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題名:從「玩」到完售:探討遊戲化機制對品牌依附及交叉購買意圖之影響
書刊名:資訊管理學報
作者:李家瑩李淑美徐絁瑀
作者(外文):Li, Chia-yingLee, Shwn-meeiShiu, Shih-yu
出版日期:2020
卷期:27:3
頁次:頁265-290
主題關鍵詞:遊戲化MDE架構品牌依附交叉購買意圖Mechanics dynamics emotionsMDE frameworkGamificationCross-buyingBrand attachment
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(2) 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:2
  • 共同引用共同引用:0
  • 點閱點閱:6
期刊論文
1.Liang, C. J.、Chen, H. J.、Wang, W. H.(2008)。Does online relationship marketing enhance customer retention and cross-buying?。The Service Industries Journal,28(6),769-787。  new window
2.Chan, Kimmy Wa、Li, Stella Yiyan(2010)。Understanding consumer-to-consumer interactions in virtual communities: The salience of reciprocity。Journal of Business Research,63(9/10),1033-1040。  new window
3.Locke, E. A.、Latham, G. P.(1985)。The application of goal setting to sports。Journal of Sport Psychology,7,205-222。  new window
4.Seaborn, Katie、Fels, Deborah I.(2015)。Gamification in theory and action: A survey。International Journal of Human-Computer Studies,74,14-31。  new window
5.Fedorikhin, Alexander、Park, C. Whan、Thomson, Matthew(2008)。Beyond fit and attitude: The effect of emotional attachment on consumer responses to brand extensions。Journal of Consumer Psychology,18(4),281-291。  new window
6.Park, C. W.、MacInnis, D. J.、Priester, J. R.(2006)。Beyond attitudes: Attachment and consumer behavior。Seoul National Journal,12(2),3-36。  new window
7.Vivek, S. D.、Beatty, S. E.、Morgan, R. M.(2012)。Customer engagement: Exploring customer relationships beyond purchase。Journal of Marketing Theory and Practice,20(2),122-146。  new window
8.Mugge, R.、Schifferstein, H. N. J.、Schoormans, J. P. L.(2010)。Product attachment and satisfaction: understanding consumers' post purchase behavior。Journal of Consumer Marketing,27(3),271-282。  new window
9.Locke, E. A.、Bryan, J. F.(1966)。The effects of goal-setting, rule-learning and knowledge of score on performance。The American Journal of Psychology,79(3),451-457。  new window
10.Liu, D.、Li, X.、Santhanam, R.(2013)。Digital Games and Beyond: What Happens when Players Compete?。MIS Quarterly,37(1),111-124。  new window
11.Koivisto, J.、Hamari, J.(2014)。Demographic Differences in Perceived Benefits from Gamification。Computers in Human Behavior,35,179-188。  new window
12.Koufaris, M.、Kambil, A.、LaBrabera, P. A.(2001)。Consumer behavior in web-based commerce: an empirical study。International Journal of Electronic Commerce,6(2),115-138。  new window
13.Hamari, J.(2017)。Do Badges Increase User Activity? A Field Experiment on the Effects of Gamification。Computers in Human Behavior,71,469-478。  new window
14.Vivek, S. D.、Beatty, S. E.、Dalela, V.、Morgan, R. M.(2014)。A generalized multidimensional scale for measuring customer engagement。Journal of Marketing Theory and Practice,22(4),401-420。  new window
15.Hsu, S. H.、Chang, J. W.、Lee, C. C.(2013)。Designing attractive gamification features for collaborative storytelling websites。Cyberpsychology, Behavior, and Social Networking,16(6),428-435。  new window
16.Harwood, T.、Garry, T.(2015)。An investigation into gamification as a customer engagement experience environment。Journal of Service Marketing,29(6/7),533-546。  new window
17.Reinartz, Werner J.、Kumar, V.(2003)。The Impact of Customer Relationship Characteristics on Profitable Lifetime Duration。Journal of Marketing,67(1),77-99。  new window
18.Armstrong, J. Scott、Overton, Terry S.(1977)。Estimating nonresponse bias in mail surveys。Journal of Marketing Research,14(3),396-402。  new window
19.Sweetser, Penelope、Wyeth, Peta(2005)。Game Flow: a model for evaluating player enjoyment in games。Computers in Entertainment,3(3),1-24。  new window
20.Braun, C.、Hadwich, K.、Bruhn, M.(2017)。How do different types of customer engagement affect important relationship marketing outcomes? An empirical analysis。Journal of Customer Behaviour,16(2),111-144。  new window
21.Breidbach, C. F.、Brodie, R. J.、Hollebeek, L.(2014)。Beyond virtuality: From engagement platforms to engagement ecosystems。Managing Service Quality,24(6),592-611。  new window
22.Darejeh, A.、Salim, S. S.(2016)。Gamification solutions to enhance software user engagement-Asystematic review。International Journal of Human-Computer Interaction,32(8),613-642。  new window
23.Evanschitzky, H.、Malhotra, N.、Wangenheim, F. V.、Lemon, K. N.(2017)。Antecedents of peripheral services cross-buying behavior。Journal of Retailing and Consumer Services,36,218-224。  new window
24.Hong, J. K.、Lee, Y. I.(2012)。Determinants of cross-buying intentions in banking services in collectivistic culture。International Journal of Bank Marketing,30(5),328-358。  new window
25.Hsu, C.-L.、Chen, M.-C.(2018)。How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love。Computers in Human Behavior,88,121-133。  new window
26.Huotari, K.、Hamari, J.(2017)。A definition for gamification: Anchoring gamification in the service marketing literature。Electronic Markets,27(1),21-31。  new window
27.Ibanez, M. B.、Di-Serio, A.、Delgado-Kloos, C.(2014)。Gamification for engaging computer science students in learning activities: A case study。IEEE Transactions on Learning Technologies,7(3),291-301。  new window
28.Leclercq, T.、Hammedi, W.、Poncin, I.(2018)。The boundaries of gamification for engaging customers: Effects of losing a contest in online co-creation communities。Journal of Interactive Marketing,44,82-101。  new window
29.Lyons, E. J.、Tate, D. F.、Ward, D. S.、Ribisl, K. M.、Bowling, J. M.、Kalyanaraman, S.(2014)。Engagement, enjoyment, and energy expenditure during active video game play。Health Psychology,33(2),174-181。  new window
30.Pedeliento, G.、Andreini, D.、Bergamaschi, M.、Salo, J.(2016)。Brand and product attachment in an industrial context: The effects on brand loyalty。Industrial Marketing Management,53,194-206。  new window
31.McCarthy, I.、Kietzmann, J.、Robson, K.、Plangger, K.、Pitt, L.(2014)。Understanding gamification of consumer experiences。Advances in Consumer Research,42,352-356。  new window
32.Rose, Gregory M.、Merchant, Altaf、Orth, Ulrich R.、Horstmann, Florian(2016)。Emphasizing brand heritage: Does it work? And how?。Journal of Business Research,69(2),936-943。  new window
33.Smith-Robbins, S.(2011)。"This game sucks": How to improve the gamification of education。EDUCAUSE Review,46(1),58-59。  new window
34.Locke, Edwin A.、Latham, Gary P.(2006)。New Directions in Goal-Setting Theory。Current Directions in Psychological Science,15(5),265-268。  new window
35.Robson, K.、Plangger, K.、Kietzmann, J. H.、McCarthy, I.、Pitt, L.(2015)。Is it all a game? Understanding the principles of gamification。Business Horizons,58(4),411-420。  new window
36.Brodie, Roderick J.、Hollebeek, Linda D.、Jurić, Biljana、Ilić, Ana(2011)。Customer engagement: conceptual domain, fundamental propositions, and implications for research。Journal of Service Research,14(3),252-271。  new window
37.Podsakoff, Philip M.、MacKenzie, Scott B.、Lee, Jeong-Yeon、Podsakoff, Nathan P.(2003)。Common method biases in behavioral research: A critical review of the literature and recommended remedies。Journal of Applied Psychology,88(5),879-903。  new window
38.Park, C. Whan、MacInnis, Deborah J.、Priester, Joseph R.、Eisingerich, Andreas B.、Iacobucci, Dawn(2010)。Brand Attachment and Brand Attitude Strength: Conceptual and Empirical Differentiation of Two Critical Brand Equity Drivers。Journal of Marketing,74(6),1-17。  new window
會議論文
1.Hamari, J.、Koivisto, J.、Sarsa, H.(2014)。Does gamification work?: A literature review of empirical studies on gamification。The 47th Annual Hawaii International Conference on System Sciences,(會議日期: 2014/01/06-01/09)。IEEE。  new window
2.Hunicke, R.、LeBlanc, M.、Zubek, R.(2004)。MDA: A formal approach to game design and game research。The AAAI-04 Workshop on Challenges in Game AI,(會議日期: July 25-26),1-5。  new window
3.Eckardt, L.、Robra-Bissantz, S.(2018)。Playtesting for a better gaming experience: Importance of an iterative design process for educational games。The 22nd Pacific Asia Conference on Information Systems,(會議日期: June 26-30)。Yokohama。1220-1227。  new window
4.Fang, X.、Chan, S.、Brzezinski, J.、Nair, C.(2008)。Measuring enjoyment of computer game play。The 14th Americas Conference on Information Systems,(會議日期: August 14-17)。Toronto, ON。1-10。  new window
5.Flatla, D. R.、Gutwin, C.、Nacke, L. E.、Bateman, S.、Mandryk, R. L.(2011)。Calibration games: Making calibration tasks enjoyable by adding motivating game elements。The 24th Annual ACM Symposium on User Interface Software and Technology,(會議日期: October 16-19)。Santa Barbara, CA。403-412。  new window
6.Gasca-Hurtado, G. P.、Gómez-Alvarez, M. C.、Muñoz, M.、Mejía, J.(2017)。Toward an assessment framework for gamified environments。The European Conference on Software Process Improvement,(會議日期: September 6-8)。Ostrava。281-293。  new window
7.Mullins, J. K.、Sabherwal, R.(2018)。Beyond enjoyment: A cognitive-emotional perspective of gamification。The 51st Hawaii International Conference on System Sciences,(會議日期: January 2-6)。Hawaii, HI。1237-1248。  new window
8.Putz, L. M.、Treiblmaier, H.(2018)。Gamified workshops as drivers for attitudinal and behavioral shifts toward sustainable business practices: The role of enjoyment, curiosity and external regulation。The 51st Hawaii International Conference on System Sciences,(會議日期: January 2-6)。Hawaii, HI。1197-1206。  new window
9.Stepanovic, S.、Mettler, T.(2018)。Gamification applied for health promotion: does it really foster long-term engagement? A scoping review。26th European Conference on Information Systems,(會議日期: June 23-28)。Portsmouth。  new window
10.Deterding, Sebastian、Dixon, Dan、Khaled, Rilla、Nacke, Lennart(2011)。From game design elements to gamefulness: Defining "gamification"。The 15th International Academic MindTrek Conference: Envisioning Future Media Environments,(會議日期: 2011/09/28-09/30)。Association for Computing Machinery。9-15。  new window
學位論文
1.Kallioja, T.(2017)。Gamification Kit: A practical toolkit for designing user-centered gamification(碩士論文)。Aalto University School of Science,Espoo, Finland。  new window
2.Leventhal, J.(2018)。Autonomy in video games and gamification(博士論文)。San Jose State University,CA。  new window
3.Pedeliento, G.(2013)。Product attachment, brand attachment and extended self in a business-to-business context: An inquiry into trucks and truck drivers(碩士論文)。University of Bergamo,Bergamo。  new window
圖書
1.Jones, V. F.、Jones, L. S.(2009)。Comprehensive classroom management: Creating communities of support and solving problems。Boston, MA:Allyn & Bacon。  new window
2.高端訓(2019)。大數據預測行銷:翻轉品牌x會員經營x精準行銷。臺北:時報文化。  延伸查詢new window
3.Hair, J. F.、Sarstedt, M.、Ringle, C. M.、Gudergan, S. P.(2018)。Advanced Issues in Partial Least Squares Structural Equations Modeling (PLS-SEM)。Thousand Oaks, CA:Sage。  new window
單篇論文
1.Bunchball, I.(2010)。Gamification 101: An introduction to the use of game dynamics to influence behavior。  new window
其他
1.(2016)。跑步訓練的完美搭檔:NIKE + RUN CLUB應用程式全新登場,https://www.sportsv.net/articles/33266。  延伸查詢new window
2.(2018)。eServices Report 2019-- Fitness,https://www.statista.com/outlook/313/100/fitness/worldwide。  new window
圖書論文
1.McCarthy, I.、Plangger, K.、Robson, K.、Kietzmann, J.、Pitt, L.(2019)。Dynamic game plans: Using gamification to entrain strategic renewal with environmental velocity。Strategic Renewal: Core Concepts, Antecedents, and Micro Foundations。Routledge。  new window
2.Plangger, K.、Kietzmann, J.、Robson, K.、Pitt, L.、McCarthy, I.(2016)。Experiences with gamification: The MDE framework。Marketing Challenges in a Turbulent Business Environment。Cham:Springer。  new window
 
 
 
 
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