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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

高級汽車的體驗行銷策略研究—以和泰汽車LEXUS為例 / The Study of Experiential Marketing Strategy for Luxury Vehicle:The Case of LEXUS Taiwan

邱德銍, Chiu,Te Chih Unknown Date (has links)
近年來隨著經濟水準的成長,國人對奢侈品的消費能力日益提高,事實上,這也是目前全球普遍的消費行為轉變,而「奢侈品」具有品牌形象良好、高品質、凸顯品味等特色,其商品利潤遠也超乎平價商品,以奢侈品的「高級汽車」來說,其銷售量在台灣車市中一直維持穩定的成長,並不會受到整體經濟環境的影響,呈現一個獨特的消費市場。 有別於傳統行銷理論著重於消費者理性抉擇因素,本研究從感性觀點切入,欲瞭解這群高消費能力之消費者,對於高級汽車購後的心理層次要求,故本研究以Schmitt(1999)所提出的「體驗行銷」為研究主軸,進行實證研究,探討「策略體驗模組(SEMs)」對於LEXUS高級車車主「顧客滿意度」、「顧客忠誠度」的影響關係,調查方式則針對台北地區LEXUS車主,在營業場所進行為期三週的問卷調查,最後則根據研究結果,研擬未來高級汽車在體驗行銷策略上的建議。 本研究發現,體驗行銷與顧客滿意度、顧客忠誠度之間,均具有中高程度的相關關係,迴歸分析顯示情感體驗、關聯體驗對於顧客滿意度、顧客忠誠度具有最高的預測能力,根據體驗行銷之理論架構,證明LEXUS消費者處於營業所時,心情會感到愉快並且促進滿意,車主本身的品牌社群概念,則有助於持續再消費的忠誠度,研究結果也證實了LEXUS近年來於消費者的品牌經營之成效。 關鍵詞: 體驗行銷、顧客滿意度、顧客忠誠度 / With the raising development of the economic level in recent years, citizens have progressively upgraded their consumption level into luxury goods. In fact, this is also the global trend of the change in consumption behavior. A extravagance features good brand image, high quality, and the sense of taste, its profit is also much higher than ordinary products. In terms of luxury vehicles, the sales volume has maintained a steady growth in Taiwan market, forming a unique market condition, regardless of the economic recession overall. Unlike traditional marketing theories which focus on the rational factors of consumer decision, this thesis uses a perceptual perspective to understand the psychological needs of consumers after they purchased a luxury vehicle .Therefore, this thesis is based on the theory “Experiential Marketing” built by Schmitt(1999), to proceed a concrete investigation on the influence of SEMs(strategies of experiential modules) on LEXUS automobile owners’ consumer satisfaction and loyalty. The investigation aims LEXUS automobile owners in Taipei area, using questionnaires in selling points and the procedure last three weeks. At last, according to research results, this thesis will provide practical marketing suggestions for LEXUS Keywords:Experiential Marketing, Consumer Satisfaction, Consumer Loyalty
12

體驗行銷策略之研究:誠品信義旗艦店之個案探討 / Experiential Marketing Strategies : A case study of Eslite Xin Yi Store

林暄蕎 Unknown Date (has links)
本研究以誠品信義店做為研究的場域、Schmitt (1999) 提出的體驗行銷為理論基礎,用深度訪談的方式探究誠品信義店的經營理念,研究誠品信義店如何將體驗的氛圍帶入書店空間,讓消費者願意花較長時間待在書店內細細咀嚼。此外,也以問卷調查的方式探討消費者這端的感受,瞭解誠品信義店的體驗行銷策略是否正向強化了顧客的忠誠度與滿意度。 本研究結果發現:體驗行銷策略模組與顧客滿意度及顧客忠誠度的關聯性皆呈現正相關,而在顯著性方面,除了關聯體驗外,其餘四構面對顧客滿意度及顧客忠誠度的影響都趨近於顯著。 本研究並提出實務建議:在感官體驗構面上,注意主動線上的商品呈現設計;在情感體驗構面上,依照商品的調性來調配氛圍;在思考體驗構面上,利用多媒體化的設備來呈現多樣化的商品訊息;在行動體驗構面上,提供自助式查詢服務;在關聯體驗構面上,進行多樣化的活動規劃。 / This research is a case study of Eslite Xin Yi Store, based on “Experiential Marketing” theory by Schmitt (1999). My goal is to explore the business idea of Eslite Xin Yi store, so that consumers are willing to spend more time to stay than usual . I also want to explore the consumer’s feelings to understand whether the experiential marketing strategy of Eslite Xin Yi Store have positive effect on the customer satisfaction and loyalty. I use in-depth interviews and questionnaire as the method to the research. The results are : SEMs (Strategic Experiential Modules) of experiential marketing, customer satisfaction and loyalty are positive correlation. In addition to related experience, the other four experiences are near significantly with customer satisfaction and customer loyalty. This research made the following recommendations to the firms that : 1. they should pay attention to the design of products decoration in the sensing experience. 2. they should allocate the atmosphere according to the distinguishing feature of products in the feeling experience. 3. they should take the advantage of multimedia equipments to present the diversity of products information the thinking experience. 4. they should provide for self-service enquiry in the acting experience. 5. they should plan a wide variety of activities in the relating experience.
13

體驗行銷對顧客滿意度與顧客忠誠度影響之研究-以爵士音樂餐廳Brown Sugar為例 / A Study of the influence on customer satisfaction and loyalty on experiential marketing-The Case of Brown Sugar Jazz Club & Restaurant

施宥如, Alicia Unknown Date (has links)
21世紀的消費環境已經逐漸轉型到體驗經濟的時代,以及各國文化的快速交流,帶動了各國飲食文化的進入,造成台灣傳統飲食文化的不少改變與衝擊,因此國人對於生活更加講究。因消費型態之改變,這個世代之消費者,已經從重視商品的性能與效益轉而為追求能創造美好回憶之商品,對於產品的要求,也由理性的決策行為轉向理性與情感並重的消費者行為。當今消費者注重的已不再是實體商品本身的實用性,而消費者所追求的是觸動情感、刺激心靈的感覺,以及在消費過程中帶給消費者的體驗。故企業運用情境、顧客喜好的消費體驗,替顧客打造ㄧ個有價值的體驗,稱之為體驗行銷。體驗行銷是進入體驗經濟後的一個重要趨勢,而學者亦提出體驗行銷的概念,認為企業可以藉由感官、情感、思考、行動、關聯五種體驗來提高消費者的價值認知。本研究認為體驗行銷與顧客滿意度、顧客忠誠度三者間應該具有高度的影響關係,故將研究概念加以連接,並探討概念間的相關性之因果關係。欲以體驗行銷的觀念出發,來探討這熱門的學理,也提供欲實行體驗行銷的企業,有一份參考的依據。 本研究將體驗行銷分為:感官體驗、情感體驗、思考體驗、行動體驗、關聯體驗等五大構面,將顧客滿意度以感受品質與顧客整體滿意兩大構面進行評量,將顧客忠誠度以情感忠誠、口碑、推薦行為、行動忠誠四大方向進行評估。本研究以三者之相關性研究做探討,而研究方法採用便利抽樣方式進行發放,並以體驗行銷主題式餐廳-Brown Sugar Jazz Club & Restaurant做為研究對象。 / Experiential marketing era is coming and cross-culture exchanges drive various foods culinary into Taiwan. The impact of the foods culinary in Taiwan causes customers to be very fastidious about what they eat. Customers who place a high premium on the merchandise function transfer focusing on the memorial merchandise. Customers request merchandise from focusing on ration to focusing on ration and emotion. Customers request merchandise not only practical, but also make customers satisfied. So the commodities and the services are not that important to customers anymore, but the experience from the innermost feelings, this kind of feelings are influencing with each other from the external physique and the intrinsic knowledge, and the emotions. The experiential marketing is to create delightful and memorable experience throughout the entire consumption process. Experiential marketing is an important trend upon entering the age of experience economy and is proposed by the scholar who consider enterprise upgrading customer’s perception by sense、feel、think、act、relation. Kolter (1996) said the major practice of the enterprises’ marketing activities are containing customer satisfaction and developing customer loyalty. We consider the strong interrelationships among experiential marketing are obvious. It’s based on the concept of the experiential marketing is to build a criteria towards the application of marketing. According to the literature reviews, the experiential marketing includes five dimensions: sense, feelings, thinking. acting and relation. The customer satisfaction is measured by customers’ perceived performance and quality of the product of the service. The customer loyalty is measured by the level of repeating purchases. By using convenience sampling, customers are approached while enjoying in Brown Sugar Jazz Club & Restaurant.
14

體驗行銷策略研究-以乾杯燒肉為例

敏景翔 Unknown Date (has links)
Schmitt 提出的體驗行銷的概念,與傳統行銷著重在產品性能及價格的行銷 模式相比,體驗行銷強調的是透過感官、情感、思考、情感及關連上的刺激提 高顧客的滿意度及忠誠度,進一步達到產品銷售的目的。 本篇研究對象以乾杯燒肉為例,透過質化訪談及問卷量化的方式,探討策略 體驗五大模組,體驗價值四大模組,與顧客滿意度及顧客忠誠度的相關關係, 進一步探討各構面間的影響程度。 本研究的研究結果如下: 一. 策略體驗感官體驗,情感體驗兩構面可正向強化顧客滿意度。 二. 策略體驗感官體驗,情感體驗,關聯體驗等三構面可正向強化顧客忠誠 度。 三. 體驗價值模組中投資報酬價值,卓越服務價值及美感價值可正向強化顧 客滿意度。 四. 體驗價值模組中投資報酬價值,趣味價值及美感價值可正向強化顧客忠 誠度。 五. 顧客滿意度可正向強化顧客忠誠度。 六. 策略體驗五大構面可適當強化體驗價值四大構面。
15

體驗行銷對不同程度消費幻想者的影響 / The effects of experiential marketing on consumers with fantasy

周昕緯, Chou, Hsin Wei Unknown Date (has links)
Schmitt (1999) 提出體驗行銷的五種類型分別為感官、情感、思考、行動與關聯,並分別定義出這些行銷方法的意義與影響。李德儀 (2005) 以深度訪談法提出消費幻想的基本概念與構面,謝易儒 (2009) 重新定義幻想的四大構面:取得距離、過去經驗、細膩程度與持續程度,並發表消費幻想的量表。本研究認為體驗行銷能夠滿足Holbrook與Hirschman (1982) 提出於消費體驗中的幻想,因此本研究探討Schmitt (1999) 的五種體驗行銷是否能滿足不同幻想程度的消費者。   本研究採實驗法,共有五個子實驗。經過前測後,設計出五組模擬彩色廣告,每一組各包含兩張廣告,一張為含有體驗行銷訴求的廣告,一張為不含體驗行銷的廣告,共十張受測者觀看廣告後,藉由問卷衡量出對廣告的看法以及幻想程度。本研究採用五種體驗之2(體驗行銷的有無)x 2(消費幻想程度高低) MANOVA,分析測試受測者面對有無體驗的廣告對廣告內容的偏好度與認知程度是否有所影響,並且衡量體驗與幻想的交互作用是否顯著。   研究結果顯示:一、面對情感體驗行銷,相對於幻想持續程度低者,幻想持續程度高者對行銷內容的偏好度與認知程度較高。二、面對關聯體驗行銷,相對於幻想細膩程度低者,幻想細膩程度高者對行銷內容的偏好度與認知程度較高。   整體而言,本研究發現情感體驗能夠影響幻想持續程度高的消費者,關聯體驗能夠影響幻想細膩程度高的消費者,廠商若針對不同幻想程度的消費者進行特定的體驗行銷,能夠增加消費者對產品或服務的偏好度與認知程度,達到更好的體驗行銷效果。 / Schmitt (1999) pointed out five modules to interpret “Experiential Marketing,” “Sense,” “Feel,” “Think,” “Act” and “Relate,” and defined the meaning and effectiveness of these marketing methods. Lee (2005) defined “Consumption Fantasy,” and Hsieh (2009) identified the four dimensions: “Accessibility,” ”Pass Experience Relatedness,” “Fineness,” and “Continuity,” and then developed the fantasy inventory. In addition, Holbrook and Hirschman (1982) suggested that fantasy is a part of consumption experience, which can be satisfied during the consumption. Therefore, the purpose of this study is to explore the effects of various kinds of experiential marketing on consumers with different levels of consumption fantasy. Experiments are used for this study. Five sets of fictitious colored advertisements were designed; each set had two advertisements of experiential marketing and non-experiential marketing. A 2 (experiential marketing: yes versus no) x 2 (consumption fantasy: high versus low) experimental design collected data from student samples via traditional paper-and-pen or the website on the Internet. The results of the research are as the followings. (1) The advertisement contained with the “Feel” experiential marketing affected consumers with strong "continuity" fantasy more than others. (2) The advertisement contained with the “Relate” experiential marketing affected the consumers with strong "Fineness" fantasy more than others. To sum up, the key finding of this study is that different “Experiential Marketings” can affect consumers on specific fantasies more than others. Thus, marketers can employ specific experiential marketing for the right target to enhance their preference to the products and services advertised.
16

3C 品牌旗艦店體驗行銷之研究─以Apple、SONY為例 / Experiential marketing of 3C flagship stores

黃郁雲 Unknown Date (has links)
現今的零售市場日趨多樣化與細密分割、消費者資訊超載的情況嚴重,傳統行銷溝通工具的效果已不復以往。體驗經濟的倡導者Gilmore and Pine(2008)認為,相對於廣告所創造的虛假體驗,營造引人入勝的消費場所,是當今企業展現真實體驗、促發消費慾望的重要手段。而旗艦店,儼然成為當今企業創造獨特品牌體驗的重要策略,形成一種跨國界、跨產業的趨勢。 過去旗艦店研究多以企業經營的立場,就成本、獲利等傳統管理觀點,探討旗艦店的設立對企業端的影響。較少從消費者體驗的觀點,瞭解旗艦店的品牌性功能,也少有研究試圖從體驗行銷的面向來分析旗艦店。因此,本研究則試圖從消費者的觀點出發,藉由探討旗艦店與其他商店型態間的差異之所在。本研究選擇以Apple與SONY兩大3C品牌做為研究對象,檢視台灣現有3C品牌旗艦店在消費體驗上的優勢與影響,並進一步探究旗艦店體驗行銷優勢對品牌關係品質的影響效果。 本研究的主要目的有三:(1) 釐清旗艦店的本質;(2) 探討旗艦店與非旗艦店在體驗行銷構面上的差異;以及(3) 探討旗艦店與非旗艦店的體驗行銷差異,是否對品牌關係品質造成影響。 研究結果發現,雖然學術界企圖對旗艦店概念提出完整明確的界定,但是實務層面,旗艦店仍舊是以企業主觀認定為準,無論在形貌或規模上皆存在差異,因此難以在消費者心中形成具體的想像,與學術研究中的定義也有若干程度的落差。而針對兩個案品牌旗艦店(Studio A生活體驗旗艦店、SONY 101旗艦店)體驗行銷的檢證,則顯示兩個案旗艦店無論在體驗媒介或體驗形式構面,都未達到過去研究所指陳的絕對性優勢,尤其與同等級門市的差異性過小,無法呈現所謂的旗艦特性。然而,本研究亦發現,商店體驗行銷確實會對品牌關係品質造成正向影響,因此本研究認為,無論是否掛上旗艦店的招牌,優化商店元素(空間、商品、服務)、強化體驗感受,絕對是企業提升品牌關係時的重要策略。
17

從體驗行銷觀點看台灣背包客異國旅行經驗 / A study on the outbound experiences of Taiwanese backpackers —from the perspective of experiential marketing

洪佳琳, Hung, Chia Lin Unknown Date (has links)
無 / Backpacker is an emerging new market niche in current International tourism market. It’s important to understand backpackers’ touring experiences with specific national identity to benefit global destination experience providers. Therefore, metaphors concerning backpacking experiences are projected first. Second, from the perspective of experiential marketing, this study is attempted to analyze Taiwanese backpackers’ outbound traveling experience elements which engage sense, feel, think, act, and relate experiences for creating unique and lasting memories, by examining direct influential factors. Then, according to their satisfaction statements, their perspectives about overall on-tour experiences are concluded. This study adopts quasi-netnography methodology, alone with event-based narrative inquiry technique, to analyze 37 Taiwanese backpackers’ online narratives on backpackers.com.tw. The metaphors, direct influential factors (personnel, other tourist, product/souvenir, and physical environment) on five experience modules (sense, feel, act, think, and relate), and satisfaction (overall evaluation, recommendation, and willing of revisit) are examined. And, the reliability check achieves significance level. The results show that five metaphors can be seen as bases for designing unforgettable backpacking experiences. And, aside from direct influences, there are also other three indirect influences (media, cultural status, and resource constraint). Further, “people” and “environment” factors influence Taiwanese backpackers’ on-tour experiences most. Next, their experiences encompass multi-sensory experiences, engaged/involved emotions, personal cognitive development, social relationship building, and personal fulfillment. Finally, the finding regarding satisfaction can be used as a management tool to enhance the overall experience. Thus, this study sheds light on offering practical insights to International tourism industry.
18

體驗行銷對網路口碑與民眾就醫行為之影響-以中時健康達人部落格為例 / The effect of experiential marketing on online word of mouth and the citizens medical care seeking behaviors:Chinatime-Health Blog

卓惠姿 Unknown Date (has links)
在資訊爆發的時代中,民眾上網查詢健康及醫藥相關資訊已經蔚為風氣,網路對大家生活帶來了十分驚人的改變!而部落格為Web2.0時代中最具代表性的產物,其所具有的互動、參與及分享的特性,促使部落格的快速發展,使得部落格成為傳播網路訊息與口碑的重要方式,而民眾受到部落格評價或評比影響其就醫選擇,這證明了網路口碑深深影響民眾的就醫行為。 體驗經濟時代來臨,然而千篇一律的體驗行銷手法似乎已經讓消費者麻木,該怎麼做才能真的打動民眾?本研究以部落格使用者為研究對象,並採取Schmitt (1999) 提出的策略體驗模組(感官 / 情感 / 思考 / 行動 / 關聯)為理論架構,目的在於探討部落格的體驗行銷、網路口碑與民眾的就醫行為的關係。 本研究採用網路問卷調查法蒐集樣本資料,並利用多元迴歸分析法來驗證整體架構。研究結果顯示:結論一:部落格的體驗行銷之思考體驗及行動體驗對網路口碑具有正向影響。結論二:部落格的體驗行銷之思考體驗、行動體驗及關聯體驗對就醫行為具有正向影響。結論三:部落格的網路口碑對民眾就醫行為有顯著影響力。結論四:部落格瀏覽者的男女性別,對於體驗行銷、網路口碑與民眾就醫行為有顯著的認知差異。結論五:部落格瀏覽者的年齡,對於體驗行銷感受程度有顯著的差異。 本研究進一步提出實務上的建議: 建議一:企業應該特別加強部落格體驗行銷之思考體驗、行動體驗及關聯體驗的層面。建議二:企業應該投入行銷資源去經營部落格,讓整合行銷更加全面。建議三:企業宜有效善用部落格的網路口碑效應來影響民眾就醫行為。建議四:企業執行部落格行銷活動時,需優先設定目標族群,此活動設計才會精確。 本研究希望可以協助部落格經營者以「體驗行銷」的角度思考,提高與民眾的互動,促進網路口碑效應,進一步民眾的就醫行為如何受醫療部落格所影響,改變現行醫療生態,並提供未來執行部落格行銷上之參考。
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體驗行銷、體驗價值、顧客忠誠度之研究 -- 以璞石麗緻溫泉會館為例 / A study of experiential marketing, experiential values and consumer loyalty – An example of Pause Landis Resort Wu Lai

潘紫筠, Pan, Zi Yun Unknown Date (has links)
台灣擁有得天獨厚的地理環境,觀光休閒產業蓬勃發展,其中溫泉資源對台灣休閒產業而言,不僅提供民眾豐富的泡湯經驗,更成為許多觀光區的主要行銷特點。在體驗經濟趨勢之下,遊客渴望的消費體驗不僅是物質本身,更尋求過程中獨一無二之體驗感受,因此近年溫泉產業的經營型態較以往更為多元;眾多業者皆以創造一次有價值的消費體驗為目標,企圖透過策略體驗模組(SEMs)的設計來傳遞令遊客愉悅滿意的消費經驗。 其中麗緻集團旗下溫泉會館,更被視為業界翹楚,無論硬體設施或軟體服務方面,都有相當口碑。本研究擬以麗緻集團旗下烏來璞石麗緻溫泉會館為例,採用多元性研究(Pluralistic Research Methodology)方法,先採取量化之問卷調查法來收集資料,針對於璞石麗緻會館完成消費的遊客為對象發放180份問卷,並將所收集之資料進行統計分析,第二階段則使用質化研究之焦點團體訪談法,藉由消費者之間的交互討論,了解消費者對於溫泉會館消費狀況之想法及感受。 研究結果顯示,體驗行銷特性在感官體驗、情感體驗、思考體驗以及關聯體驗方面對消費者之體驗價值有顯著影響,唯在行動體驗部分,並無法獲得實證上的支持。而體驗價值的四個面向:消費者投資報酬、服務優越性、美感及趣味性中;除了美感價值之外,對於顧客忠誠度皆有顯著正向影響。溫泉會館業者可由研究結果了解;若要達到顧客忠誠度之提升,則可積極創造消費者投資報酬、服務優越性及趣味性等體驗價值的提升,則對於顧客的再購意願;及推薦他人的意願都會有顯著的影響。 / The abundant natural resources in Taiwan enable the development of the tourism industry, amongst all; hot spring resource, provides not only the enjoyment of taking hot spring, but becomes a characteristic to market a tour spot. Amongst all, Landis Hotels & Resorts Group have been viewed as remarkable model in the industry, and provides excellent both service and equipment. This research take Pause Landis Resort in Wu Lai district as an example, and is using Pluralistic Research Methodology. First, 180 questionnaires will be send out to the consumers who had finished their consumption experience in Pause Landis Resort Wu Lai, and further analyze the collected data statistically. Second, a focus group discussion is launched, so to observe consumers actual feelings and comments for their consumption experience. As the research indicates; the relationship between Experiential Marketing and Experiential Value results in: Sense, Feel, Think and Relate show significant positive effect, whilst no empirical support is found in Act dimension. As to relationship between Experiential Value and Consumer Loyalty, except aesthetics; four dimensions show significant positive effect.
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廣告體驗訴求對第三代行動通訊採用意願之影響

黃瀅潔 Unknown Date (has links)
體驗行銷近年來在實務界引起相當程度地討論,多數的行銷活動與廣告,均有某種程度地使用體驗行銷作為溝通,廠商已認知必須抓住消費者的經驗感受與情感,才能創造出觸動人心的品牌,也才能獲取消費者喜好。   有鑒於目前國內外學術研究,少去探討科技產品與體驗行銷之關聯,本研究特別以第三代行動通訊作為行銷產品,並單一討論廣告媒介。由於第三代行動通訊的高娛樂性,本研究延伸科技接受模型,納入知覺有趣性作為衡量變項,企圖探討體驗訴求之廣告所帶來的四種樂趣(感官愉悅訴求、心智愉悅訴求、社交愉悅訴求及情感愉悅訴求),以及廣告態度,在不同消費價值下(功利型消費價值/享樂型消費價值),對3G手機產品信念(知覺有用性、知覺易用性、知覺有趣性)的影響,並進而推論產品態度以及購買意圖。   結果顯示體驗樂趣對產品有用性及有趣性均有正向影響關係,其中,又以心智樂趣對知覺有用性的影響效果最大;感官樂趣則是對知覺有趣性有最大影響效果。而知覺有趣性更同時對知覺有用性及知覺易用性產生正向影響效果,顯示就3G手機而言,消費者會先考量產品的趣味性,進而感受到產品用途或是操作難易度。此外,知覺有趣性也較知覺有用性,對產品態度產生較大的正向影響效果,再次證實3G手機產品趣味的重要性。而產品態度也的確會正向影響購買意圖。   享樂型價值與功利型價值對體驗樂趣之效果調節作用雖僅能於少數樂趣面向呈現,但也提醒廣告主需考量產品主要利益,進而設計廣告訴求或內容,以求能創造加乘效果。

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