Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/120913
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dc.contributor.advisor林芝璇zh_TW
dc.contributor.author俞秋豔zh_TW
dc.contributor.authorYu, Qiu-Yanen_US
dc.creator俞秋豔zh_TW
dc.creatorYu, Qiu-Yanen_US
dc.date2018en_US
dc.date.accessioned2018-11-09T07:59:24Z-
dc.date.available2018-11-09T07:59:24Z-
dc.date.issued2018-11-09T07:59:24Z-
dc.identifierG0105464073en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/120913-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description傳播學院傳播碩士學位學程zh_TW
dc.description105464073zh_TW
dc.description.abstract過去有關置入行銷的研究主要涉及電視電影或網絡遊戲,本研究嘗試探討在網絡自製綜藝中的置入。主要探究在網絡自製綜藝中置入的顯著度是否會影響品牌置入的記憶、態度及行為,以及幽默訴求是否會影響置入顯著度的廣告效果,並以認知需求作為研究的調節變項。\n本研究採用2(置入顯著度:顯著置入/隱約置入)×2(幽默:有幽默/無幽默)×2(認知需求:高認知需求/低認知需求)的多因子實驗設計。研究結果發現在網絡自製綜藝中採用低熟悉度的品牌時,顯著置入會產生較高的品牌記憶度,對品牌態度和購買意願無影響;幽默訴求會提高不同顯著度置入的品牌記憶度,對品牌態度和購買意願影響不顯著;認知需求不存在調節作用。zh_TW
dc.description.tableofcontents目次\n第一章 緒論 1\n第一節 研究動機與研究問題 1\n第二節 研究章節架構 6\n第二章 文獻探討 7\n第一節 置入行銷 7\n第二節 幽默 13\n第三節 認知需求 19\n第三章 研究方法 25\n第一節 研究架構與假設 25\n第二節 研究設計 27\n第三節 實驗物的選擇與設計 29\n第四節 變項的定義與測量 34\n第四章 研究結果與分析 38\n第一節 實驗受試者樣本分布 38\n第二節 前提檢定與操弄檢定 39\n第三節 量表信度檢驗 41\n第四節 假設驗證 42\n第五章 結論 55\n第一節 發現與討論 55\n第二節 學術與實務貢獻 60\n第三節 研究限制與未來建議 63\n參考文獻 65\n附錄 71\n附錄一 前測問卷 71\n附錄二 正式施測問卷 72zh_TW
dc.format.extent1853242 bytes-
dc.format.mimetypeapplication/pdf-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0105464073en_US
dc.subject置入行銷zh_TW
dc.subject顯著度zh_TW
dc.subject幽默zh_TW
dc.subject認知需求zh_TW
dc.subject廣告效果zh_TW
dc.title好笑就不反感了嗎?幽默置入的效果研究——以網絡自製節目「奇葩說」為例zh_TW
dc.titleResearch on the effect of humor in product placement - Take an online program as an exampleen_US
dc.typethesisen_US
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dc.identifier.doi10.6814/THE.NCCU.COMM.039.2018.F05en_US
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