| dc.contributor.advisor | 吳文傑 | zh_TW |
| dc.contributor.advisor | Wu, Jack | en_US |
| dc.contributor.author (Authors) | 莊上緯 | zh_TW |
| dc.contributor.author (Authors) | Chuang, Ken | en_US |
| dc.creator (作者) | 莊上緯 | zh_TW |
| dc.creator (作者) | Chuang, Ken | en_US |
| dc.date (日期) | 2019 | en_US |
| dc.date.accessioned | 7-Aug-2019 16:20:56 (UTC+8) | - |
| dc.date.available | 7-Aug-2019 16:20:56 (UTC+8) | - |
| dc.date.issued (上傳時間) | 7-Aug-2019 16:20:56 (UTC+8) | - |
| dc.identifier (Other Identifiers) | G0105933007 | en_US |
| dc.identifier.uri (URI) | https://ah.lib.nccu.edu.tw/item?item_id=143251 | - |
| dc.description (描述) | 碩士 | zh_TW |
| dc.description (描述) | 國立政治大學 | zh_TW |
| dc.description (描述) | 國際經營管理英語碩士學位學程(IMBA) | zh_TW |
| dc.description (描述) | 105933007 | zh_TW |
| dc.description.abstract (摘要) | Gamification has been used in our daily life for some time now. It is so versatile that it applies to almost all kinds of business. It is a business tool that represents a whole new direction for achieving the goals set for a business.\nUsing the gamification techniques to boost Cat Village’s business (a cat hotel) is the main goal of this case study. Gamification is used to make cat owners know their cats better, strengthen the bond between them. When designed correctly, gamification has proven to be very successful in engaging customers and motivating them to change their consuming behaviors. Leveraging some of the features used in real games, gamification can turn many other types of activities into games. For instance, each customer will get a Cat Village adventure report when their cats board in Cat Village and gamification is used to make them gain a sense of achievement when accomplishing goals and at the same time earn actual feedbacks (discount, merchandises). This will allure them to shop in Cat Village regularly and recommend Cat Village to other cat owners.\nGamification is not only applied to customer engagement but also employee performance, training and education, innovation, personal development, and the list continues to grow. | en_US |
| dc.description.tableofcontents | 1. Executive Summary 1\n1.1. Background 1\n1.2. Goal 5\n2. About Gamification 6\n2.1. Definition and Meaning 6\n2.2. Examples 9\n3. Gamification Framework 14\n3.1. The 8 Core Drives of Gamification 14\n4. Design and Execution 20\n4.1. Epic Meaning & Calling used in Cat Village 20\n4.2. Development& Accomplishment in Cat Village 38\n4.3. Empowerment of Creativity & Feedback in Cat Village 47\n4.4. Ownership & Possession in Cat Village 54\n4.5. Social Influence & Relatedness in Cat Village 58\n4.6. Scarcity & Impatience in Cat Village 63\n4.7. Unpredictability & Curiosity in Cat Village 65\n4.8. Loss & Avoidance in Cat Village 68\n5. Results of Implementing Gamification into Cat Village Business 73\n5.1. Main Cost 73\n5.2. Outcomes 74\nReference 78 | zh_TW |
| dc.source.uri (資料來源) | http://thesis.lib.nccu.edu.tw/record/#G0105933007 | en_US |
| dc.subject (關鍵詞) | 遊戲化 | zh_TW |
| dc.subject (關鍵詞) | 事業 | zh_TW |
| dc.subject (關鍵詞) | 貓飯店 | zh_TW |
| dc.subject (關鍵詞) | 貓暇村 | zh_TW |
| dc.subject (關鍵詞) | 消費者行為 | zh_TW |
| dc.subject (關鍵詞) | Gamification | en_US |
| dc.subject (關鍵詞) | Business | en_US |
| dc.subject (關鍵詞) | Cat Hotel | en_US |
| dc.subject (關鍵詞) | Cat Village | en_US |
| dc.subject (關鍵詞) | Consumer behavior | en_US |
| dc.title (題名) | 遊戲化設計如何幫助新創公司行銷-以貓暇村為例 | zh_TW |
| dc.title (題名) | How to launch a successful marketing startup with gamification – a case study of cat village | en_US |
| dc.type (資料類型) | thesis | en_US |
| dc.relation.reference (參考文獻) | https://www.facebook.com/cathotelpet\nhttps://www.cat-hotel.com.tw/\nhttps://en.wikipedia.org/wiki/Gamification\nhttps://octalysisgroup.com/\nhttps://octalysisgroup.com/how-we-work/\nhttps://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/\nhttps://yukaichou.com/start-here/\nhttps://yukaichou.com/gamification-examples/ | zh_TW |
| dc.identifier.doi (DOI) | 10.6814/NCCU201900132 | en_US |