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博碩士論文 etd-0722119-015439 詳細資訊
Title page for etd-0722119-015439
論文名稱
Title
應用虛實整合的體驗行銷提升品牌網路聲量與知名度-以舊振南為例
Enhance Brand Social Volume and Awareness: An Application of Online to Offline Experiential Marketing
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
87
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2019-07-31
繳交日期
Date of Submission
2019-08-22
關鍵字
Keywords
品牌知名度、社群媒體、體驗行銷、遊戲化、網路聲量
social media, experience marketing, brand awareness, network volume, gamification
統計
Statistics
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中文摘要
近年來,網際網路的快速發展,網路世界已成為現代人生活中不可或缺的一部分。超過半數的人們每日花費數小時的時間在網路世界裡,其中又有超過六成的時間花在社群媒體上,可以說是現代人的生活和社群媒體已經密不可分。持續發展的社群網路讓企業嗅到無限的商機,許多企業紛紛開始投入到社群媒體中,透過社群媒體來與顧客互動、建立品牌知名度和企業形象。
隨著各式科技的持續進步與普及 早期的行銷手法已經無法快速準確地觸及到越來越廣大的網路族,因此許多企業 開始發展創新的行銷手法來吸引網路使用者的注意, 提升品牌的網路聲量,並藉由互動過程中獲得的資訊回饋來修正企業自身的行銷方向。本研究將以遊戲化行銷為主,輔以體驗行銷為基礎設計,發展一個遊戲化行銷體驗,並探討創新的顧客體驗整合虛實環境會對品牌帶來什麼樣的正
面影響。
本研究透過觀察與訪談,歸納出本研究體驗行銷提升品牌知名度與網路聲量之發現。經由觀察,結合「影片」、「遊戲化體驗」的一連串體驗行銷活動確實能提升大眾對品牌的知名度與網路聲量。其中遊戲化體驗又是最關鍵的部分,而影片則能與其相輔相成提升整體成效。
Abstract
In recent years, with the rapid development of the Internet, the Internet world has become an indispensable part of modern life. More than half people spend hours on internet, and more than 60% of them spend on social media. It can be said that modern life and social media are inseparable. The continuous development of social networks allows companies to smell unlimited business opportunities, and many companies have begun to invest in social media to interact with customers through social media, build brand awareness and company image.
With the continuous advancement and ,popularization of various technologies, early marketing methods have been unable to quickly and accurately reach a wider and wider internet users. Therefore, many companies have begun to develop innovative marketing techniques to attract the attention of internet users ,enhance brand network volume, and through the information feedback obtained during the interaction process to correct the company's marketing direction. This research will focus on game marketing, supplemented by experience marketing, develop a gamification marketing experience, and explore the positive impact of the innovative customer experience on the brand.
Through observations and interviews, this study summarizes the findings of this research experience marketing to enhance brand awareness and network volume. Through observation, a series of experiential marketing activities combined with "film" and "gamification experience" can indeed enhance the public's brand awareness and network voice. The gamification experience is the most crucial part, and the film can complement each other to improve the overall results.
目次 Table of Contents
論文審定書 .................................................................................................................................... i
摘要 ............................................................................................................................................... ii
Abstract ........................................................................................................................................ iii
目錄 .............................................................................................................................................. iv
圖目錄 ......................................................................................................................................... vii
表目錄 .......................................................................................................................................... ix
第一章、緒論 ............................................................................................................................... 1
第一節 研究背景與動機 ......................................................................................................... 1
第二節 研究問題 ..................................................................................................................... 2
第三節 研究目的 ..................................................................................................................... 2
第二章、文獻探討 ....................................................................................................................... 3
第一節 體驗行銷 ..................................................................................................................... 3
一、體驗行銷 ....................................................................................................................... 3
二、體驗行銷之特性 ........................................................................................................... 4
三、體驗行銷之體驗模組 ................................................................................................... 6
四、體驗媒介 ....................................................................................................................... 7
第二節 遊戲化行銷 ................................................................................................................. 9
一、遊戲化 ........................................................................................................................... 9
二、遊戲化行銷 ................................................................................................................. 10
第三節 品牌知名度 ............................................................................................................... 13
一、品牌 ............................................................................................................................. 13
二、品牌知名度 ................................................................................................................. 13
第四節 社群媒體行銷 ........................................................................................................... 15
一、社群 ............................................................................................................................. 15
二、社群媒體 ..................................................................................................................... 15
三、社群媒體行銷 ............................................................................................................. 16
第五節 網路聲量 ................................................................................................................... 18
一、網路口碑 ..................................................................................................................... 18
二、口碑的演進 ................................................................................................................. 19
三、網路聲量 ..................................................................................................................... 21
第三章、研究架構與方法 ......................................................................................................... 22
第一節 研究架構 ................................................................................................................... 22
第二節 爬文分析 ................................................................................................................... 23
第三節 研究方法 ................................................................................................................... 34
一、實驗環境 ..................................................................................................................... 34
二、實驗對象 ..................................................................................................................... 34
三、前測 ............................................................................................................................. 34
四、實驗流程 ..................................................................................................................... 38
第四章、研究結果 ..................................................................................................................... 44
第一節 網路聲量分析 ........................................................................................................... 44
一、關鍵字分析 ................................................................................................................. 44
第二節 正式實驗 ................................................................................................................... 49
一、正式實驗與結果分析 ................................................................................................. 49
第三節 問卷結果分析 ........................................................................................................... 54
一、敘述統計分析 ............................................................................................................. 54
二、皮爾森積差相關分析 ................................................................................................. 60
三、信度分析 ..................................................................................................................... 62
四、網路影片喜好度分析 ................................................................................................. 63
第五章、結論與建議 ................................................................................................................. 66
第一節 研究結論 ................................................................................................................... 66
一、影片對品牌知名度與網路聲量之影響 ..................................................................... 66
二、遊戲化體驗行銷對品牌知名度與網路聲量之影響 ................................................. 66
第二節 研究限制與未來建議 ............................................................................................... 67
一、研究場域限制 ............................................................................................................. 67
二、線上資源限制 ............................................................................................................. 67
三、未來建議 ..................................................................................................................... 67
英文參考文獻 ............................................................................................................................. 68
中文參考文獻 ............................................................................................................................. 71
附錄、問卷 ................................................................................................................................. 73
參考文獻 References
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