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題名:線上遊戲引進置入性行銷後遊戲公平性問題對遊戲玩家罷玩傾向之影響
書刊名:資訊社會研究
作者:羅順年 引用關係林清同 引用關係
作者(外文):Lou, Shun-nainLin, Ching-torng
出版日期:2012
卷期:22
頁次:頁48-78
主題關鍵詞:線上遊戲置入性行銷遊戲公平性遊戲罷玩罷玩傾向On-line gamesProduct placementGame fairnessQuitting gameThe quitting-game tendency
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(1) 博士論文(1) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:31
  • 點閱點閱:39
目前由於寬頻網路環境、技術與品質已臻至成熟,強調即時互動的線上遊戲儼然成為網路創新服務焦點最熱門之首選。以線上遊戲相關產業廠商所處競爭激烈的環境而言,遊戲廠商無不想盡辦法增加營收以維持企業存續。近期在台灣,Facebook網站與可口可樂公司美粒果品牌飲料的兌換經驗值型態之置入性行銷獲利模式受到各界的矚目。這樣的行銷方式也對玩家消費行為與遊戲產業相關領域帶來了前所未見的衝擊與挑戰,其中最為廣泛討論者以遊戲公平性莫屬。 本研究目的主要在於分析玩家在消費兌換經驗值型的置入性行銷型的線上遊戲中對遊戲公平性的看法及其罷玩傾向的變化,並且分析不同的人口統計變項對置入性行銷方式的線上遊戲其認知、情感及行為意向的影響。研究以Facebook網站「開心農場」之玩家為對象,回收有效問卷915份。經由研究結果發現,本研究不僅能對置入性行銷型線上遊戲玩家在消費行為上的釐清,也對線上遊戲業者行銷手法提出具體的建議。
At present, because the technology of the broadband network environment have reached maturely to everyone, the on-line games which the emphasizing immediate interaction have became the most popular and first choice of network innovation service. The game manufacturers do everything possible to increase the earning than maintain the enterprise to last. In the near future in Taiwan, Facebook website and the Coca Cola Company US grain of fruit brand drink's exchange empirical value state posts the marketing profit pattern to receive the attention from all walks of life. Such marketing way also before playing the family consumer behavior and the game industry related domain has brought the impact which and the challenge has not seen. And themost widespread discusser is game fairness. This research goal mainly lies in the analysis to play the family, in the expense exchange empirical value posts in the marketing on-line game and plays the tendency to game fairness view the change. The research “the happy farm” plays the family take the Facebook website as the object, estimate recycling effective questionnaire 1000. The hope by way of the research discovery, this research can not only enter the opposition marketing line upstream playing family's in consumer behavior defining clearly, but also gain the sells technique to on-line game entrepreneur to put forward the concrete proposal.
Other
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學位論文
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圖書
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2.Homans, George Caspar(1961)。Social behavior: Its elementary forms。Harcourt, Brace & World, Inc.。  new window
其他
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4.何秉一(2007)。角色扮演線上遊戲虛擬財貨交易行為研究--以遊戲暗黑破壞 二為例。  延伸查詢new window
5.邱顯貴、楊亨利(2006)。線上購物經營者與消費者在網站信任方面認知落差之探討。  延伸查詢new window
6.陳佳評(1994)。多媒體遊戲的劇本企劃及快速產生雛形環境。  延伸查詢new window
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12.Choi ,S(2007)。Effectiveness of Product Placement:The Role of Plot Connection , Product Involvement, and Prior Brand Evaluation。  new window
13.Chaney, I. M., Lin, K. H., & Chaney, J.(2004)。The effect of billboards within the gaming environment。  new window
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15.Fazio, R. H.(1998)。Attitudes as Object-Evaluation Associations: Determinants, Consequences, and Correlates of Attitude Accessibility。  new window
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20.Okazaki, S., Skapa, R., & Grande, I(2008)。Capturing global youth: Mobile gaming in the U.S., Spain, and the Czech Republic。  new window
21.Rosenberg, M. J. & C. I. Hovland.(1960)。Cognitive affective, and behavioral components of attitude。  new window
22.Rose, Sharon & Rachel Walker(2004)。A typology of consonant agreement as correspondence。  new window
23.Schneider, L.P. & Cornwell, T.B.(2005)。Cashing in on crashes via brand placement in computer games-The effects of experience and flow on memory。  new window
24.Soung Hie Kim, Lee Bin Cho(2007)。A Personalized Defection Detection and Prevention Procedure based on the Self-Organizing Map and Association Rule Mining: Applied to Online Game Site。  new window
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圖書論文
1.Driver, B. L.、Bruns, D. H.(1999)。Concepts and uses of the benefits approach to leisure。Leisure studies: prospects for the twenty-first century。State College, Pennsylvania:Venture Publishing。  new window
 
 
 
 
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