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題名:網路遊戲促銷活動透過知覺價值對購買意願的影響效果--以網路遊戲涉入程度為干擾變數
書刊名:東吳經濟商學學報
作者:王又鵬陳信全曾忠蕙 引用關係
作者(外文):Wang, Yu-pengChen, Hsin-chuanTseng, Chung-hui
出版日期:2015
卷期:91
頁次:頁81-108
主題關鍵詞:網路遊戲促銷活動知覺價值購買意願涉入程度Online gamesPromotion campaignsPerceived valuePurchase intentionInvolvement
原始連結:連回原系統網址new window
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  • 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:24
  • 點閱點閱:268
近年來遊戲產業蓬勃發展,網路遊戲業者常舉辦許多不同類型的促銷活動,欲勾起顧客想購買其商品的慾望,並且當顧客對網路遊戲擁有一定的涉入程度時,會藉此產生依賴感並進一步影響顧客,而知覺價值在這個過程中擁有舉足輕重的影響力。本研究針對網路遊戲,探討其促銷活動、涉入程度、知覺價值與購買意願之間的關係,採用線上問卷的方式,透過Google網站進行問卷調查。經問卷收集後,共收回有效問卷336份。研究結果顯示:(1)網路遊戲促銷活動會透過四項知覺價值(情緒價值、社會價值、價格功能價值、品質功能價值)的中介變數,正向影響購買意願;(2)顧客對網路遊戲的涉入程度會強化促銷活動與四項知覺價值間的關係,亦即涉入程度呈現顯著干擾效果。
Recently, online games becomes popular, and firms of online games usually hold various promotional campaigns to increase consumers’ buying intention. Consumers’ involvement of online games as well as consumers’ perceived value play important role in the decision process. This study, focusing on online games, investigated the relationship among promotional campaigns, consumers’ involvement, perceived value, and purchase intention. Data was collected from Google website and 336 valid online questionnaires were gathered. Results of several regression analyses found that (1) Promotional campaign of online games, positively influence purchase intention with four types of perceived value (i.e. emotional value, social value, functional value from price, and functional value from quality) rendering mediating effects; (2) consumers’ involvement of online games, as a significant moderator, strengthened the relationship between promotional campaigns and four types of perceived value.
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會議論文
1.花千惠、胡凱傑(2014)。奢侈品品牌形象、奢侈品價值與品牌態度對顧客購買意圖之影響。第17屆科際整合管理研討會。  延伸查詢new window
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學位論文
1.陳瑩郿(2003)。價格促銷呈現方式對消費者商店選擇之影響--以連鎖藥妝店為例(碩士論文)。國立交通大學,新竹縣。  延伸查詢new window
2.林怡君(2011)。消費者特質對商店品牌滿意度與再購意願之影響--以產品涉入為干擾變數(碩士論文)。東海大學。  延伸查詢new window
3.江書晏(2015)。保健食品產品功能、涉入程度對購買意願影響之研究--以消費者年齡為干擾變數(碩士論文)。中國文化大學。  延伸查詢new window
4.李杰(2010)。體驗行銷、參與動機對線上遊戲玩家購買意願影響之研究--以產品涉入為干擾變數(碩士論文)。實踐大學。  延伸查詢new window
5.李俊治(2010)。基於虛擬貨幣之線上活動激勵機制設計(碩士論文)。臺北市立教育大學。  延伸查詢new window
6.吳志鑫(2010)。在虛擬通路下影響消費者促銷購買意願之研究-以線上遊戲點數卡為例(碩士論文)。靜宜大學。  延伸查詢new window
7.林子耘(2012)。知覺價值對購買意願的影響--以技術品質為干擾變數(碩士論文)。屏東科技大學。  延伸查詢new window
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11.張羽霖(2010)。以認知價值觀點探討影響線上遊戲玩家滿意度與忠誠度之研究(碩士論文)。大葉大學。  延伸查詢new window
12.盧貞吟(2003)。強化線上遊戲吸引力之策略研究--以線上遊戲《天堂》為例(碩士論文)。國立成功大學。  延伸查詢new window
13.李秉倫(2001)。折扣深度、產品屬性與促銷情境對品牌評價與購買意願影響之研究(碩士論文)。銘傳大學。  延伸查詢new window
14.陳彥芳(2004)。價格促銷、認知價值與商店形象對購買意願影響之研究--以大台北地區3C連鎖家電為例(碩士論文)。真理大學。  延伸查詢new window
15.陳玉芳(2010)。價格促銷、善因行銷與從眾行為對消費者知覺價值及購買意願之研究--以美食團購為例(碩士論文)。國立臺灣師範大學。  延伸查詢new window
16.許心柔(2014)。網路購物品牌形象、品牌信任、知覺價值、知覺風險對購買意願影響之研究--以網路購買服飾商品為例(碩士論文)。南華大學。  延伸查詢new window
圖書
1.王又鵬(2014)。促銷活動管理。台中:滄海書局。  延伸查詢new window
2.愛德華.卡斯特羅諾瓦、黃煜文、林麗雪(2014)。虛擬貨幣經濟學:從線上寶物、紅利點數、比特幣到支付系统,數十億人都能從中獲利的新興經濟趨勢。台北:野人文化股份有限公司。  延伸查詢new window
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其他
1.維基百科。網路遊戲,https://zh.wikipedia.org/wiki/%E7%BD%91%E7%BB%9C%E6%B8%B8%E6%88%8F, 2014/05/06。  new window
2.MBA智庫百科。涉入理論,http://wiki.mbalib.com/zh-tw/%E6%B6%89%E5%85%A5%E7%90%86%E8%AE%BA, 2015/12/10。  new window
3.MBA智庫百科。產品涉入度,http://wiki.mbalib.com/zh-tw/%E4%BA%A7%E5%93%81%E6%B6%89%E5%85%A5%E5%BA%A6, 2015/12/20。  new window
4.新浪科技(20131125)。比特幣:虛擬世界的瘋狂造富夢,http://tech.sina.com.cn/i/2013-11-25/03578944427.shtml, 2014/05/06。  延伸查詢new window
5.UrAD(2015)。撼動世界的台灣手遊市場,http://www.urad.com.tw/, 2015/04/01。  延伸查詢new window
6.巴哈姆特(2014)。MMO全球市場預估2017年成長至3976億元《英雄聯盟》今年營收至今己達289億元,http://www.gamer.com.tw/index2.php, 2015/03/26。  延伸查詢new window
 
 
 
 
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