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題名:手機遊戲內影音廣告類型與廣告內容之影響
書刊名:臺大管理論叢
作者:周軒逸楊彩甄
作者(外文):Chou, Hsuan-yiYang, Tsai-chen
出版日期:2020
卷期:30:3
頁次:頁111-143
主題關鍵詞:手機遊戲遊戲內置廣告獎勵型廣告好奇心資訊缺口Mobile gamesIn-game advertisementsReward-based advertisementsCuriosityInformation gap
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(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:6
  • 點閱點閱:9
期刊論文
1.Jun, J. W.、Lee, S.(2007)。Mobile Media Use and Its Impact on Consumer Attitudes toward Mobile Advertising。International Journal of Mobile Marketing,2(1),50-58。  new window
2.Wang, A.(2007)。How Consumers Perceive Free Offers: Implications for Mobile Marketing。International Journal of Mobile Marketing,2(2),35-41。  new window
3.Hebb, D. O.(1955)。Drives and the CNS (conceptual nervous system)。Psychological Review,62(4),243-254。  new window
4.Barwise, P.、Strong, C.(2002)。Permission-based mobile advertising。Journal of Interactive Marketing,16(1),14-24。  new window
5.Berlyne, Daniel E.(1954)。A Theory of Human Curiosity。British Journal of Psychology,45(3),180-191。  new window
6.Loewenstein, George(1994)。The psychology of curiosity: A review and reinterpretation。Psychological Bulletin,116(1),75-98。  new window
7.Carroll, A.、Barnes, S. J.、Scornavacca, E.、Fletcher, K.(2007)。Consumer Perceptions and Attitudes towards SMS Advertising: Recent Evidence from New Zealand。International Journal of Advertising,26(1),79-98。  new window
8.Drossos, D.、Giaglis, G. M.、Lekakos, G.、Kokkinaki, F.、Stavraki, M. G.(2007)。Determinants of Effective SMS Advertising: An Experimental Study。Journal of Interactive Advertising,7(2),16-27。  new window
9.Menon, Satya、Soman, Dilip(2002)。Managing the Power of Curiosity for Effective Web Advertising Strategies。Journal of Advertising,31(3),1-14。  new window
10.周軒逸、練乃華(20121200)。當簡訊遇上前導:品牌熟悉度、互動性、個人化、誘因之好奇效果。臺大管理論叢,23(1),239-267。new window  延伸查詢new window
11.Chou, Hsuan-Yi、Lien, Nai-Hwa(2014)。Effects of SMS Teaser Ads on Product Curiosity。International Journal of Mobile Communications,12(4),328-345。  new window
12.Herrewijn, L.、Poels, K.(2013)。Putting Brands into Play: How Game Difficulty and Player Experiences Influence the Effectiveness of In-game Advertising。International Journal of Advertising,32(1),17-44。  new window
13.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
14.鄭尹惠、高登第、莊世杰、陳淑惠(20131200)。The Effect of Regulatory Focus on Conformity Behavior。臺大管理論叢,24(1),207-232。new window  延伸查詢new window
15.Vermeir, I.、Kazakova, S.、Tessitore, T.、Cauberghe, V.、Slabbinck, H.(2014)。Impact of flow on recognition of and attitudes towards in-game brand placements: Brand congruence and placement prominence as moderators。International Journal of Advertising,33(4),785-810。  new window
16.Chou, H. Y.、Wang, S. S.(2016)。The effects of happiness types and happiness congruity on game app advertising and environments。Electronic Commerce Research and Applications,20,1-14。  new window
17.周軒逸、練乃華(20161000)。品牌、代言人熟悉度於前導廣告效果之探討。管理評論,35(4),1-29+111-129。new window  延伸查詢new window
18.梁直青、陳柏亘、陳建勛、蕭名傑、林雅萍(20141200)。排隊隊形與人數影響消費者等候意願之探究--以虎尾鎮知名路邊攤小吃為例。行銷評論,11(4),309-339。new window  延伸查詢new window
19.鄧景宜、黃翰忠、陳貞菱(20150600)。Social Networking and Continuance Intention among Online Gamers。臺大管理論叢,25(2),1-22。new window  延伸查詢new window
20.Chang, Y.、Yan, J.、Zhang, J.、Luo, J.(2010)。Online in-game advertising effect: Examining the influence of a match between games and advertising。Journal of Interactive Advertising,11(1),63-73。  new window
21.Ghosh, T.(2016)。Winning versus not losing: Exploring the effects of In-Game Advertising outcome on its effectiveness。Journal of Interactive Marketing,36,134-147。  new window
22.Hornikx, J.、Mulder, E.(2015)。The curiosity-evoking capacity of foreign languages in advertising。Dutch Journal of Applied Linguistics,4(1),59-66。  new window
23.Nittala, R.(2011)。Registering for incentivized mobile advertising: Discriminant analysis of mobile users。International Journal of Mobile Marketing,6(1),42-53。  new window
24.Steffen, C.、Mau, G.、Schramm-Klein, H.(2013)。Who is the loser when I lose the game? Does losing an advergame have a negative impact on the perception of the brand?。Journal of Advertising,42(2/3),183-195。  new window
25.Agarwal, R.、Karahanna, E.(2000)。Time Flies When You're Having Fun: Cognitive Absorption and Beliefs about Information Technology Usage。MIS Quarterly,24(4),665-694。  new window
26.Tsang, Melody M.、Ho, Shu-Chun、Liang, Ting-Peng(2004)。Consumer Attitudes Toward Mobile Advertising: An Empirical Study。International Journal of Electronic Commerce,8(3),65-78。  new window
27.Pascal, Vincent J.、Sprott, David E.、Muehling, Darrel D.(2002)。The influence of evoked nostalgia on consumers' responses to advertising: An exploratory study。Journal of Current Issues and Research in Advertising,24(1),39-47。  new window
28.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
學位論文
1.黃世民(2011)。以行動通訊做為廣告媒體的創新經營模式─ 以獎勵式行動廣告及適地性行動廣告為例(碩士論文)。國立政治大學。  延伸查詢new window
圖書
1.McDougall, W.(1908)。An Introduction to Social Psychology。London:Methuen。  new window
2.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
3.Hayes, Andrew F.(2018)。Introduction to Mediation, Moderation, and Conditional Process Analysis: A Regression-Based Approach。Guilford Press。  new window
4.Piaget, J.(1972)。The psychology of intelligence。Totowa, NJ:Littlefield Adams & Company。  new window
其他
1.Mia(2017)。什麼樣的廣告讓手機APP用戶欲罷不能?獎勵型影音廣告崛起的秘密,https://www.inside.com.tw/2017/04/18/viidle-ssp。  延伸查詢new window
2.劉惠琴(2018)。果粉真的變心了?市調數據分析:Android用戶全球市佔增多,http://3c.ltn.com.tw/news/33067。  延伸查詢new window
3.顏理謙(2017)。電玩調查:台灣遊戲市場收入動能強,超過亞洲整體表現,https://www.bnext.com.tw/article/45491/yahoo-research-on-gaming-industry。  延伸查詢new window
4.Chartboost(2016)。Mobile game developers that are winning with video ads,https://www.chartboost.com/blog/how-4-mobile-game-developers-are-winning-at-rewarded-video-ad-placement/。  new window
5.DeltaDNA(2015)。An in-depth study of Free-to-Play (F2P) in-game advertising in mobile games,https://deltadna.com/wp-content/uploads/2015/11/Adsurvey-report.pdf。  new window
6.eMarketer(2017)。The native app may be killing the mobile web in Asia-Pacific: The vast majority of mobile ads in the region are delivered via apps,https://www.emarketer.com/Article/Native-App-May-Killing-Mobile-Web-Asia-Pacific/1016344。  new window
7.IDC(2018)。New joint report from app Annie and IDC finds spending on mobile games topped the combined total on home console, PC/Mac, and handheld console games by more than one third in 2017,https://www.businesswire.com/news/home/20180313005510/en/New-Joint-Report-App-Annie-IDC-Finds。  new window
8.Newzoo(2018)。Top 100 countries/markets by game revenues,https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/。  new window
9.Robinson, M.(2017)。In-game advertising study 2017: Developers now see ads as an 'important monetization opportunity',https://deltadna.com/blog/gameadvertising-study-2017-developers-now-see-ads-important-monetization-opportunity/。  new window
10.Unity(2016)。In-game advertising the right way: Monetize, engage, retain,http://response.unity3d.com/in-game-advertising-the-right-way-monetize-engage-retain-whitepaper。  new window
11.Wijman, T.(2018)。Newzoo's 2018 report: Insights into the 137.9 billion global games market,https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/。  new window
圖書論文
1.Freud, Sigmund(1905)。The Three Essays on the Theory of Sexuality。The Standard Edition of the Complete Psychological Works of Sigmund Freud。London:The Hogarth Press。  new window
2.Chou, H. Y.、Wang, S. S.(2017)。Effects of game characteristics and player emotional experiences on in-app ad responses。The Evolution and Social Impact of Video Game Economics。Lanham, MD:Lexington Books。  new window
 
 
 
 
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