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題名:行動遊戲應用程式廣告呈現形式與社交元素之廣告效果研究
書刊名:電子商務學報
作者:湯夢涵林慧斐林佩錡
作者(外文):Tang, Meng-hanLin, Hui-feiLin, Pei-chih
出版日期:2019
卷期:21:1
頁次:頁29-76
主題關鍵詞:行動應用程式行動廣告社交元素沉浸經驗廣告效果Mobile applicationMobile advertisementFlow experienceSocial elementsAdvertising effect
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(0) 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:12
  • 點閱點閱:17
期刊論文
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9.Terlutter, R.、Capella, M. L.(2013)。The gamification of advertising: Analysis and research directions of in-game advertising, advergames, and advertising in social network games。Journal of Advertising,42(2/3),95-112。  new window
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19.Briggs, Rex、Hollis, Nigel(1997)。Advertising on the Web: Is there response before click-through?。Journal of Advertising Research,37(2),33-45。  new window
20.Hansen, Sara S.、Lee, Jin K.(2013)。What Drives Consumers to Pass Along Marketer-Generated eWOM in Social Network Games? Social and Game Factors in Play。Journal of Theoretical and Applied Electronic Commerce Research,8(1),53-68。  new window
21.Utz, S.(2000)。Social information processing in MUDs: The development of friendships in virtual worlds。Journal of Online Behavior,1(1)。  new window
22.Goodrich, K.、De Mooij, M.(2014)。How 'social' are social media? A cross-cultural comparison of online and offline purchase decision influences。Journal of Marketing Communications,20(1/2),103-116。  new window
23.Ha, Louisa(1996)。Observations: Advertising Clutter in Consumer Magazines: Dimensions and Effects。Journal of Advertising Research,36(4),76-84。  new window
24.Louis, M. R.(1980)。Surprise and sense-making: What newcomers experience in entering unfamiliar organizational settings。Administrative Science Quarterly,25(2),226-251。  new window
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26.Skadberg, Yongxia Xia、Kimmel, James R.(2004)。Visitors' flow experience while browsing a web site: Its measurement, contributing factors and consequences。Computers in Human Behavior,20(3),403-422。  new window
27.譚慧敏、林慧斐(20140400)。智慧型手機應用程式電子口碑之效果研究。資訊傳播研究,4(2),1-22。new window  延伸查詢new window
28.Cho, C.-H.、Lee, J.-G.、Tharp, M.(2001)。Different forced-exposure levels to banner advertisements。Journal of Advertising Research,41(4),45-56。  new window
29.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
30.Wei, Pei S.、Lu, His P.(2014)。Why Do People Play Mobile Social Games? An Examination of Network Externalities and of Uses and Gratifications。Internet Research,24(3),313-331。  new window
31.Kim, Y. J.、Han, J. Y.(2014)。Why smartphone advertising attracts customers: A model of web advertising, flow, and personalization。Computers in Human Behavior,33,256-269。  new window
32.Chaney, I. M.、Lin, K. H.、Chaney, J.(2004)。The Effect of Billboards within the Gaming Environment。Journal of Interactive Advertising,5(1),37-45。  new window
33.Lin, H. F.(2014)。The Effect of Product Placement on Persuasion for Mobile Phone Games。International Journal of Advertising,33(1),37-60。  new window
34.Kwak, K. T.、Choi, S. K.、Lee, B. G.(2014)。SNS flow, SNS self-disclosure and post hoc interpersonal relations change: Focused on Korean Facebook user。Computers in Human Behavior,31,294-304。  new window
35.Lueg, Jason E.、Ponder, Nicole、Beatty, Sharon E.、Capella, Michael L.(2006)。Teenagers' Use of Alternative Shopping Channels: A Consumer Socialization Perspective。Journal of Retailing,82(2),137-153。  new window
36.Herrewijn, L.、Poel, K.(2015)。The impact of social setting on the recall and recognition of in-game advertising。Computers in Human Behavior,53,44-55。  new window
37.Christou, G.、Law, E. L.-C.、Zaphiris, P.、Ang, C. S.(2013)。Challenges of designing for sociability to enhance pkayer experience in massively multi-player online role-playing games。Behaviour & Information Technology,32(7),724-734。  new window
38.De Gregorio, F.、Sung, Y.(2010)。Understanding attitudes toward and behaviors in responses to product placement。Journal of Advertising,39(1),83-96。  new window
39.Dimofte, C. V.、Goodstein, R. C.、Brumbaugh, A. M.(2015)。A social identity perspective on aspirational advertising: Implicit threats to collective self-esteem and strategies to overcome them。Journal of Consumer Psychology,25(3),416-430。  new window
40.Huang, C. L.、Yang, S. C.、Chen, A. N.(2015)。Motivations and gratification in an online game: Relationships among players' self-esteem, self-concept, and interpersonal relationships。Social Behavior and Personality: an international Journal,43(2),193-203。  new window
41.黃仁宏、楊宗珂(20120300)。The Effectiveness of In-game Advertising: The Impacts of Ad Type and Game/Ad Relevance。International Journal of Electronic Business Management,10(1),61-72。  new window
42.Wood, W.、Lundgren, S.、Ouellette, J.、Busceme, S.、Blackstone, T.(1994)。Minority influence: A meta-analytic review of social influence processes。Psychological Bulletin,115(3),323-345。  new window
43.Rozendaal, E.、Slot, N.、van Reijmersdal, E. A.、Buijzen, M.(2013)。Children's responses to advertising in social games。Journal of Advertising,42(2/3),142-154。  new window
44.Salo, J.、Karjaluoto, H.(2007)。Mobile games as an advertising medium: Towards a new research agenda。Innovative Marketing,3(1),71-84。  new window
45.Nelson, M. R.、Keum, H.、Yaros, R. A.(2004)。Advertainment of adcreep game players' attitudes toward advertising and product placements in computer games。Journal of Interactive Advertising,5(1),3-21。  new window
46.Norris, C. E.、Colman, A. M.(1994)。Effects of entertainment and enjoyment of television programs on perception and memory of advertisements。Social Behavior and Personality,22(4),365-376。  new window
47.Lavie, N.、Lin, Z.、Zokaei, N.、Thoma, V.(2009)。The role of perceptual load in object recognition。Journal of Experimental Psychology: Human Perception and Performance,35(5),1346-1358。  new window
48.Korzaan, Milinda L.(2003)。Going with the flow: predicting online purchase intentions。Journal of Computer Information Systems,43(4),25-31。  new window
49.Ducoffe, Robert H.(1996)。Advertising Value and Advertising on the Web。Journal of Advertising Research,36(5),21-35。  new window
50.MacKenzie, Scott B.、Lutz, Richard J.(1989)。An Empirical Examination of the Structural Antecedents of Attitude Toward the Ad in an Advertising Pretesting Context。Journal of Marketing,53(2),48-65。  new window
51.Chatterjee, P.(2008)。Are Unclicked Ads Wasted? Enduring Effects of Banner and Pop-Up Ad Exposures on Brand Memory and Attitudes。Journal of Electronic Commerce Research,9(1),51-61。  new window
52.Lang, Annie(2000)。The limited capacity model of mediated message processing。Journal of Communication,50(1),46-70。  new window
53.Trevino, Linda Klebe、Webster, Jane(1992)。Flow in Computer-Mediated Communication: Electronic Mail and Voice Mail Evaluation and Impacts。Communication Research,19(5),539-573。  new window
54.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
55.Venkatesh, Viswanath、Morris, Michael G.、Davis, Gordon B.、Davis, Fred D.(2003)。User Acceptance of Information Technology: Toward a Unified View。Management Information Systems Quarterly,27(3),425-478。  new window
56.Park, E.、Baek, S.、Ohm, J.、Chang, H. J.(2014)。Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model。Telematics and Informatics,31(1),3-15。  new window
57.Bearden, William O.、Netemeyer, Richard G.、Teel, Jesse E.(1989)。Measurement of Consumer Susceptibility to Interpersonal Influence。Journal of Consumer Research,15(4),473-481。  new window
58.Cho, C.-H.、Cheon, H. J.(2004)。Why do people avoid advertising on the Internet?。Journal of Advertising,33(4),89-97。  new window
59.Li, H. R.、Edwards, S. M.、Lee, J. H.(2002)。Measuring the intrusiveness of advertisements: Scale development and validation。Journal of Advertising,31(2),37-47。  new window
60.Hoffman, Donna L.、Novak, Thomas P.(1996)。Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations。Journal of Marketing,60(3),50-68。  new window
61.Lu, Yaobin、Zhou, Tao、Wang, Bin(2009)。Exploring Chinese users' acceptance of instant messaging using the theory of planned behavior, the technology acceptance model, and the flow theory。Computers in Human Behavior,25(1),29-39。  new window
62.Lavidge, Robert J.、Steiner, Gary A.(1961)。A Model for Predictive Measurements of Advertising Effectiveness。Journal of Marketing,25(6),59-62。  new window
63.Jeong, E. H.、Jang, S. S. C.(2011)。Restaurant experiences triggering positive electronic word-of-mouth (eWOM) motivations。International Journal of Hospitality Management,30(2),356-366。  new window
64.Herr, Paul M.、Kardes, Frank R.、Kim, Jaewoo John(1991)。Effects of Word-of-Mouth and Product-Attribute Information on Persuasion: An Accessibility-Diagnosticity Perspective。Journal of Consumer Research,17(4),454-462。  new window
65.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
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會議論文
1.楊宗珂、何松融(2011)。手機遊戲內置廣告之廣告效果影響因素研究。第十七屆資訊管理暨實務研討會。台南市。  延伸查詢new window
2.Brown, E.、Cairns, P.(2004)。A grounded investigation of game immersion。CHI'04 Extended Abstracts on Human Factors in Computing Systems。Association for Computing Machinery。1297-1300。  new window
3.朱穎君、陶振超(2011)。你玩的遊戲決定你看的廣告--以知覺負載理論探討遊戲內置廣告效果。2011年中華傳播學會年會暨學術研討會。新竹縣。  延伸查詢new window
4.張婷華(2010)。以雙碼理論檢視網路多媒體之廣告效果。2010年中華傳播學會年會暨學術研討會。嘉義市。  延伸查詢new window
5.Elciyar, K.(2015)。Social mobile gaming and user practices。The International Conference on Communication, Media, Technology and Design。Dubai。  new window
6.Sweetser, P.、Johnson, D.、Sweetser, J.、Wiles, J.(2003)。Creating engaging artificial characters for games。The Second International Conference on Entertainment Computing。Pittsburgh, PA:Carnegie Mellon University。  new window
7.Cheung, C. M.、Thadani, D. R.(2010)。The effectiveness of electronic word-of-mouth communication: A literature analysis。The 23rd Bled eConference eTrust: Implications for The Individual, Enterprises and Society,329-345。  new window
學位論文
1.戴育旻(2006)。從廣告價值觀點檢視網路廣告中的強迫性感受對廣告效果之影響(碩士論文)。國立政治大學。  延伸查詢new window
2.廖正雄(2012)。電子遊戲的遊戲性分類研究--以APP STORE遊戲為例(碩士論文)。國立中央大學。  延伸查詢new window
3.王君豪(2003)。行動廣告表現方式對廣告效果影響之探討(碩士論文)。國立成功大學。  延伸查詢new window
4.Andersson, A.、Nilsson, J.(2000)。Wireless Advertising Effectiveness-Evaluation of an SMS Advertising Trial(碩士論文)。Stockholm School of Economics。  new window
5.王渝薇(2011)。玩線上遊戲是計畫行為嗎?以沉浸經驗延伸計畫行為理論(碩士論文)。國立中央大學。  延伸查詢new window
6.丁崇民(2009)。行動遊戲之可用性與沉浸性對使用者滿意度的影響(碩士論文)。國立暨南國際大學。  延伸查詢new window
7.王廷文(2011)。侵入性網路廣告對消費者行為的影響(碩士論文)。國立臺灣大學。  延伸查詢new window
8.白鎮瑋(2012)。社群使用者的歸屬感需求與廣告效果之關係研究--以 Facebook 為例(碩士論文)。國立中央大學。  延伸查詢new window
9.胡婷婷(2012)。行動應用程式廣告位置與廣告呈現型式對智慧型手機廣告效果之影響(碩士論文)。國立中山大學。  延伸查詢new window
10.紀雅珮(2013)。行動APP遊戲的產品資訊、社會影響動機對遊戲下載意圖之研究--以消費價值為中介變數(碩士論文)。東吳大學。  延伸查詢new window
11.陳怡存(2011)。從社會影響的觀點探討Facebook使用行為的實徵研究(碩士論文)。國立中央大學。  延伸查詢new window
12.葉芳婷(2013)。新聞行動應用程式(App)廣告呈現方式、新聞內容型態與調節焦點訊息之廣告效果研究(碩士論文)。國立交通大學。  延伸查詢new window
13.盧家怡(2010)。社群網站使用動機與廣告記憶效果之研究--以台灣區Facebook使用者為例(碩士論文)。國立中興大學。  延伸查詢new window
14.Satokangas, S.(2013)。Effectiveness of mobile in-game banner advertising(碩士論文)。University of OULU。  new window
15.陳祈年(2005)。動機、可玩性與社交性對於多人線上角色扮演遊戲玩家沉浸經驗之影響(碩士論文)。國立交通大學。  延伸查詢new window
圖書
1.Li, C.、Bemoff, J.(2008)。Groundswell: Winning in a world transformed by social technologies。Boston, Mass.:Harvard Business Press。  new window
2.Kelman, Herbert C.、Hamilton, V. Lee(1989)。Crimes of obedience: Toward a social psychology of authority and responsibility。New Haven, CT:Yale University Press。  new window
3.Csikszentmihalyi, M.(1993)。The Evolving self: A Psychology for the Third Millennium。HarperCollins。  new window
4.Wimmer, Roger D.、Dominick, Joseph R.、李天任、藍莘(1995)。大眾媒體研究。亞太圖書出版社。  延伸查詢new window
5.Weick, Karl E.(1995)。Sensemaking in Organizations。Sage。  new window
6.吳明隆(2008)。SPSS操作與應用:多變量分析實務。臺北市:五南圖書出版股份有限公司。  延伸查詢new window
7.鄭天琪、鄭人富(2013)。2013臺灣關鍵企業主廣告媒體投資動向調查分析報告。台北市:財團法人資策會創新應用服務研究。  延伸查詢new window
8.Lazzaro, N.(2004)。Why we play games: Four keys to more emotion without story。CA:XEODesign, Inc.。  new window
9.吳明隆、涂金堂(2005)。SPSS與統計應用分析實務。五南圖書出版股份有限公司。  延伸查詢new window
10.Tabachnick, Barbara G.、Fidell, Linda S.(2007)。Using multivariate statistics。Pearson/Allyn and Bacon。  new window
11.Ajzen, Icek、Fishbein, Martin(1980)。Understanding Attitudes and Predicting Social Behavior。Prentice-Hall, Inc.。  new window
12.Gay, Lorraine R.(1992)。Educational Research: Competencies for Analysis and Applications。Macmillan。  new window
13.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
14.Kahneman, Daniel(1973)。Attention and effort。Englewood Cliffs, New Jersey:Prentice Hall。  new window
15.Fishbein, Martin、Ajzen, Icek(1975)。Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research。Addison-Wesley Publishing Company。  new window
單篇論文
1.Novak, T. P.,Hoffman, D. L.(1997)。Measuring the flow experience among web users,Interval Research Corporation。,https://pdfs.semanticscholar.org/017b/76f75e330696c03aa9d4b30995d05ae67c89.pdf。  new window
其他
1.Mobile Marketing Association(2009)。Mobile Advertising Overview,http://mmaglobal.com/files/mobileadoverview.pdf。  new window
2.王璽瑋(20130109)。行動廣告成長破百︰ App 嵌入式廣告幕後功臣,http://www.ectimes.org.tw/?p=30898。  延伸查詢new window
3.柯長錕(20131205)。Google年度最佳APP 台防詐軟體上榜,https://tw.news.appledaily.com/life/realtime/20131205/304095/Google%E5%B9%B4%E5%BA%A6%E6%9C%80%E4%BD%B3APP%E3%80%80%E5%8F%B0%E9%98%B2%E8%A9%90%E8%BB%9F%E9%AB%94%E4%B8%8A%E6%A6%9C。  new window
4.康健寧(20140717)。探討APP 的生命週期,https://www.brain.com.tw/news/articlecontent?ID=1260。  延伸查詢new window
5.許凱玲(2013)。調查--App行銷以「社群分享」效果較佳,http://www.bnext.com.tw/article/view/id/27671。  延伸查詢new window
6.創市際市場研究顧問公司(2014)。IX 市調解析--網路廣告篇(行動裝置版),https://www.ixresearch.com/reports/%E5%89%B5%E5%B8%82%E9%9A%9B%E9%9B%99%E9%80%B1%E5%88%8A%E7%AC%AC%E5%8D%81%E6%9C%9F-20140129/。  new window
7.資策會產業情報研究所(2014)。網路社群使用 短時間已行動裝置為主,https://mic.iii.org.tw/IndustryObservations_PressRelease02.aspx?sqno=375。  延伸查詢new window
8.鄭緯荃(2014)。Gartner--2014年行動廣告支出將達180億美元,http://www.bnext.com.tw/article/view/id/31591。  延伸查詢new window
9.劉芳妙(20141230)。LINE、FB 等社群App平均使用逾1個小時,https://video.udn.com/news/255786。  延伸查詢new window
10.App Annie(2014)。App Annie Index: Market Q3 2014,http://www.nu.nl/files/nutech/appannie-2014q3.pdf。  new window
11.Chan, A.,Dodd, J.,Stevens, R.(2004)。The efficacy of pop-ups and the resulting effect on brands: A white paper by bunnyfoot universality,https://immagic.com/eLibrary/ARCHIVES/GENERAL/BUNNY_UK/B040225C.pdf。  new window
12.Gibs, J.(2010)。Nielsen facebook report the value of social media ad impressions,http://www.nielsen.com/us/en/insights/news/2010/nielsenfacebook-ad-report.html。  new window
13.InMobi(2016)。State of mobile APP developers 2016: Based on a survey of 1000+ developers,http://www.inmobi.com/insights/download/whitepapers/state-of-mobile-app-developers-2016/。  new window
14.Schoger, C.(2013)。2013 year in review,http://www.atdiversity.eu/media/resources/Distimo_Publication_-_December_2013_-_EN.pdf。  new window
15.Mobile Marketing Association(2011)。Mobile advertising guidelines version 5.0,http://www.mmaglobal.com/files/mobileadvertising.pdf。  new window
16.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
圖書論文
1.Yee, N.(2007)。The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage。Avatars at work and play: Collaboration and interaction in shared virtual environments。London:Springer-Verlag。  new window
2.Pagulayan, R. J.、Keeker, K.、Fuller, T.、Wixon, D.、Romero, R. L.(2007)。User-centered design in games。The human-computer interaction handbook: Fundamentals, evolving technologies, and emerging applications。New York:Lawrence Erlbaum Associates。  new window
 
 
 
 
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