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題名 遊戲化設計如何幫助新創公司行銷-以貓暇村為例
How to launch a successful marketing startup with gamification – a case study of cat village
作者 莊上緯
Chuang, Ken
貢獻者 吳文傑
Wu, Jack
莊上緯
Chuang, Ken
關鍵詞 遊戲化
事業
貓飯店
貓暇村
消費者行為
Gamification
Business
Cat Hotel
Cat Village
Consumer behavior
日期 2019
上傳時間 7-八月-2019 16:20:56 (UTC+8)
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.
Using 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.
Gamification is not only applied to customer engagement but also employee performance, training and education, innovation, personal development, and the list continues to grow.
參考文獻 https://www.facebook.com/cathotelpet
https://www.cat-hotel.com.tw/
https://en.wikipedia.org/wiki/Gamification
https://octalysisgroup.com/
https://octalysisgroup.com/how-we-work/
https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/
https://yukaichou.com/start-here/
https://yukaichou.com/gamification-examples/
描述 碩士
國立政治大學
國際經營管理英語碩士學位學程(IMBA)
105933007
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0105933007
資料類型 thesis
dc.contributor.advisor 吳文傑zh_TW
dc.contributor.advisor Wu, Jacken_US
dc.contributor.author (作者) 莊上緯zh_TW
dc.contributor.author (作者) Chuang, Kenen_US
dc.creator (作者) 莊上緯zh_TW
dc.creator (作者) Chuang, Kenen_US
dc.date (日期) 2019en_US
dc.date.accessioned 7-八月-2019 16:20:56 (UTC+8)-
dc.date.available 7-八月-2019 16:20:56 (UTC+8)-
dc.date.issued (上傳時間) 7-八月-2019 16:20:56 (UTC+8)-
dc.identifier (其他 識別碼) G0105933007en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/124789-
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) 105933007zh_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.
Using 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.
Gamification 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
1.1. Background 1
1.2. Goal 5
2. About Gamification 6
2.1. Definition and Meaning 6
2.2. Examples 9
3. Gamification Framework 14
3.1. The 8 Core Drives of Gamification 14
4. Design and Execution 20
4.1. Epic Meaning & Calling used in Cat Village 20
4.2. Development& Accomplishment in Cat Village 38
4.3. Empowerment of Creativity & Feedback in Cat Village 47
4.4. Ownership & Possession in Cat Village 54
4.5. Social Influence & Relatedness in Cat Village 58
4.6. Scarcity & Impatience in Cat Village 63
4.7. Unpredictability & Curiosity in Cat Village 65
4.8. Loss & Avoidance in Cat Village 68
5. Results of Implementing Gamification into Cat Village Business 73
5.1. Main Cost 73
5.2. Outcomes 74
Reference 78
zh_TW
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0105933007en_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) Gamificationen_US
dc.subject (關鍵詞) Businessen_US
dc.subject (關鍵詞) Cat Hotelen_US
dc.subject (關鍵詞) Cat Villageen_US
dc.subject (關鍵詞) Consumer behavioren_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 villageen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) https://www.facebook.com/cathotelpet
https://www.cat-hotel.com.tw/
https://en.wikipedia.org/wiki/Gamification
https://octalysisgroup.com/
https://octalysisgroup.com/how-we-work/
https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/
https://yukaichou.com/start-here/
https://yukaichou.com/gamification-examples/
zh_TW
dc.identifier.doi (DOI) 10.6814/NCCU201900132en_US