countries and employed across the map, our people are inspired by the cultures that surround them. From our R&D operations in Sweden, Japan, China, the US and UK, to our global management in London to our regional centers around the world.
13

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
14

國際展覽之服務創新與體驗價值研究 以2011台北世界設計大展之設計交鋒展為例 / A Research of the Study of Service Innovative and Experiential Value of International Exhibition:A Example of “Theme Exhibition of Taipei World Design Expo 2011”

魏立欣 Unknown Date (has links)
根據國際會議協會(International Congress & Convention Association;ICCA)資料顯示,每年全球約舉辦40萬場會議及展覽,總開銷約2,800億美元,國際展覽產業協會(UFI)也提出會展產業之年產值已高達1兆1,600億美元,為各國家帶來了龐大的經濟效益。台灣已慢慢在世界會議展覽領域起步,並逐漸提升國際競爭力與能見度。除了會展在台灣被受到重視之外,政府也非常重視「設計在台灣」。 本研究藉由相關的文獻探討、利用量化問卷調查及深度訪談等研究方式、探討展覽中「策略體驗模組」、「體驗價值」、「服務創新」、「顧客滿意度」及「顧客忠誠度」的意涵,了解此五個變項之間的關係,期望本研究的結果最終能給予展覽主辦單位些許有價值的策略建議。研究方法採用描述性統計、皮爾森積差相關分析、T檢定、迴歸分析及深度訪談等研究方法。 1.探討「策略體驗模組」、「體驗價值」、「服務創新」、「顧客滿意度」與「顧客忠誠度」之意涵。 2.檢定「策略體驗模組」、「體驗價值」、「服務創新」與「顧客滿意度」「顧客忠誠度」等構面之關係。 3.「人口統計變項」對「策略體驗模組」、「體驗價值」、「服務創新」、「顧客滿意度」、「顧客忠誠度」是否有顯著差異化。 本研究以『2011台北世界設計大展之設計交鋒展展館』為例,根據量化及質化訪談顧客的結果做為基礎,提出以下未來舉辦此類展覽的行銷策略建議。 一、提供一個具有更高素質的觀賞空間 二、加強整個展館的服務品質 三、強調整個展館的主題性,製造差異性 四、提供更多的互動性,讓設計變得更親民 / According to the survey by International Congress and Convention Association (ICCA) , there are over 400,000 conventions and exhibitions hold around the world with total cost $ 280 billion. The International Association of Exhibition Industry (UFI) also mentioned that the production value of the MICE industry has been up to$ 1 trillion 160 billion and brought the huge economic benefits to all countries. Taiwan has gradually started and improved the international competitiveness and visibility in the World Conference and Exhibition field. In addition to the Exhibition , Taiwan government also emphasizes the importance of "design in Taiwan” The purpose of this research is to explore the relationships among five variables strategy experiential modules, experiential value, service innovation, customer satisfaction and loyalty and provide suggestions in marketing strategies on conducting special exhibitions based on research results. The statistical analysis includes descriptive statistic, t-test, Pearson correlation, ANOVA, regression , in qualitative approach, and in-depth interview. 1. To discuss the meanings of “strategy experiential modules”, “experiential value”, “service innovation”, “customer satisfaction”, and “customer loyalty ”. 2. To examine the dimensions of “strategy experiential modules”, “experiential value”, “service innovation”, “customer satisfaction”, and “customer loyalty ”. 3. To test the significances on “demographic variables”, “strategy experiential modules”, “experiential value”, “service innovation”, “customer satisfaction”, and “customer loyalty ”. After analyzing the data of questionnaires and qualitative interviews with customers, the study provides four marketing strategy suggestions on conducting exhibition. 1.Providing a more high-quality viewing. 2.Strengthening the service quality of Exhibition Emphasizing on the theme of the exhibition and making differentiation. 3.Providing a more interactive, and making the design more friendly and close to the people.
15

體驗行銷策略研究-以好市多(Costco)為例 / The Study of experiential marketing strategy: The case of costco

許泓祺, Hsu, Hong Chi Unknown Date (has links)
與傳統行銷相反,Schmitt(1999)提出的體驗行銷將焦點放在顧客體驗上,提供知覺的、情感的、認知的、行為的以及關係的價值來取代功能價值,不同於商品與服務停留在顧客之外,體驗可以深入到顧客的內在,並將其價值持續的延續,有助於品牌的記憶與區隔。 本研究以好市多(Costco)做為研究案例,透過質化與量化研究探討策略體驗模組SEMs(感官、情感、思考、行動、關聯策略模組)、體驗價值(投資報酬、卓越服務、美感、趣味性價值)、顧客滿意度與顧客忠誠度間之關係,並提出實務的建言。 研究結果發現如下: 一、透過適當的「策略體驗模組」可正向強化不同構面的「體驗價值」。 二、「策略體驗模組」五個構面以及「體驗價值」四個構面皆可正向強化「顧客滿意度」。 三、關聯體驗、情感體驗、行動體驗都可以影響忠誠度,「關聯體驗」訴求品牌社群的意識與凝聚對「顧客忠誠度」影響力最大。 四、體驗價值中僅有「美感價值」無法影響「顧客忠誠度」,剩餘構面中影響力最大則是「趣味性價值」。 五、顧客滿意度可以有效預測顧客忠誠度。 / Different from traditional marketing theory, experiential marketing (Schmitt 1999) focuses on customer experience, offering customer the value of sense, feel, think, act & relate to take place of traditional marketing functional value. Products & services can only touch customers’ outside, but experience can go inside customers’ hearts, and the value of experience will last for a very long time. To use experiential marketing well will help enterprise brand outperform others and memorized by customers. This research uses Costco as the case to study the relationship of SEMs(Sense, Feel, Think, Act & Relate), experiential value(CROI, Service Excellence, Aesthetics, & Playfulness), customer satisfaction, and customer loyalty. Also at the end, this research will offer practical suggestions to Costco. Our findings as following: 1.By choosing right modules of SEMs can positively predict or influence all aspects of experiential value. 2.All five modules of SEMs and four aspects of experiential value can positive predict or influence customer satisfaction. 3.Relate, Feel, & Act modules can positively predict or influence customer loyalty. Relate module appealing to the coherence of brand community is the most important factor to predict customer loyalty. 4.Only Aesthetics can’t positively predict customer loyalty. For the rest, Playfulness is the most important factor to influence customer loyalty. 5.Customer satisfaction can positively predict customer loyalty.
16

體驗行銷、體驗價值、顧客滿意、品牌形象與忠誠度之關係研究-以Nike運動行銷Running Club活動為例 / The Study of the Relationships among Experiential Marketing, Experiential Value, Customer Satisfaction, Brand Image and Loyalty:A Case Study of Nike's Sport Marketing Running Club

楊登鈞, Yang, Teng-Chun Unknown Date (has links)
體驗行銷相當受到企業與行銷界的重視。這個趨勢乃是因應消費者對消費商品的關注不再只是停留在於對消費商品本身的考量,進而開始注重消費商品所帶來的服務和整體感受。企業開始與消費者進行對話,觀察消費者的需求,體驗行銷因而廣為應用。Nike-Running Club以活動方式,利用社群集結慢跑同好的體驗行銷模式,引發本研究之動機。採實證探討方式,研究體驗行銷、體驗價值、品牌形象、顧客滿意與忠誠度的關係。本研究分析結果如下: (1)差異性分析顯示, 不同人口變項對體驗價值、顧客滿意、品牌形象及忠誠度的差異性是顯著的。研究顯示參與活動次數較多者在體驗價值、顧客滿意與忠誠度得分顯著高於參與活動次數較少者。 (2)實證分析體驗行銷、體驗價值、顧客滿意、品牌形象及忠誠度之內涵方面顯示: 在各不同分析層面所有的變數中情感體驗、趣味性價值的影響力是相對較強的,思考體驗及消費者投資報酬價值相對是較弱。體驗價值對品牌形象之影響力較低。 (3)顧客滿意、忠誠度與品牌形象各變數彼此相互影響,其中又以顧客滿意影響忠誠度的強度較高。 (4)體驗行銷與體驗價值呈現顯著正相關。體驗價值、品牌形象、顧客滿意與忠誠有顯著正相關。 / Experiential Marketing has received great attention from enterprises and the marketing field. This trend corresponds to the fact that there is growing number of customers paying attention, beyond consumer goods themselves, to the service and the total quality of the consumer goods they purchase. The dialogue between enterprise and customers begins with enterprise observing the needs of the customers in the way of Experience Marketing. For example, Nike-Running Club designed experiential marketing programs and memberships to attract social group participation. This research used Nike-Running Club as a case to empirically study the relationships of Experiential Marketing, Experiential Value, Customer Satisfaction, Brand Image and Brand Loyalty. Convenience sampling methodology is used to sample customers of Nike-Running Club. ANOVA and Regression analyses are used to analyze the data collected via questionnaire. The results show: (1)ANOVA analyses indicate, variations among different demographic variable groups are significant. Especially, the frequent participants show higher Experiential Values, Customers Satisfaction and Brand Loyalty than less frequent participants. (2)Empirical analyses of the measures of Experience Marketing, Experience Value, Customer Satisfaction, Brand Image and Brand Loyalty show: Among all the measurements at different analysis levels in regression models, sensing experience and playfulness have relative higher strength; thinking experience and customer return on investment experience value have less strength. Also, Experience Value has less impact on Brand Image. (3)Customer Satisfaction, Brand Loyalty and Brand Image mutually influence each other. Among which, Customer Satisfaction has higher impact on Brand Loyalty. (4)Experiential Marketing and Experience Value have significant positive correlation. Experiential Value, Brand Image, Customer Satisfaction and Brand Loyalty have significantly positive correlation with one another. This research also conducted interviews to collect qualitative data to support and interpret quantitative analysis results and propose suggestions for future research.
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人際與人機互動經驗沈浸的前因、狀態及後果之研究 / The study of antecedents, states, and consequences of flow in person-interactivity and machine-interactivity environments

黃增隆, Huang, Tseng Lung Unknown Date (has links)
Woodruff (1997) 認為企業若沒有由建構滿意度的顧客價值 (customer value) 中做更為深入的了解,則顧客的意見將無法完全引導管理者研擬競爭策略。因此Woodruff (1997) 進而主張顧客價值才是企業當前最主要競爭優勢的來源,而非滿意度而已。Peterson (1995) 的研究指出,透過經驗所給予顧客的價值,是促使顧客願意與廠商進一步建立起長久關係的驅動因子。Spiegelman (2000) 也建議:「廠商若希望能夠將第一次消費的造訪者,進而轉變成為重複購買的顧客,則廠商必須在消費體驗的過程中不斷的傳遞價值」。換言之,體驗價值 (experiential value) 可視為提高顧客忠誠的最佳利器 (Stoel, Wickliffe and Lee, 2004)。再者,Babin, Darden, and Griffin (1994) 認為體驗價值是消費經驗後的主要結果,若研究者沒有確實掌握所知覺的體驗價值為何,則無法清楚了解消費者的消費經驗全貌。然而體驗價值雖然對於行銷研究與管理者相當重要,但有關消費者體驗價值的探討,主要都限制在網路購物的人機互動情境。關於線上人際互動情境中,將可能產生何種體驗價值,學者就較少進行探究 (Mathwick, 2002)。 Pine and Gilmore (1999) 在體驗經濟《Experiential Economics》一書中曾指出,消費者之所以能夠形成難忘且有價值的體驗,關鍵乃在於廠商是否能夠設計一個使消費者完全融入,且如同身歷其境的感受。換言之,引發消費者沈浸當下的消費情境,成為企業傳遞體驗價值給消費者的關鍵因素所在。但很遺憾的,沈浸與體驗價值的關係,過去研究較少深入的分析與探討,而且先前的研究情境卻也僅限於線上搜尋的人機互動經驗 (Mathwick and Rigdon, 2004),忽略了人際互動的體驗才是消費者最為渴望的經驗 (Spiegelman, 2000)。因此在今日人們相當渴望透過網路進行人際接觸的同時,研究更應深入討論與分析,在線上人際互動情境中,沈浸 (flow) 與各種體驗價值 (experiential value) 的關係。 基於上述,研究將選擇以同時具有人際與人機互動的線上遊戲為主要研究情境,藉此以補足缺乏探討人際與人機互動共有的沈浸經驗之缺口,同時也進一步將沈浸概念擴大其應用的範疇,不在只限於人與特定事物間的沈浸研究。 在研究方法方面,有鑑於人際與人機互動的沈浸概念必須重新被審視並釐清 (Huang, 2006),並且考量消費者的沈浸狀態是具有動態且連續發生一段時間的特性,同時也由於沈浸本身是一種內心深處的感受,若訪談過程中沒有任何憑據可提供受訪者作事後的回憶,則受訪者將很難描述沈浸當時發生的所有感受與心路歷程 (Csikszentmihalyi and Csikszentmihalyi, 1988),基於此,本研究選擇能夠幫助受訪者回憶起所有心路歷程的自發性導引法 (auto-driving) (Belk and Kozinets, 2005),為探討沈浸的質化研究方法,如此才能藉此重新釐清在人際與人機互動情境中,消費者沈浸的定義與構面。更進一步的,由於能夠更清楚掌握沈浸的本質,也才能夠使得研究者可以更為明確的探究出引發沈浸產生的人際與人機互動因子以及在沈浸歷程中消費者所知覺體驗價值類型。 經訪談17位受訪者後,不僅探究出在人際與人機互動媒體情境下的沈浸成份,同時也依據沈浸所包含的特質,對沈浸下了如下的定義:「所謂沈浸是指消費者產生情境推想、整合思維、具象化、情緒感染與情緒激發的狀態。」其中「情境推想」,是消費者猜想線上其他消費者的想法、意圖與動向所釀成;「整合思維」是來自消費者多方思索回應他人策略與執行策略效果所促成;「具象化」則是消費者將線上他人的表情或揣摩想像內容予以圖像化所形塑而成的狀態;「情緒感染」的狀態則源自消費者感同他人情緒的效果;「情緒激發」是來自消費者將個人內心的情緒,藉由肢體或表情予以宣洩的狀態。另外,從消費者的自我沈浸描述內容中,研究得知,前述這五種沈浸成份,其彼此間存有因果關係,而這樣的研究結果,是先前沈浸研究未能確實發現的。 其中,情緒激發的形成深受情緒感染與整合思維兩元素直接影響,又具象化分別會直接影響情緒感染與整合思維兩成份的產生。最後情境推想也會分別引發具象化、整合思維、情緒感染等沈浸成份的產生。 更進一步,研究也根據訪談內容結果得知,影響沈浸的前置因子可分為人際與人機互動兩種類型的因素,其中在人際因素方面,包含具有二元對立目標設定的競玩,以及源自環境成份所營造出探索趣味的嬉玩。同時人際與人機互動情境中所引發的人際互動競爭性與親和性,可營造出競玩氣氛。而人際互動中的不確定性與嘲弄則是構成嬉玩的主要成份。最後影響消費者沈浸經驗的人機互動因子包括驚奇性、因果性、生動性等三種因素。因此這將可以給予研究者與管理者,在設計吸引消費者融入購買或消費情境時的重要參考。 另外,訪談內容的結果也顯示,人際與人機互動的沈浸經驗不只是一種最佳互動消費經驗 (Novak and Hoffman, 1996; Privette and Bundrick, 1987),同時它包含了許多豐富且多元的體驗價值 (Mathwick, et al., 2001)。換言之,當消費者全心投入在情境推想、整合思維、具象化、情緒感染與情緒激發等任一種活動時,都可以知覺到成就感、尊重、趣味性等這三種價值類型。隨著沈浸經驗本身具有多元且豐富的體驗價值,使得參與線上人際互動的消費者,更因此希望再次透過如此的經驗獲取價值。也因此,沈浸經驗提高了消費者願意再次經歷的意圖。 在經過第二階段研究中一系列沈浸量表的發展與檢測分析後,研究結果顯示,所發展的沈浸量表與體驗量表不論是在探索性因素分析、一階驗證性因素分析與二階驗證性因素分析都具備很好的信度與效度。不僅如此,藉由結構方程式模式的統計分析,研究進一步驗證五種沈浸成份間、沈浸與體驗價值間、五種沈浸成份與體驗價值間、沈浸與持續消費行為間以及五種沈浸成份與持續消費行為間的因果關係。而研究結果顯示,不僅整體模式的配適度達評鑑要求的水準,同時每一個變數彼此間的因果關係也都達顯著。 / Woodruff (1977) maintains that customers’ opinions can lead managers to plan competitive strategies if enterprises can have a profound understanding and analysis of customer value, which influences on the formation of customer satisfaction. Accordingly, it’s Woodruff’s contention that the primary source of competitive edge among present-day enterprises isn’t just concerned with “customer satisfaction”, but with “customer value” as well. According to Peterson’s research (1995), the experience-based value bestowed upon customers is an impetus to customers’ desire to develop a long-term relationship with enterprises. Furthermore, Spiegelman (2000) also suggests that enterprises have to incessantly deliver value to customers in their consumption process if enterprises expect to turn customers purchasing for the first time into those making purchase over and over again afterwards. In other words, experiential value can be seen as the best way to enhance customer loyalty (Stoel, Wickliffe, and Lee 2004). What’s more, Babin, Darden, and Griffin (1994) think that experiential value is the major result of consumption experience, and that observers won’t get a clear, and panoramic picture of the consumption experience in case they can’t tell exactly what the perceived experiential value is. However, though experiential value plays an integral part between managers and marketing research, discussions on customer’s experiential value are primarily confined to the online-shopping machine-interactivity context. As for online person-interactivity context, scholars are to put less emphasis on what experiential value can be generated and delivered to customers under such a context (Mathwick 2002). According to the book Experiential Economics, written by Pine and Gilmore (1999), Pine and Gilmore indicate that whether enterprises can create a context for customers to fully engage themselves in and live vicarious with is the key to the formation of customer’s unforgettable and valuable experience. To put it differently, the consumption environment which can prompt customer’s flow in the present plays a pivotal role in helping enterprises deliver experiential value to their customers. However, it’s a pity that in-depth discussions and analyses of the relationship between experiential value and flow are usually overlooked by previous researchers. Besides, previous research context is limited to online-searching machine-interactivity experience (Mathwick and Rigdon 2004), neglecting that person-interactivity experience is the one that customers yearn for the most (Spiegelman 2000). Therefore, in-depth discussions and analyses of the relationship between various experiential values and flow in online person-interactivity context should be made, especially in modern times when people are desperate for personal exposure through the Internet. As aforementioned, by choosing online games with both person-interactivity and machine-interactivity as the primary research context, the research aims to make up for the lack of discussions on flow experience shared by person-interactivity and machine-interactivity contexts. In the meanwhile, the research puts concepts of flow to a wide range of use, not just in the flow research between people and specific things. As far as the research method is concerned, the research takes the facts into consideration that concepts of flow in person-interactivity and machine-interactivity contexts need re-examining and clarifying (Huang 2006), and that customer’s flow conditions are dynamic and capable of lasting for a period of time consecutively. Moreover, since the flow is a feeling in the recesses of mind, interviewees might have a hard time delineating the course of thought developments and feelings in the flow experience if there are no reminders in the interview process for them to recall afterwards (Csikszentmihalyi and Csikszentmihalyi 1988). Considering the above-mentioned factors, the research chooses a method called “auto-driving”, able to help interviewees recall their courses of thought developments and feelings in their consumption process (Belk and Kozinets 2005), as the qualitative research method for exploring what flow is. In this way, the definition and dimensions of customer flow experience in person-interactivity and machine-interactivity contexts are likely to be clarified. What’s more, researchers can get a more explicit picture of what types of experiential value that customers would perceive in the process of flow are due to the fact that such a method will better the understanding of the essence of flow. Furthermore, once the elements of the flow have been confirmed, the researcher may also clearly ascertain what kinds of the person-interactivity and machine-interactivity factors triggering flow. After the first phase interviews, the present study not only finds out components of flow, but also defines flow as consumers’ state of inferring thinking, integrated thinking, visualization, emotional contagion and emotional arousal. Besides, according to the content of consumers’ self-description about flow experience, the study also found that causal relationships among the five elements of flow which were not found in the previous flow studies. For example, emotional contagion and integrated thinking influenced simultaneously emotional arousal and visualization influenced simultaneously emotional contagion and integrated thinking. Finally, inferring thinking directly influenced visualization, integrated thinking, and emotional contagion. Furthermore, the researcher identifies both person-interactivity and machine-interactivity factors that influence flow in base on the result of interviewees’ description about flow experience. Also, there are ludus which comes from the design of winning or losing and paidia which comes from exploring interesting content in person-interactivity factors. At the same time, the elements of ludus are competition and affiliation, and the elements of paidia are uncertainty and teasing. Finally, the machine-interactivity factors which influence flow include surprise, causality, and vividness. These findings would be practical implications for design consumers’ flow experience in further for the researcher and the management in service marketing. The result of the interviews also proves that flow experience with both person-interactivity and machine-interactivity is not only the optimal interactive consuming experience (Novak and Hoffman, 1996; Privette and Bundrick, 1987), but also delivers the multiple and rich experiential value to consumers. (Mathwick, et al., 2001). On the other word, consumers would perceive experiential value of achievement, reputation, and playfulness when they act with total involvement in one of the inferring thinking, integrated thinking, visualization, emotional contagion, or emotional arousal. Because of flow experience including multiple and rich experiential value, consumers in online person-interactivity would like to have the same flow experience in order to perceive these experiential value again. Therefore, flow experience positively influences re-patronage intention. The result of flow scale development and detection and analysis in the second step of this study shows flow scale is validity and reliability base on the exploratory factor analysis, the first confirmatory factor analysis and the second confirmatory factor analysis. The study further confirms causal relationships among the five elements of flow, causal relationships between flow and experiential value, causal relationships among the five elements of flow and experiential values, causal relationships between flow and re-patronage intention, and causal relationships among the five elements of flow and re-patronage intention by the statistic analysis of structure equation modeling.
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虛擬化服務體驗對於旅遊意願的影響-以虛擬紫禁城和虛擬武漢為例 / The impact of experience in service virtualization on travel intention- The case of virtual Forbidden City tour and virtual Wuhan tour

梁彥璋, Liang, Yen Chang Unknown Date (has links)
本研究在探討資訊科技所創造出的虛擬化體驗,是否影響顧客在虛擬旅遊的體驗價值,並進而影響顧客對實體旅遊的消費意願,最後來探討虛擬化體驗系統的複雜性對消費意願的影響程度。我們以虛擬紫禁城和虛擬武漢線上景點導覽系統為研究案例,分兩階段模式來分析使用者消費意願.系統使用前,採用計畫行為理論及涉入程度的構面來衡量觀光旅遊之消費意願;系統使用過後,用互動性和生動性來探討虛擬觀光景點之體驗價值的關係,研究結果顯示虛擬紫禁城及虛擬武漢的虛擬體驗皆對實體旅遊之消費意願有所影響。 / This paper aims to study how the experience of tourism virtualization derived from information technology affects not only the customer’s experiential value of virtual tourism, but also intention of traveling in the future. Moreover, we discuss how the complexity of virtual experience systems impacts customer intention. Two on-line tour systems, the virtual Forbidden City and the virtual Wuhan, are utilized in a sequence of experiments for tourism experience. Before using the system, the constructs of Theory of Planned Behavior and Involvement Theory are employed to measure the intention of traveling. After then, two constructs, interactivity and vividness, are adopted to explore how the experiential value of virtual tourism impacts the intention of travelling. Our research results show that experiential values of the virtual Forbidden City and the virtual Wuhan both have impacted the intention of travelling.
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黃金博物園區體驗行銷之研究 / A study on experiential marketing of gold ecological park

鄭旭玲 Unknown Date (has links)
夏業良、魯煒在他們所譯的體驗經濟時代一書中提到:「消費是一種過程,當過程結束後,體驗的記憶將恆久存在」,消費者對於實體商品的消費可能因時間、空間的流失而結束,但他們對消費實體商品後,所衍生出來的感動與情感依附,卻可能長久存在,從實體商品轉換成感覺商品的價值差異,正是所有體驗行銷推動者,所試圖創造並達到的。 基於一次對黃金博物園區的親身旅遊經驗,研究者發現該園區具備執行體驗行銷之完整條件,因此引發本研究動機,以此為個案,採問卷調查法與焦點訪談法,研究黃金博物園區體驗行銷之策略。 本研究採取驗證性之方法,獲得結果如下: 1.遊客對黃金博物園區體驗行銷五大策略模組,整體同意度接近4,趨向同意。 2.遊客對黃金博物園區體驗價值,整體同意度超過3.6,趨向同意。 3.遊客對黃金博物園區顧客滿意度與忠誠度,整體同意度為3.8,趨向同意。 4.人口變項與體驗行銷、體驗價值、顧滿意度、忠誠度關聯性不顯著。 5.遊客的旅遊態度與型態,影響遊客對體驗行銷五大策略模組的感受。 6.體驗行銷與體驗價值正向顯著關係,部分成立。 經由本論文問卷資料分析實證結果發現「感官體驗對美感價值、服務優越性 有顯著正向關係」;「情感體驗對美感價值、服務優越性、趣味性有顯著正 向關係」;「行動體驗對服務優越性、趣味性、美感價值有顯著正向關 係」;「思考體驗對服務優越性、趣味性、美感價值有顯著正向關係」; 「關聯體驗對趣味性價值有顯著正向關係」。而「感官體驗對趣味性價 值」、「關聯體驗對服務優越性、美感價值」,卻沒有呈現顯著正向關係。 7.體驗價值與顧客滿意度有正向顯著關係。 8.體驗價值與忠誠度有正向顯著關係。 9.顧客滿意與忠誠度有正向顯著關係。 10.黃金博物園區擁有五大成功關鍵因素(KSF),可提供其他生態博物園 區、博物館,作為體驗行銷執行策略之參考。 (1)保持原味(Originality) (2)具有獨特性(Unique) (3)多變性(Variation) (4)價格低廉(Free & Inexpensive) (5)市場區隔(Distinctive) / In the “Era of Experiential Economy” translated by Xia and Lu, it reads: “Consumption is a process, and when this process is over, the experiential memory is what lasts forever.” A consumer’s consumption of a physical product may end with spatial or temporal changes; however, the feeling and affect that derive from the consumption may last forever, and the difference in value in the transition from a physical product to an affect product is what all experiential marketers are trying to achieve. After returning from a trip to the Gold Ecological Park (hereafter the “Park”), it was determined that the Park had all the necessary conditions for experiential marketing, and this study was conducted as a result. This present study is a case study of the Park using methods such as questionnaire survey and focus-group interview, aiming at the strategies of the Park’s experiential marketing. The results yielded by the analysis are as follows: 1. The overall level of the interviewed tourists' (hereafter the “respondents”) agreement regarding the Park’s five major marketing strategies was close to 4. 2. The overall level of the respondents' agreement regarding the Park’s experiential value exceeded 3.6. 3. The overall level of the respondents’ agreement regarding the Park’s customer satisfaction and loyalty was 3.8. 4. There were no significant correlations between demographic variables, experiential marketing, experiential value, customer satisfaction, and customer loyalty. 5. A tourist’s travel-related attitude and style affect how he/she feels about the five major experiential strategies. 6. The statement that there is a significantly positive correlation between experiential marketing and experiential value is partially supported. The findings yielded by our questionnaire indicate that “there is a significantly positive correlation between sensory experiences, aesthetic values, and superiority of services.” “There is a significantly positive correlation between affective experience, aesthetic values, superiority of services, and fun.” “There is a significantly positive correlation between action-based experience, aesthetic values, superiority of services, and fun.” “There is a significantly positive correlation between thinking-based experience, aesthetic values, superiority of services, and fun.” “There is a significantly positive correlation between correlation-based experience and fun values.” However, there is no significantly positive correlation between “sensory experience and fun values” or between “correlation-based experience and aesthetic values and superiority of services.” 7. There is a significantly positive correlation between experiential values and customer satisfaction. 8. There is a significantly positive correlation between experiential values and customer loyalty. 9. There is a significantly positive correlation between customer satisfaction and customer loyalty. 10. The Park has five KSF, or Key Success Factors, that serve as valuable reference for other ecological parks and museums in their experiential marketing. (1)Originality (2)Unique (3)Variation (4)Free & Inexpensive (5)Distinctive
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體驗行銷對顧客參與活動態度之研究 ─以《NSO 840 人鋼琴馬拉松音樂會》為例 / The study of the effect of experiential marketing on customers' attitude toward the activity participating:a case study of NSO piano marathon concert for 840 players

曾奕寧, Tseng,Yi Ning Unknown Date (has links)
體驗行銷最早於1999年被Schmitt學者所提出,其概念為透過體驗媒介與策略體驗模組的相互搭配,創造出不同的體驗,使消費者能感同身受,進而創造美好的回憶並改變其態度與行為。根據過去文獻指出,不同的體驗將會產生不同的體驗價值,進而影響滿意度與忠誠度,此外,涉入程度亦為影響體驗價值產生之因素之一。因此,本研究以體驗行銷的角度出發,欲探討體驗行銷、涉入程度、體驗價值、滿意度與忠誠度五大構面之間的關係與影響程度。   以往探討表演藝術體驗行銷之研究,多以被動聆賞式的表演型態為例,而國家交響樂團(NSO)於 2017 年 1 月 1 日所舉辦之《NSO 840人鋼琴馬拉松音樂會》,為主動參與式的體驗,其特色為參與者可同時扮演觀眾與表演者之角色。由於針對主動參與式的表演藝術體驗活動之研究較少,因此,本研究以《NSO 840 人鋼琴馬拉松音樂會》為例,探討顧客參與藝文活動的體驗對於整體態度的影響路徑,以補足過去主動參與式之藝文活動實證研究的不足,同時對未來藝文活動之主辦單位給予行銷策略之參考建議。   本研究採用問卷調查法進行樣本蒐集與分析,結果發現,體驗行銷中的「感官情感體驗」對於體驗價值與滿意度之提升最具顯著效果,並且能透過體驗價值的部分中介效果,影響滿意度。此外,參與者的涉入程度會透過體驗價值的部分中介效果,進而影響滿意度,而滿意度對忠誠度有顯著的正向影響。因此,建議藝文活動之主辦單位可透過整體舞台佈置的美觀性與活動路線舒適感的改善、活動趣味性的提升,以及提高參與者的涉入程度,來增進其顧客滿意,進而達到忠誠度提升之最終目的。 / The term” Experiential Marketing” was firstly developed from Schmitt’s study in 1999. As experience itself can happen in any industry or any stage of purchasing, it is important to understand the process of how customer creates value through different types of experience and how the experience influences the customers’ attitude and behavior. Previous studies also indicated that customer involvement may be another factor to influence the creation of experiential value.Therefore, this study attempts to analyze the relationship between experiential marketing, customer involvement, experiential value, customer satisfaction and customer loyalty.   The previous studies of experiential marketing in performing arts usually applied to passively-participating audience who only “watch” the performance without interacting with the performers. This paper takes ”NSO Piano Marathon Concert for 840 Players”, which features customers’ positively participating as being both the audience and the performers in the same activity, as a study case , trying to compliment the lack of empirical research in this type of experiential marketing.   The study adopts the questionnaire survey method. The results of the analysis show that “Sensory and Emotive experience” has the most significant influence on experiential value and will indirectly influence customer satisfaction through the partial mediating effect by experiential value. Customer involvement will indirectly influence customer satisfaction through the partial mediating effect by experiential value. Customer satisfaction has a positive influence on customer loyalty. Therefore, the study suggests that the activity host put more attention to enhance the Sensory and Emotive experience by improving the attraction of stage layout, the whole traffic flow and the entertainment of activity. Meanwhile, enhancing the participants’ involvement will help increase the customer satisfaction as well.

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