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題名 探討遊戲化設計元素對品牌忠誠度之影響
A STUDY OF DESIGN ELEMENTS OF GAMIFICATION ON BRAND LOYALTY作者 王毓淳
Wang, Yu-Chun貢獻者 尚孝純
Shang, Shiaw-Chun
王毓淳
Wang, Yu-Chun關鍵詞 遊戲化
遊戲設計元素
品牌忠誠度
Gamification
Game design elements
Brand loyalty日期 2021 上傳時間 4-Aug-2021 14:48:06 (UTC+8) 摘要 遊戲化是指在非遊戲的服務或 APP 中使用遊戲的設計元素來增強使用者體驗和顧客參與度。隨著現代技術的發展,創新技術被應用於許多遊戲化的設計開發上。近年來,許多致力於設計品牌小遊戲的遊戲公司成立,為了吸引大眾的目光,設計時會利用遊戲化的設計元素來增強玩家的參與度,希望在能在遊戲進行的過程中,自然而然地傳達品牌理念。在本研究中,我們想知道遊戲化的設計是如何對從情感及認知兩方面影響顧客對品牌的參與度,以及它是如何直接或間接地影響品牌忠誠度和品牌認知。因此,我們首先對遊戲化、遊戲設計以及使用者體驗進行了文獻回顧,將七個遊戲化的設計元素分為情感面和認知面,進一步提出假設並通過案例探討的方式驗證這些遊戲化設計元素,接著我們藉由收集 378 名受訪者對這些設計元素和對品牌之間關聯的看法來檢驗假設,希望此研究結果能為企業在未來制定營銷策略時提供正確的方向。
Gamification is using game design elements in non-game services or applications to enhance user experience and user engagement. With the evolvement of mobile technologies, innumerable gamification designs have been developed by using innovative technologies. Also, many game companies which dedicate to made brand mini-game founded in recent years, to effectively attract users to join the game, companies might interest in the utilize factors of gameplay design, only if customers are engaged in the experience can the company convey the concept of the brand naturally. In this study, we wonder about the influence of gamification design on the two aspects of customers’ engagement, and how it further affects brand loyalty and brand awareness directly or indirectly. Thus, we conducted a literature review on the user experience of gamification and game design, then identified seven motivational gamification design elements and classified them into the emotional and the cognitive aspect of brand engagement, further proposed hypotheses. Using case analysis, we verified these gamification design elements and further to test the hypotheses by collecting responses from 378 respondents with regard to their perceptions of the relationship between the gamification design elements and the aspect of brand engagement. We hope the findings can provide a proper direction for enterprises to develop their marketing strategy in the future.參考文獻 Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay Engagement and Learning in Game-Based Learning. Review of Educational Research, 85(4), 740-779. https://doi.org/10.3102/0034654315577210Abou-Shouk, M., & Soliman, M. (2021). The impact of gamification adoption intention on brand awareness and loyalty in tourism: The mediating effect of customer engagement. Journal of Destination Marketing & Management, 20, 100559. https://doi.org/10.1016/j.jdmm.2021.100559Ahn, J., Lee, C.-K., Back, K.-J., & Schmitt, A. (2019). Brand experiential value for creating integrated resort customers’ co-creation behavior. International Journal of Hospitality Management, 81, 104-112. https://doi.org/10.1016/j.ijhm.2019.03.009Andresen, G., & Ahdell, R. (2002). Games simulation in corporate e-learning. Magistrska naloga, Illinois: University of Illinois.Bagozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation models. Journal of the Academy of Marketing Science, 16(1), 74-94.Bandura, A., & Locke, E. A. (2003). Negative self-efficacy and goal effects revisited. Journal of applied psychology, 88(1), 87. https://doi.org/10.1037/0021-9010.88.1.87Baumeister, R. F. (1990). Suicide as escape from self. 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Game-based marketing: inspire customer loyalty through rewards, challenges, and contests. John Wiley & Sons. 描述 碩士
國立政治大學
資訊管理學系
108356031資料來源 http://thesis.lib.nccu.edu.tw/record/#G0108356031 資料類型 thesis dc.contributor.advisor 尚孝純 zh_TW dc.contributor.advisor Shang, Shiaw-Chun en_US dc.contributor.author (Authors) 王毓淳 zh_TW dc.contributor.author (Authors) Wang, Yu-Chun en_US dc.creator (作者) 王毓淳 zh_TW dc.creator (作者) Wang, Yu-Chun en_US dc.date (日期) 2021 en_US dc.date.accessioned 4-Aug-2021 14:48:06 (UTC+8) - dc.date.available 4-Aug-2021 14:48:06 (UTC+8) - dc.date.issued (上傳時間) 4-Aug-2021 14:48:06 (UTC+8) - dc.identifier (Other Identifiers) G0108356031 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/136346 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 資訊管理學系 zh_TW dc.description (描述) 108356031 zh_TW dc.description.abstract (摘要) 遊戲化是指在非遊戲的服務或 APP 中使用遊戲的設計元素來增強使用者體驗和顧客參與度。隨著現代技術的發展,創新技術被應用於許多遊戲化的設計開發上。近年來,許多致力於設計品牌小遊戲的遊戲公司成立,為了吸引大眾的目光,設計時會利用遊戲化的設計元素來增強玩家的參與度,希望在能在遊戲進行的過程中,自然而然地傳達品牌理念。在本研究中,我們想知道遊戲化的設計是如何對從情感及認知兩方面影響顧客對品牌的參與度,以及它是如何直接或間接地影響品牌忠誠度和品牌認知。因此,我們首先對遊戲化、遊戲設計以及使用者體驗進行了文獻回顧,將七個遊戲化的設計元素分為情感面和認知面,進一步提出假設並通過案例探討的方式驗證這些遊戲化設計元素,接著我們藉由收集 378 名受訪者對這些設計元素和對品牌之間關聯的看法來檢驗假設,希望此研究結果能為企業在未來制定營銷策略時提供正確的方向。 zh_TW dc.description.abstract (摘要) Gamification is using game design elements in non-game services or applications to enhance user experience and user engagement. With the evolvement of mobile technologies, innumerable gamification designs have been developed by using innovative technologies. Also, many game companies which dedicate to made brand mini-game founded in recent years, to effectively attract users to join the game, companies might interest in the utilize factors of gameplay design, only if customers are engaged in the experience can the company convey the concept of the brand naturally. In this study, we wonder about the influence of gamification design on the two aspects of customers’ engagement, and how it further affects brand loyalty and brand awareness directly or indirectly. Thus, we conducted a literature review on the user experience of gamification and game design, then identified seven motivational gamification design elements and classified them into the emotional and the cognitive aspect of brand engagement, further proposed hypotheses. Using case analysis, we verified these gamification design elements and further to test the hypotheses by collecting responses from 378 respondents with regard to their perceptions of the relationship between the gamification design elements and the aspect of brand engagement. We hope the findings can provide a proper direction for enterprises to develop their marketing strategy in the future. en_US dc.description.tableofcontents ABSTRACT 2CHAPTER 1 INTRODUCTION 51-1 Background 51-2 Research Question 7CHAPTER 2 LITERATURE REVIEW 82-1 User Experience and Gamification 82-2 Motivational Design Elements of Gamification 82-3 Gamification Design for Brand Loyalty and Brand awareness 92-4 Gamification Design and Brand Engagement 9CHAPTER 3 METHODOLOGY 143-1 Research Framework 143-2 Research Design 143-3 Data Collection 18CHAPTER 4 RESEARCH RESULTS 224-1 Descriptive Statistics 224-2 Data Analysis 234-2-1 Measurement Model 234-2-2 Structural Model 254-3 Results Summary 274-4 Discussion 28CHAPTER 5 CONCLUSION AND LIMITATIONS 305-1 Research Summary 305-2 Limitations and Future Research 31APPENDIX. QUESTIONNAIRE 32REFERENCES 35 zh_TW dc.format.extent 692921 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0108356031 en_US dc.subject (關鍵詞) 遊戲化 zh_TW dc.subject (關鍵詞) 遊戲設計元素 zh_TW dc.subject (關鍵詞) 品牌忠誠度 zh_TW dc.subject (關鍵詞) Gamification en_US dc.subject (關鍵詞) Game design elements en_US dc.subject (關鍵詞) Brand loyalty en_US dc.title (題名) 探討遊戲化設計元素對品牌忠誠度之影響 zh_TW dc.title (題名) A STUDY OF DESIGN ELEMENTS OF GAMIFICATION ON BRAND LOYALTY en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay Engagement and Learning in Game-Based Learning. Review of Educational Research, 85(4), 740-779. https://doi.org/10.3102/0034654315577210Abou-Shouk, M., & Soliman, M. (2021). The impact of gamification adoption intention on brand awareness and loyalty in tourism: The mediating effect of customer engagement. Journal of Destination Marketing & Management, 20, 100559. https://doi.org/10.1016/j.jdmm.2021.100559Ahn, J., Lee, C.-K., Back, K.-J., & Schmitt, A. (2019). Brand experiential value for creating integrated resort customers’ co-creation behavior. International Journal of Hospitality Management, 81, 104-112. https://doi.org/10.1016/j.ijhm.2019.03.009Andresen, G., & Ahdell, R. (2002). Games simulation in corporate e-learning. Magistrska naloga, Illinois: University of Illinois.Bagozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation models. Journal of the Academy of Marketing Science, 16(1), 74-94.Bandura, A., & Locke, E. A. (2003). Negative self-efficacy and goal effects revisited. Journal of applied psychology, 88(1), 87. https://doi.org/10.1037/0021-9010.88.1.87Baumeister, R. F. (1990). Suicide as escape from self. Psychological review, 97(1), 90.Berger, A., Schlager, T., Sprott, D. E., & Herrmann, A. (2018). 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