:::

詳目顯示

回上一頁
題名:免費線上遊戲產品置入效果之研究
書刊名:傳播管理學刊
作者:劉忠陽王柏蓁徐也翔 引用關係
作者(外文):Liu, Chung-yangWang, Po-chenHsu, Yeh-hsiang
出版日期:2009
卷期:10:2
頁次:頁58-85
主題關鍵詞:免費線上遊戲產品置入結構方程模式Free online gameProduct placementStructural equation modeling
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(0) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:5
  • 點閱點閱:30
線上遊戲在這幾年發展迅速,市場也起了重大變化,免費線上遊戲已成了目前市場上的主流,這類遊戲藉由販賣遊戲中的道具和寶物來獲利。虛擬交易的寶物是否適合進行實體產品的置入式行銷?其所達成的廣告效果是一個值的討論的問題。產品置入行之有年,大部分的研究都著重在電影、電視或是雜誌的置入效果,近年來開始有針對線上遊戲進行研究。為了研究免費線上遊戲中產品置入的效果為何,本文以免費線上遊戲 Free Style與置入產品 Adidas TS球鞋為研究對象,以「遊戲涉入」、「產品涉入」及「產品置入態度」三個構面,分別來探討其對廣告效果中「品牌回憶」、「品牌態度」以及「購買意願」的影響。研究方法上,針對網路遊戲使用者,本文採用網路問卷調查法來了解遊戲中使用產品置入的成效,並輔以對業者的深度訪談,了解業者對免費線上遊戲產品置入的看法以及未來展望。研究結果發現,「產品置入態度」對「品牌回憶」以及「品牌態度」皆有顯著影響,但呈現負相關;廣告效果中的「品牌回憶」跟「品牌態度」皆會影響「購買意願」。但是,在商品品牌回憶上,卻僅 3.7%的使用者正確地回答出置入的品牌,此項結果和業者的預估有極大的差距,可見免費線上遊戲的產品置入方式有很大的調整空間。
In recent years, online game has developed rapidly. The market of online game industry has also changed significantly. There are multiple categories of online games for different market segment of players. In addition, free online game has become the mainstream business model in the market to attract players. The revenue of the on-line game company is obtained by selling items and gems in games. The advertising effectiveness of product placement for trading the virtual items and gems in games is a worthy study issue. Product placement has been utilized for a long time. The effects on the environment of movie, TV, and magazine are considered mostly. Recently, the effects on online game environment start being studied. Because the model of trading virtual items in free online game is confirmable, product placement is therefore considered suitable to be utilized in free online game. To clarify the effects of product placement in free online game, hierarchy of effect model theory is adopted with considering several factors, including “game involvement”, “product involvement” and “attitude toward product placement”. In addition, the factors of “brand recall”, “brand attitude” and “intention of buying” are included to investigate the impact on advertising effectiveness. The result shows that “attitude toward product placement” is negative influence factor to gamers’ “brand recall” and “brand attitude”. But, the users’ “intention of buying” can be influenced by “brand recall” and “brand attitude”.
Other
1.Vorderer, P.(2002)。Interactive Entertainment and Beyond, In Media Entertainment: The Psychology of Its Appeal。  new window
2.Parker, B. J.(1998)。Exploring life themes and myths in alcohol advertisements through a meaning-based model of advertising experiences。  new window
期刊論文
1.黃義俊、潘龍瑞、林玉凡(20080900)。綠色品牌定位與綠色購買意願之實證研究:以綠色品牌態度為中介變數。行銷評論,5(3),371-408。new window  延伸查詢new window
2.Nelson, Michelle R.(2002)。Recall of Brand Placements in Computer/Video Games。Journal of Advertising Research,42(2),80-92。  new window
3.Winkler, Tina、Buckner, Kathy(2006)。Receptiveness of Gamers to Embedded Brand Messages in Advergames: Attitudes towards Product Placement。Journal of Interactive Advertising,7(1),3-32。  new window
4.Norris, C. E.、Colman, A. M.(1992)。Context effects on recall and recognition of magazine advertisement。Journal of Advertising,21(3),37-46。  new window
5.Zaichkowsky, Judith Lynne(1986)。Conceptualizing involvement。Journal of Advertising,15(2),4-34。  new window
6.Gupta, Pola B.、Lord, Kenneth R.(1998)。Product Placement in movies: The Effect of Prominence and Mode on Audience Recall。Journal of Current Issues and Research in Advertising,20(1),47-59。  new window
7.Lavidge, Robert J.、Steiner, Gary A.(1961)。A Model for Predictive Measurements of Advertising Effectiveness。Journal of Marketing,25(6),59-62。  new window
8.Petty, Richard E.、Cacioppo, John T.、Schumann, David(1983)。Central and peripheral routes to advertising effectiveness: The moderating role of involvement。Journal of Consumer Research,10(2),135-146。  new window
9.Lafferty, Barbara A.、Goldsmith, Ronald E.(1999)。Corporate Credibility's Role in Consumers' Attitudes and Purchase Intentions When a High versus a Low Credibility Endorser Is Used in the Ad。Journal of Business Research,44(2),109-116。  new window
10.Lutz, Richard J.、MacKenzie, Scott B.、Belch, George E.(1986)。The Role of Attitude toward the Ad as a Mediator of Advertising Effectiveness: A Test of Competing Explanations。Journal of Marketing Research,23(2),130-143。  new window
會議論文
1.陳亭羽、康志瑋、黃士芸(2003)。消費者對於網路商品之涉入程度探討--以連線遊戲、線上教學與線上下單為例。2003電子商務與數位生活研討會,1901-1914。  延伸查詢new window
學位論文
1.張蜀永(2004)。置入式行銷應用於線上遊戲之研究,台北市。  延伸查詢new window
2.楊秀敏(2004)。線上遊戲產品置入傳播效果研究:以線上遊戲創作「kuso世代」為例(碩士論文)。國立政治大學,台北市。  延伸查詢new window
3.黃馨瑤(2000)。內容網站型態與橫幅廣告表現方式對廣告效果之影響(碩士論文)。國立政治大學。  延伸查詢new window
4.許晉龍(2003)。線上遊戲使用者行為研究(博士論文)。國立台灣科技大學。  延伸查詢new window
5.陳名璋(1998)。網站廣告呈現方式對廣告效果之影響(碩士論文)。國立中央大學。  延伸查詢new window
6.黃俊嘉(2000)。網路廣告互動功能對廣告效果影響之研究--以標題式廣告為例(碩士論文)。國立臺灣科技大學。  延伸查詢new window
圖書
1.蕭文龍(2007)。多變量分析最佳入門實用書:SPSS+LISREL (SEM)。台北:碁峰資訊。  延伸查詢new window
2.Solomon, M. R.(1999)。Consumer behavior: Buying, having, & being。Upper Saddle River, NJ:Prentice Hall。  new window
3.Engel, James F.、Blackwell, Roger D.、Miniard, Paul W.(1990)。Consumer Behavior。Chicago, IL:Dryden Press。  new window
4.黃芳銘(2003)。結構方程模式--理論與應用。五南。  延伸查詢new window
5.Petty, Richard E.、Cacioppo, John T.(1986)。Communication and Persuasion: Central and Peripheral Route to Attitude Change。New York:Springer-Verlag。  new window
其他
1.Keum, H. & Yaros, R. A.(2004)。Advertainment or adcreep? Game players' attitudes toward advertising and product placements in Computer Games。  new window
2.王友美(2006)。嘉義市中學生線上遊戲涉入程度、動機與影響之研究。  延伸查詢new window
3.古又仁(2001)。微型網站廣告著陸網頁互動性多媒體效果音效與廣告效果關係之探討。  延伸查詢new window
4.余佩芬(2005)。遊戲式廣告產品置入型式與遊戲環境呈現方式對廣告溝通效果影響之探討。  延伸查詢new window
5.周惠珍(1999)。際網路標題廣告效果研究-廣告大小與資訊量之影響。  延伸查詢new window
6.胡立品(2006)。電影置入行銷-產品涉入對於情節連結與出現頻率在產品記憶與態度上的干擾效果。  延伸查詢new window
7.郭馨憶(2005)。不同涉入程度下產品置入廣告效果之研究。  延伸查詢new window
8.陳行健(2007)。影響免月費制線上遊戲使用因素之研究。  延伸查詢new window
9.陳怡君(2006)。探討產品置入使用不同電子媒介與置入方式對置入效果之影響。  延伸查詢new window
10.黃冠文(2006)。臺灣飲食文化之權變因素探討-以淡水名產之文化阿給為例。  延伸查詢new window
11.黃論語(1997)。WWW超媒體特性對網路行銷廣告效果之研究。  延伸查詢new window
12.楊可凡(2005)。觀光節慶活動整合行銷傳播與置入性行銷探討-以彰化縣2004臺灣花卉博覽會為例。  延伸查詢new window
13.楊亨利、王貞淑(2006)。電玩遊戲中之置入行銷手法效果。  延伸查詢new window
14.廖展輝(2004)。線上遊戲涉入程度及遊戲沉浸經驗與遊戲忠誠度之關係研究。  延伸查詢new window
15.劉忠敏(2007)。免費線上遊戲整合行銷研究-以「爆爆王」為例。  延伸查詢new window
16.蔡季綾(2005)。產品置入型態與置入效果、品牌態度間關係之研究-以產品涉入度與年齡為干擾變數。  延伸查詢new window
17.戴軒廷(2004)。網路廣告效果之因果模式。  延伸查詢new window
18.謝宥慧(2003)。產品置入電子媒介對消費者品牌態度之影響。  延伸查詢new window
19.A. Astous & F. Chartier(2000)。A study of affecting consumer evaluations and memory of product placements in movies。  new window
20.I. M. Chaney, Ku-Ho Lin, & C. James(2004)。The effect of billboards within the gaming environment。  new window
21.M. Lee(2004)。Let the advergames begin! The effects of brand placement proximity and game involvement on brand memory。  new window
22.B. S. Ong & D. Meri(1994)。Sould product placement in movie be banned?。  new window
23.T. S. Roberson(1976)。Low-commitment consumer behavior。  new window
24.L. P. Schneider & T. B. Cornwell(2005)。Cashing in on crashes via brand placement in computer games: The effects of experience and flow on memory。  new window
25.E. M. Steortz(1987)。The cost efficiency and communication effects associated with brand name exposure within motion picture。  new window
26.Tsai, Liang, & Liu(2007)。The effects of subliminal advertising on consumer attitudes and buying intentions。  new window
27.J. L. Zaichkowsky(1994)。The personal involvement: Reduction, revision, and application to advertising。  new window
圖書論文
1.Grodal, T.(2000)。Video games and the pleasures of control。Media entertainment: The psychology of its appeal。Mahwah, NJ:Erlbaum。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top