:::

詳目顯示

回上一頁
題名:虛擬經驗與消費價值對顧客忠誠度之影響:以大型多人線上角色扮演遊戲為例
書刊名:資訊傳播研究
作者:谷炘慈張文山 引用關係
作者(外文):Gu, Hsin-tzuChang, Wen-shan
出版日期:2016
卷期:7:1
頁次:頁1-20
主題關鍵詞:消費價值虛擬經驗線上遊戲顧客忠誠度Consumption valueVirtual experienceOnline gameCustomer loyalty
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:16
  • 點閱點閱:39
本研究以大型線上角色扮演遊戲玩家作為母體群,探討其虛擬經驗、消費價值與顧客忠誠度之間的預測關係。本研究進行網路問卷調查,研究結果顯示,玩家虛擬經驗包含:遊戲娛樂、遊戲沉浸、虛擬社群、產品特色,和虛擬商城;其消費價值分為:外在價值、內在價值,以及社會價值;顧客忠誠度則包括:遊戲產品和遊戲場商。本研究發現,虛擬經驗透過消費價值為中介對顧客忠誠度有正向的預測力;其中透過外在價值之中介效果時,產品特色經驗具有顯著的影響力;而透過內在價值之中介效果時,遊戲娛樂和產品特色經驗皆有顯著的影響力。本研究結果亦顯示,以消費價值為中介的效果中,產品特色經驗對遊戲產品之忠誠度最有影響,虛擬商城經驗則對遊戲廠商之忠誠度最有影響。
This study recruited a sample of players of multiplayer online roleplaying games (MMORPGs) and explored their virtual experience, consumption values, and customer loyalty toward MMORPGs. Finally, how their virtual experiences can predict customer loyalty through a mediator of consumption values was analyzed. The online survey results indicated that player’s virtual experiences consisted of five factors, namely entertainment, immersion, virtual community, product attributes, and virtual store. Consumption values comprised extrinsic values, intrinsic values, and social values. Customer loyalty was classified into game products and game providers. The study noted that, through the mediator of consumption value, virtual experience can positively predict customer loyalty. This study also determined that product attributes affected player loyalty through extrinsic value. Entertainment and product attributes affected player loyalty through intrinsic value. Furthermore, this study also indicated that, through the mediator of consumption values, product attributes was identified to be the most influential virtual experience affecting player’s loyalty, whereas both product attributes and virtual store were identified to be the most influential virtual experiences on the game providers affecting player’s loyalty.
期刊論文
1.周聰佑、許嘉倫(20080100)。產品創新對顧客忠誠度影響之探討。朝陽商管評論,7(1),1-26。new window  延伸查詢new window
2.Guo, Y.、Barnes, S.(2009)。Virtual item purchase behavior in virtual worlds: an exploratory investigation。Electronic Commerce Research,9(1/2),77-96。  new window
3.Yee, Nick(2006)。The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments。Presence: Teleoperators and virtual environments,15(3),309-329。  new window
4.紀信光、章孟宸、余秋慧(20081200)。服務品質與行為意向間的中介模型研究--以行動加值服務為例。商管科技季刊,9(4),575-596。new window  延伸查詢new window
5.Thomas, R. W.、Esper, T. L.、Stank, T. P.(2010)。Testing the Negative Effects of Time Pressure in Retail Supply Chain Relationships。Journal of Retailing,86(4),368-400。  new window
6.Moliner, M. A.(2009)。Loyalty, Perceived Value and Relationship Quality in Healthcare Services。Journal of Service Management,20(1),76-97。  new window
7.Yeh, S. Y.(2012)。How oppositional loyalties resulting from producer-user collaborations reduce new product entry: Examples of online games。Computers in Human Behavior,28(5),1717-1727。  new window
8.李正文、李元傑、董丞家(20101000)。以消費者觀點探討網路遊戲廠商之經營策略。先進工程學刊,5(4),367-376。  延伸查詢new window
9.Rebollar, Rubén、Lidón, Iván、Serrano, Ana、Martín, Javier、Fernández, María J.(2012)。Influence of chewing gum packaging design on consumer expectation and willingness to buy. An analysis of functional, sensory and experience attributes。Food Quality and Preference,24,162-170。  new window
10.Teng, C. I.(2010)。Customization, immersion satisfaction, and online gamer loyalty。Computers in Human Behavior,26(6),1547-1554。  new window
11.Lee, Ming-Chi、Tsai, Tzung-Ru(2010)。What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior。International Journal of Human-Computer Interaction,26(6),601-620。  new window
12.Liang, Chaoyun、Lee, Yuan-Zone、Chou, Wen-Shou(2010)。The Design Consideration for Game-Based Learning。Educational Technology,50(2),25-28。  new window
13.Kim, A. K.、Brown, G.(2012)。Understanding the relationships between perceived travel experiences, overall satisfaction, and destination loyalty。Anatolia,23(3),328-347。  new window
14.Schmitt, B.(1999)。Experiential marketing: A new framework for design and communication。Design Management Journal,10(2),10-16。  new window
15.Sweetser, Penelope、Wyeth, Peta(2005)。GameFlow: A model for evaluating player enjoyment in games。Computers in Entertainment,3(3),(3A)1-(3A)24。  new window
16.Thomas, P.、Macredie, R. D.(2002)。Introduction to the new usability。ACM Transactions on Computer-Human Interaction,9(2),69-73。  new window
17.Babin, Barry J.、Darden, William R.、Griffin, Mitch(1994)。Work and/or fun: Measuring hedonic and utilitarian shopping value。Journal of Consumer Research,20(4),644-656。  new window
18.Babin, B. J.、Gonzalez, C.、Watts, C.(2007)。Does Santa have a great job? Gift shopping value and satisfaction。Psychology & Marketing,24(10),895-917。  new window
19.Griffin, M.、Babin, B. J.、Modianos, D.(2000)。Shopping Values of Russian Consumers: The Impact of Habituation in a Developing Economy。Journal of Retailing,76(1),33-52。  new window
20.Li, Hairong、Daugherty, Terry、Biocca, Frank(2001)。Characteristics of Virtual Experience in Electronic Commerce: A Protocol Analysis。Journal of Interactive Marketing,15(3),13-30。  new window
21.Mathwick, Charla、Malhotra, Naresh K.、Rigdon, Edward(2001)。Experiential value: Conceptualization, measurement and application in the catalog and internet shopping environment。Journal of Retailing,77(1),39-56。  new window
22.Sirdeshmukh, Deepak、Singh, Jagdip、Sabol, Barry(2002)。Consumer trust, value, and loyalty in relational exchanges。Journal of Marketing,66(1),15-37。  new window
23.Choi, Dongseong、Kim, Jinwoo(2004)。Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents。CyberPsychology & Behavior,7(1),11-24。  new window
24.關復勇、吳美貞(20060300)。網路零售品牌消費經驗之研究--跨國性臺日比較。電子商務學報,8(1),25-44。new window  延伸查詢new window
25.Dick, Alan S.、Basu, Kunal K.(1994)。Customer Loyalty: Toward an Integrated Conceptual Framework。Journal of the Academy of Marketing Science,22(2),99-113。  new window
26.Chen, Ching-Fu、Chen, Fu-Shian(2010)。Experience quality, perceived value, satisfaction and behavioral intentions for heritage tourists。Tourism Management,31(1),29-35。  new window
27.Hsu, Chin-Lung、Lu, His-Peng(2007)。Consumer Behavior in Online Game Communities: A Motivational Factor Perspective。Computers in Human Behavior,23(3),1642-1659。  new window
28.Shankar, Venkatesh、Smith, Amy K.、Rangaswamy, Arvind(2003)。Customer Satisfaction and Loyalty in Online and Offline Environments。International Journal of Research in Marketing,20(2),153-175。  new window
29.Oliver, Richard L.(1999)。Whence consumer loyalty?。Journal of Marketing,63(4_suppl 1),33-44。  new window
30.Yang, Hao-Erl、Wu, Chi-Chuan、Wang, Kuang-Cheng(2009)。An Empirical Analysis of Online Game Service Satisfaction and Loyalty。Expert Systems with Applications,36(2),1816-1825。  new window
31.Pine, B. Joseph II、Gilmore, James H.(1998)。Welcome to the Experience Economy。Harvard Business Review,76(4),97-105。  new window
32.Sheth, Jagdish N.、Newman, Bruce I.、Gross, Barbara L.(1991)。Why We Buy What We Buy: The Theory of Consumption Value。Journal of Business Research,22(2),159-170。  new window
會議論文
1.Hung, W.-L.、Liang, C.(2013)。The study of participation motivation, virtual experience and customer loyalty of independent music social networks。2013 e-CASE & e-Tech International Conference。Kitakyushu。  new window
2.Gu, H.-T.、Liang, C.(2013)。The influence of online gamers' virtual experience on their consumption value: A massively multiplexer online role-playing game situation。2013 e-CASE & e-Tech International Conference。Kitakyushu。  new window
3.Yan, J.(2003)。Security design in online games。The 19th annual computer security applications conference。Las Vegas, NV。  new window
圖書
1.Kelly, R. V.(2004)。Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience。Jefferson, NC:McFarland。  new window
圖書論文
1.Amaya, G.、Davis, J. P.、Gunn, D. V.、Harrison, C.、Pagulayan, R. J.、Phillips, B.(2008)。Four Games User Research (GUR) : Our Experience with and Evolution of Four Methods。Game Usability: Advancing the Player Experience。Boca Raton, FL:CRC Press。  new window
2.Tan, E. S.、Jansz, J.(2008)。The game experience。Product experience。Amsterdam:Elsevier。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
無相關書籍
 
無相關著作
 
QR Code
QRCODE