學術產出-學位論文

文章檢視/開啟

書目匯出

Google ScholarTM

政大圖書館

引文資訊

TAIR相關學術產出

題名 以品牌遊戲化元素探討品牌認同感之影響
Exploring the Influence of Brand Identification with Brand Gamification Elements
作者 黃熙棚
Ng, Xi-Phng
貢獻者 彭志宏<br>李怡慧
Peng, Chih-Hung<br>Lee, Yi-Hui
黃熙棚
Ng, Xi-Phng
關鍵詞 遊戲化元素
感知享受
品牌體驗
品牌態度
品牌認同感
內在動機
Gamification elements
Perceived enjoyment
Brand experience
Brand attitude
Brand identification
Intrinsic motivation
日期 2022
上傳時間 5-十月-2022 09:01:36 (UTC+8)
摘要 隨著數位轉型的時代來臨,許多品牌企業會推出自己的品牌網站、品牌行動商務或加入大型購物電商平台,同時利用數位平台的便利性把品牌理念傳達給消費者,並與此建立品牌認同感。近幾年來隨著遊戲化的興起,品牌會利用遊戲化元素作為行銷策略,與消費者建立良好的關係,但過去的品牌認同文獻中忽略了遊戲化的重要性以及是否會影響品牌認同。 遊戲化的應用越來越廣泛,因此,本研究欲將目前常見的品牌中使用的遊戲化元素「徽章」及「積分」作為遊戲化元素,探討消費者在品牌平台中使用不同遊戲化元素如何影響消費者的感知享受,另外將品牌體驗及品牌態度作為中介變數,進一步觀察遊戲化是如何影響品牌認同感 本研究使用2x2的線上實驗法,透過SPSS 及 Smart PLS 對回收樣本進行t-test及結構方程模式分析,結果表明遊戲化元素徽章、積分以及交互作用會影響使用們的感知享受,並且感知享受對品牌體驗及品牌態度有顯著的影響,另外也確立了遊戲化元素會透過品牌體驗及品牌態度影響到品牌認同感。
The purpose of this paper is to examine the importance of brand identification and its antecedents. However, the previous research in brand identification literature has neglected gamification. This paper proposes how the gamification elements such as badges and points affect brand identification and include brand experience and brand attitude as mediating variables that drive brand identification. This research adopted the 2x2 between-object online experiment method and filled out questionnaires via online distribution. The collected samples were analyzed by SPSS and Smart PLS with a t-test and structural equation model. The results revealed that the gamification elements &quot;Badges&quot;, &quot;Points&quot; and interactions will influence users’ perceived enjoyment, and perceived enjoyment has a significant impact on brand experience and brand attitude. It is also established that gamification influences brand identification through brand experience and brand attitude.
參考文獻 Alsawaier, R. S. 2018. "The Effect of Gamification on Motivation and Engagement," The International Journal of Information and Learning Technology).
Arya, V., Sethi, D., and Paul, J. 2019. "Does Digital Footprint Act as a Digital Asset? – Enhancing Brand Experience through Remarketing," International Journal of Information Management (49), pp. 142-156.
Behl, A., Jayawardena, N., Ishizaka, A., Gupta, M., and Shankar, A. 2022. "Gamification and Gigification: A Multidimensional Theoretical Approach," Journal of Business Research (139), pp. 1378-1393.
Bellman, S., Potter, R. F., Treleaven-Hassard, S., Robinson, J. A., and Varan, D. 2011. "The Effectiveness of Branded Mobile Phone Apps," Journal of Interactive Marketing (25:4), pp. 191-200.
Berger, A., Schlager, T., Sprott, D. E., and Herrmann, A. 2018. "Gamified Interactions: Whether, When, and How Games Facilitate Self–Brand Connections," Journal of the Academy of Marketing Science (46:4), pp. 652-673.
Bhattacharya, C. B., and Sen, S. 2003. "Consumer–Company Identification: A Framework for Understanding Consumers’ Relationships with Companies," Journal of Marketing (67:2), pp. 76-88.
Brakus, J. J., Schmitt, B. H., and Zarantonello, L. 2009. "Brand Experience: What Is It? How Is It Measured? Does It Affect Loyalty?," Journal of marketing (73:3), pp. 52-68.
Chen, Y.-S., Chang, T.-W., Li, H.-X., and Chen, Y.-R. 2020. "The Influence of Green Brand Affect on Green Purchase Intentions: The Mediation Effects of Green Brand Associations and Green Brand Attitude," International Journal of Environmental Research and Public Health (17:11), p. 4089.
Chin, W. W. 1998. "Commentary: Issues and Opinion on Structural Equation Modeling." JSTOR, pp. vii-xvi.
Christodoulides, G., Jevons, C., and Bonhomme, J. 2012. "Memo to Marketers: Quantitative Evidence for Change—How User-Generated Content Really Affects Brands," Journal of advertising research (52:1), p. 53.
de Oliveira Santini, F., Ladeira, W. J., Sampaio, C. H., and Pinto, D. C. 2018. "The Brand Experience Extended Model: A Meta-Analysis," Journal of Brand Management (25:6), pp. 519-535.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. 2011. "From Game Design Elements to Gamefulness: Defining "Gamification"," in: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. Tampere, Finland: Association for Computing Machinery, pp. 9–15.
Dwivedi, A., Nayeem, T., and Murshed, F. 2018. "Brand Experience and Consumers’ Willingness-to-Pay (Wtp) a Price Premium: Mediating Role of Brand Credibility and Perceived Uniqueness," Journal of Retailing and Consumer Services (44), pp. 100-107.
Elbedweihy, A. M., Jayawardhena, C., Elsharnouby, M. H., and Elsharnouby, T. H. 2016. "Customer Relationship Building: The Role of Brand Attractiveness and Consumer–Brand Identification," Journal of Business Research (69:8), pp. 2901-2910.
Feng, Y., Ye, H. J., Yu, Y., Yang, C., and Cui, T. 2018. "Gamification Artifacts and Crowdsourcing Participation: Examining the Mediating Role of Intrinsic Motivations," Computers in Human Behavior (81), pp. 124-136.
Fornell, C., and Larcker, D. F. 1981. "Evaluating Structural Equation Models with Unobservable Variables and Measurement Error," Journal of marketing research (18:1), pp. 39-50.
Hamari, J. 2017. "Do Badges Increase User Activity? A Field Experiment on the Effects of Gamification," Computers in Human Behavior (71), pp. 469-478.
Hamari, J., and Koivisto, J. 2015. "“Working out for Likes”: An Empirical Study on Social Influence in Exercise Gamification," Computers in Human Behavior (50), pp. 333-347.
48
Hamzah, Z. L., Syed Alwi, S. F., and Othman, M. N. 2014. "Designing Corporate Brand Experience in an Online Context: A Qualitative Insight," Journal of Business Research (67:11), pp. 2299-2310.
Harwood, T., and Garry, T. 2015. "An Investigation into Gamification as a Customer Engagement Experience Environment," Journal of Services Marketing).
Haumann, T., Quaiser, B., Wieseke, J., and Rese, M. 2014. "Footprints in the Sands of Time: A Comparative Analysis of the Effectiveness of Customer Satisfaction and Customer–Company Identification over Time," Journal of Marketing (78:6), pp. 78-102.
He, H., Li, Y., and Harris, L. 2012. "Social Identity Perspective on Brand Loyalty," Journal of Business Research (65:5), pp. 648-657.
Högberg, J., Ramberg, M. O., Gustafsson, A., and Wästlund, E. 2019. "Creating Brand Engagement through in-Store Gamified Customer Experiences," Journal of Retailing and Consumer Services (50), pp. 122-130.
Hsu, C.-L., and Chen, M.-C. 2018a. "How Does Gamification Improve User Experience? An Empirical Investigation on the Antecedences and Consequences of User Experience and Its Mediating Role," Technological Forecasting and Social Change (132), pp. 118-129.
Hsu, C.-L., and Chen, M.-C. 2018b. "How Gamification Marketing Activities Motivate Desirable Consumer Behaviors: Focusing on the Role of Brand Love," Computers in Human Behavior (88), pp. 121-133.
Hsu, C.-L., and Lu, H.-P. 2007. "Consumer Behavior in Online Game Communities: A Motivational Factor Perspective," Computers in Human Behavior (23:3), pp. 1642-1659.
Hunicke, R., LeBlanc, M., and Zubek, R. 2004. "Mda: A Formal Approach to Game Design and Game Research," Proceedings of the AAAI Workshop on Challenges in Game AI: San Jose, CA, p. 1722.
Huotari, K., and Hamari, J. 2017. "A Definition for Gamification: Anchoring Gamification in the Service Marketing Literature," Electronic Markets (27:1), pp. 21-31.
Hwang, J., and Choi, L. 2020. "Having Fun While Receiving Rewards?: Exploration of Gamification in Loyalty Programs for Consumer Loyalty," Journal of Business Research (106), pp. 365-376.
Jeon, H.-J. 2022. "Does the Relationship between Brand Attitude, Brand Attachment and Purchase Intention Vary Based on the Type of Prosocial Expression-Based Brand Emoji?," Journal of Product & Brand Management:ahead-of-print).
Keller, K. L. 1993. "Conceptualizing, Measuring, and Managing Customer-Based Brand Equity," Journal of Marketing (57:1), pp. 1-22.
Kim, C. K., Han, D., and Park, S. B. 2001. "The Effect of Brand Personality and Brand Identification on Brand Loyalty: Applying the Theory of Social Identification," Japanese psychological research (43:4), pp. 195-206.
Kim, R. B., and Chao, Y. 2019. "Effects of Brand Experience, Brand Image and Brand Trust on Brand Building Process: The Case of Chinese Millennial Generation Consumers," Journal of International Studies (12:3).
Koivisto, J., and Hamari, J. 2014. "Demographic Differences in Perceived Benefits from Gamification," Computers in Human Behavior (35), pp. 179-188.
Koivisto, J., and Hamari, J. 2019. "The Rise of Motivational Information Systems: A Review of Gamification Research," International Journal of Information Management (45), pp. 191-210.
Koufaris, M. 2002. "Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior," Information Systems Research (13:2), pp. 205-223.
Krishna, A., and Kim, S. 2021. "Exploring the Dynamics between Brand Investment, Customer Investment, Brand Identification, and Brand Identity Fusion," Journal of Business Research (137), pp. 267-277.
Kuenzel, S., and Halliday, S. V. 2008. "Investigating Antecedents and Consequences of Brand Identification," Journal of Product & Brand Management).
49
Kumar, V., and Kaushik, A. K. 2020. "Building Consumer–Brand Relationships through Brand Experience and Brand Identification," Journal of Strategic Marketing (28:1), pp. 39-59.
Kuo, M.-S., and Chuang, T.-Y. 2016. "How Gamification Motivates Visits and Engagement for Online Academic Dissemination–an Empirical Study," Computers in Human Behavior (55), pp. 16-27.
Lam, S. K., Ahearne, M., Hu, Y., and Schillewaert, N. 2010. "Resistance to Brand Switching When a Radically New Brand Is Introduced: A Social Identity Theory Perspective," Journal of marketing (74:6), pp. 128-146.
Lee, J.-Y., and Jin, C.-H. 2019. "The Role of Gamification in Brand App Experience: The Moderating Effects of the 4rs of App Marketing," Cogent Psychology (6:1), p. 1576388.
Lee, M. K., Cheung, C. M., and Chen, Z. 2005. "Acceptance of Internet-Based Learning Medium: The Role of Extrinsic and Intrinsic Motivation," Information & management (42:8), pp. 1095-1104.
Lewis, Z. H., Swartz, M. C., and Lyons, E. J. 2016. "What`s the Point?: A Review of Reward Systems Implemented in Gamification Interventions," Games for health journal (5:2), pp. 93-99.
Li, C.-Y. 2018. "Consumer Behavior in Switching between Membership Cards and Mobile Applications: The Case of Starbucks," Computers in Human Behavior (84), pp. 171-184.
Li, H., and Wen, H. 2019. "How Is Motivation Generated in Collaborative Consumption: Mediation Effect in Extrinsic and Intrinsic Motivation," Sustainability (11:3), p. 640.
Liu, D., Santhanam, R., and Webster, J. 2017. "Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems," MIS quarterly (41:4).
Low, G. S., and Lamb, C. W. 2000. "The Measurement and Dimensionality of Brand Associations," Journal of product & brand management).
Lu, H.-P., and Ho, H.-C. 2020. "Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications," Sustainability (12:10), p. 4169.
Mekler, E. D., Brühlmann, F., Opwis, K., and Tuch, A. N. 2013. "Do Points, Levels and Leaderboards Harm Intrinsic Motivation? An Empirical Analysis of Common Gamification Elements," Proceedings of the First International Conference on gameful design, research, and applications, pp. 66-73.
Mekler, E. D., Brühlmann, F., Tuch, A. N., and Opwis, K. 2017. "Towards Understanding the Effects of Individual Gamification Elements on Intrinsic Motivation and Performance," Computers in Human Behavior (71), pp. 525-534.
Mitchell, A. A. 1986. "The Effect of Verbal and Visual Components of Advertisements on Brand Attitudes and Attitude toward the Advertisement," Journal of Consumer Research (13:1), pp. 12-24.
Mitchell, R., Schuster, L., and Jin, H. S. 2020. "Gamification and the Impact of Extrinsic Motivation on Needs Satisfaction: Making Work Fun?," Journal of Business Research (106), pp. 323-330.
Nobre, H., and Ferreira, A. 2017. "Gamification as a Platform for Brand Co-Creation Experiences," Journal of Brand Management (24:4), pp. 349-361.
O’brien, R. M. 2007. "A Caution Regarding Rules of Thumb for Variance Inflation Factors," Quality & quantity (41:5), pp. 673-690.
Park, C. W., Eisingerich, A. B., and Park, J. W. 2013. "Attachment–Aversion (Aa) Model of Customer–Brand Relationships," Journal of consumer psychology (23:2), pp. 229-248.
Peters, S., and Leshner, G. 2013. "Get in the Game: The Effects of Game-Product Congruity and Product Placement Proximity on Game Players’ Processing of Brands Embedded in Advergames," Journal of Advertising (42:2-3), pp. 113-130.
Prentice, C., Han, X. Y., Hua, L.-L., and Hu, L. 2019. "The Influence of Identity-Driven Customer Engagement on Purchase Intention," Journal of Retailing and Consumer Services (47), pp. 339-347.
Przybylski, A. K., Rigby, C. S., and Ryan, R. M. 2010. "A Motivational Model of Video Game Engagement," Review of General Psychology (14:2), pp. 154-166.
50
Qiao, L., Song, M., and Wang, N. 2021. "Virtual Brand Community Experience, Identification, and Electronic Word-of-Mouth," Journal of Computer Information Systems (61:4), pp. 357-370.
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., and Pitt, L. 2015. "Is It All a Game? Understanding the Principles of Gamification," Business horizons (58:4), pp. 411-420.
Rodrigues, L. F., Oliveira, A., and Costa, C. J. 2016a. "Does Ease-of-Use Contributes to the Perception of Enjoyment? A Case of Gamification in E-Banking," Computers in Human Behavior (61), pp. 114-126.
Rodrigues, L. F., Oliveira, A., and Costa, C. J. 2016b. "Playing Seriously – How Gamification and Social Cues Influence Bank Customers to Use Gamified E-Business Applications," Computers in Human Behavior (63), pp. 392-407.
Ryan, R. M., and Deci, E. L. 2000a. "The Darker and Brighter Sides of Human Existence: Basic Psychological Needs as a Unifying Concept," Psychological inquiry (11:4), pp. 319-338.
Ryan, R. M., and Deci, E. L. 2000b. "Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being," American psychologist (55:1), p. 68.
Ryan, R. M., Rigby, C. S., and Przybylski, A. 2006. "The Motivational Pull of Video Games: A Self-Determination Theory Approach," Motivation and emotion (30:4), pp. 344-360.
Sahin, A., Zehir, C., and Kitapçı, H. 2011. "The Effects of Brand Experiences, Trust and Satisfaction on Building Brand Loyalty; an Empirical Research on Global Brands," Procedia - Social and Behavioral Sciences (24), pp. 1288-1301.
Sailer, M., Hense, J. U., Mayr, S. K., and Mandl, H. 2017. "How Gamification Motivates: An Experimental Study of the Effects of Specific Game Design Elements on Psychological Need Satisfaction," Computers in Human Behavior (69), pp. 371-380.
Seaborn, K., and Fels, D. I. 2015. "Gamification in Theory and Action: A Survey," International Journal of Human-Computer Studies (74), pp. 14-31.
Shim, S. I., Forsythe, S., and Kwon, W.-S. 2015. "Impact of Online Flow on Brand Experience and Loyalty," Journal of electronic commerce research (16:1), p. 56.
Silic, M., and Lowry, P. B. 2020. "Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance," Journal of Management Information Systems (37:1), pp. 129-161.
Stokburger-Sauer, N., Ratneshwar, S., and Sen, S. 2012. "Drivers of Consumer–Brand Identification," International Journal of Research in Marketing (29:4), pp. 406-418.
Suh, A., Wagner, C., and Liu, L. 2018. "Enhancing User Engagement through Gamification," Journal of Computer Information Systems (58:3), pp. 204-213.
Sweetser, P., and Wyeth, P. 2005. "Gameflow: A Model for Evaluating Player Enjoyment in Games," Computers in Entertainment (CIE) (3:3), pp. 3-3.
Tajfel, H. 1982. "Social Psychology of Intergroup Relations," Annual review of psychology (33:1), pp. 1-39.
Tajfel, H., and Turner, J. C. 2004. "The Social Identity Theory of Intergroup Behavior,").
Tajfel, H., Turner, J. C., Austin, W. G., and Worchel, S. 1979. "An Integrative Theory of Intergroup Conflict," Organizational identity: A reader (56:65), pp. 9780203505984-9780203505916.
Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., and Organ, A. 2010. "Defining Media Enjoyment as the Satisfaction of Intrinsic Needs," Journal of communication (60:4), pp. 758-777.
Tobon, S., Ruiz-Alba, J. L., and García-Madariaga, J. 2020. "Gamification and Online Consumer Decisions: Is the Game Over?," Decision Support Systems (128), p. 113167.
Triantoro, T., Gopal, R., Benbunan-Fich, R., and Lang, G. 2020. "Personality and Games: Enhancing Online Surveys through Gamification," Information Technology and Management (21:3), pp. 169-178.
Tuškej, U., Golob, U., and Podnar, K. 2013. "The Role of Consumer–Brand Identification in Building Brand Relationships," Journal of business research (66:1), pp. 53-59.
51
Tuten, T. L., and Ashley, C. 2016. "Do Social Advergames Affect Brand Attitudes and Advocacy?," Journal of Marketing Communications (22:3), pp. 236-255.
van Roy, R., and Zaman, B. 2019. "Unravelling the Ambivalent Motivational Power of Gamification: A Basic Psychological Needs Perspective," International Journal of Human-Computer Studies (127), pp. 38-50.
Vanwesenbeeck, I., Walrave, M., and Ponnet, K. 2017. "Children and Advergames: The Role of Product Involvement, Prior Brand Attitude, Persuasion Knowledge and Game Attitude in Purchase Intentions and Changing Attitudes," International Journal of Advertising (36:4), pp. 520-541.
Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., and Groner, R. 2008. "Playing Online Games against Computer- Vs. Human-Controlled Opponents: Effects on Presence, Flow, and Enjoyment," Computers in Human Behavior (24:5), pp. 2274-2291.
Wise, K., Bolls, P. D., Kim, H., Venkataraman, A., and Meyer, R. 2008. "Enjoyment of Advergames and Brand Attitudes," Journal of Interactive Advertising (9:1), pp. 27-36.
Wolf, T., Weiger, W. H., and Hammerschmidt, M. 2018. "Gamified Digital Services: How Gameful Experiences Drive Continued Service Usage,").
Wolter, J. S., Brach, S., Cronin, J. J., and Bonn, M. 2016. "Symbolic Drivers of Consumer–Brand Identification and Disidentification," Journal of Business Research (69:2), pp. 785-793.
Wu, J., and Liu, D. 2007. "The Effects of Trust and Enjoyment on Intention to Play Online Games," Journal of electronic commerce research (8:2).
Xi, N., and Hamari, J. 2019. "Does Gamification Satisfy Needs? A Study on the Relationship between Gamification Features and Intrinsic Need Satisfaction," International Journal of Information Management (46), pp. 210-221.
Xi, N., and Hamari, J. 2020. "Does Gamification Affect Brand Engagement and Equity? A Study in Online Brand Communities," Journal of Business Research (109), pp. 449-460.
Xu, F., Buhalis, D., and Weber, J. 2017. "Serious Games and the Gamification of Tourism," Tourism Management (60), pp. 244-256.
Yang, Y., Asaad, Y., and Dwivedi, Y. 2017. "Examining the Impact of Gamification on Intention of Engagement and Brand Attitude in the Marketing Context," Computers in Human Behavior (73), pp. 459-469.
Zarantonello, L., and Schmitt, B. H. 2013. "The Impact of Event Marketing on Brand Equity: The Mediating Roles of Brand Experience and Brand Attitude," International journal of advertising (32:2), pp. 255-280.
描述 碩士
國立政治大學
資訊管理學系
109356052
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0109356052
資料類型 thesis
dc.contributor.advisor 彭志宏<br>李怡慧zh_TW
dc.contributor.advisor Peng, Chih-Hung<br>Lee, Yi-Huien_US
dc.contributor.author (作者) 黃熙棚zh_TW
dc.contributor.author (作者) Ng, Xi-Phngen_US
dc.creator (作者) 黃熙棚zh_TW
dc.creator (作者) Ng, Xi-Phngen_US
dc.date (日期) 2022en_US
dc.date.accessioned 5-十月-2022 09:01:36 (UTC+8)-
dc.date.available 5-十月-2022 09:01:36 (UTC+8)-
dc.date.issued (上傳時間) 5-十月-2022 09:01:36 (UTC+8)-
dc.identifier (其他 識別碼) G0109356052en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/142068-
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) 109356052zh_TW
dc.description.abstract (摘要) 隨著數位轉型的時代來臨,許多品牌企業會推出自己的品牌網站、品牌行動商務或加入大型購物電商平台,同時利用數位平台的便利性把品牌理念傳達給消費者,並與此建立品牌認同感。近幾年來隨著遊戲化的興起,品牌會利用遊戲化元素作為行銷策略,與消費者建立良好的關係,但過去的品牌認同文獻中忽略了遊戲化的重要性以及是否會影響品牌認同。 遊戲化的應用越來越廣泛,因此,本研究欲將目前常見的品牌中使用的遊戲化元素「徽章」及「積分」作為遊戲化元素,探討消費者在品牌平台中使用不同遊戲化元素如何影響消費者的感知享受,另外將品牌體驗及品牌態度作為中介變數,進一步觀察遊戲化是如何影響品牌認同感 本研究使用2x2的線上實驗法,透過SPSS 及 Smart PLS 對回收樣本進行t-test及結構方程模式分析,結果表明遊戲化元素徽章、積分以及交互作用會影響使用們的感知享受,並且感知享受對品牌體驗及品牌態度有顯著的影響,另外也確立了遊戲化元素會透過品牌體驗及品牌態度影響到品牌認同感。zh_TW
dc.description.abstract (摘要) The purpose of this paper is to examine the importance of brand identification and its antecedents. However, the previous research in brand identification literature has neglected gamification. This paper proposes how the gamification elements such as badges and points affect brand identification and include brand experience and brand attitude as mediating variables that drive brand identification. This research adopted the 2x2 between-object online experiment method and filled out questionnaires via online distribution. The collected samples were analyzed by SPSS and Smart PLS with a t-test and structural equation model. The results revealed that the gamification elements &quot;Badges&quot;, &quot;Points&quot; and interactions will influence users’ perceived enjoyment, and perceived enjoyment has a significant impact on brand experience and brand attitude. It is also established that gamification influences brand identification through brand experience and brand attitude.en_US
dc.description.tableofcontents 第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的與研究問題 3
第三節 研究流程 4
第二章 文獻探討 5
第一節 遊戲化(Gamification)5
第二節 遊戲化設計MDE框架 9
第三節 內在動機(Intrinsic Motivation) 11
第四節 品牌體驗(Brand Experiences) 12
第五節 品牌態度(Brand Attitude) 12
第六節 品牌認同感(Brand-Identification)13
第三章 研究架構與假說 14
第一節 研究假說 14
第二節 研究架構 17
第三節 研究方法 18
第四節 實驗設計 18
第五節 變數操作性定義 24
第六節 前測結果 26
第七節 資料統計與分析方法 28
第四章 研究分析 29
第一節 資料樣本基本分析與描述 29
第二節 實驗操弄檢定 30
第三節 信度分析 32
第四節 效度分析 33
第五節 研究假說檢定 35
第五章 結論與貢獻 42
第一節 研究結果 42
第二節 研究貢獻 44
第三節 研究限制與未來方向 45
參考文獻 47
附錄一 52
附錄二 54

表1 遊戲化元素描述 6
表2 遊戲化對品牌關係 8
表3 實驗情境 18
表4 感知享受問項表 24
表5 品牌體驗問項表 25
表6 品牌態度問項表 25
表7 品牌認同感問項表 26
表8 徽章情境 * 看見徽章 交叉表(前測)27
表9 徽章情境 * 看見徽章 卡方檢定(前測)27
表10 積分情境 * 看見積分 交叉表(前測)27
表11 積分情境 * 看見積分 卡方檢定(前測)27
表12 人口基本資料 29
表13 徽章情境 * 看見徽章 交叉表 31
表14 徽章情境 * 看見徽章 卡方檢定 31
表15 積分情境 * 看見積分 交叉表 31
表16 積分情境 * 看見積分 卡方檢定 31
表17 正式問卷 信度分析 32
表18 各構面之平均變異抽取量 33
表19 各構面交叉負荷量表 (Cross loading) 34
表20 徽章與積分之二因子變異數分析 35
表21 徽章與積分之二因子變異數分析敘述統計 36
表22 徽章對感知享受 組別統計量 38
表23 徽章對感知享受 獨立樣本檢定(t-test)38
表24 積分對感知享受 組別統計量 39
表25 積分對感知享受 獨立樣本檢定(t-test)39
表26 結構模型檢定表 40
表27 研究模型之假說檢定 41

圖 1研究流程圖 4
圖 2 MDA框架 9
圖 3 MDE框架 10
圖 4研究架構 17
圖 5遊戲化元素(徽章x積分)19
圖 6遊戲化元素(積分)20
圖 7遊戲化元素(徽章)21
圖 8遊戲化元素(無)22
圖 9實驗流程 23
圖 10虛構品牌理念 23
圖 11雙因子變異數分析邊緣平均數圖 37
圖 12整體統計結果之架構路徑分析圖 41
zh_TW
dc.format.extent 3285790 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0109356052en_US
dc.subject (關鍵詞) 遊戲化元素zh_TW
dc.subject (關鍵詞) 感知享受zh_TW
dc.subject (關鍵詞) 品牌體驗zh_TW
dc.subject (關鍵詞) 品牌態度zh_TW
dc.subject (關鍵詞) 品牌認同感zh_TW
dc.subject (關鍵詞) 內在動機zh_TW
dc.subject (關鍵詞) Gamification elementsen_US
dc.subject (關鍵詞) Perceived enjoymenten_US
dc.subject (關鍵詞) Brand experienceen_US
dc.subject (關鍵詞) Brand attitudeen_US
dc.subject (關鍵詞) Brand identificationen_US
dc.subject (關鍵詞) Intrinsic motivationen_US
dc.title (題名) 以品牌遊戲化元素探討品牌認同感之影響zh_TW
dc.title (題名) Exploring the Influence of Brand Identification with Brand Gamification Elementsen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) Alsawaier, R. S. 2018. "The Effect of Gamification on Motivation and Engagement," The International Journal of Information and Learning Technology).
Arya, V., Sethi, D., and Paul, J. 2019. "Does Digital Footprint Act as a Digital Asset? – Enhancing Brand Experience through Remarketing," International Journal of Information Management (49), pp. 142-156.
Behl, A., Jayawardena, N., Ishizaka, A., Gupta, M., and Shankar, A. 2022. "Gamification and Gigification: A Multidimensional Theoretical Approach," Journal of Business Research (139), pp. 1378-1393.
Bellman, S., Potter, R. F., Treleaven-Hassard, S., Robinson, J. A., and Varan, D. 2011. "The Effectiveness of Branded Mobile Phone Apps," Journal of Interactive Marketing (25:4), pp. 191-200.
Berger, A., Schlager, T., Sprott, D. E., and Herrmann, A. 2018. "Gamified Interactions: Whether, When, and How Games Facilitate Self–Brand Connections," Journal of the Academy of Marketing Science (46:4), pp. 652-673.
Bhattacharya, C. B., and Sen, S. 2003. "Consumer–Company Identification: A Framework for Understanding Consumers’ Relationships with Companies," Journal of Marketing (67:2), pp. 76-88.
Brakus, J. J., Schmitt, B. H., and Zarantonello, L. 2009. "Brand Experience: What Is It? How Is It Measured? Does It Affect Loyalty?," Journal of marketing (73:3), pp. 52-68.
Chen, Y.-S., Chang, T.-W., Li, H.-X., and Chen, Y.-R. 2020. "The Influence of Green Brand Affect on Green Purchase Intentions: The Mediation Effects of Green Brand Associations and Green Brand Attitude," International Journal of Environmental Research and Public Health (17:11), p. 4089.
Chin, W. W. 1998. "Commentary: Issues and Opinion on Structural Equation Modeling." JSTOR, pp. vii-xvi.
Christodoulides, G., Jevons, C., and Bonhomme, J. 2012. "Memo to Marketers: Quantitative Evidence for Change—How User-Generated Content Really Affects Brands," Journal of advertising research (52:1), p. 53.
de Oliveira Santini, F., Ladeira, W. J., Sampaio, C. H., and Pinto, D. C. 2018. "The Brand Experience Extended Model: A Meta-Analysis," Journal of Brand Management (25:6), pp. 519-535.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. 2011. "From Game Design Elements to Gamefulness: Defining "Gamification"," in: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. Tampere, Finland: Association for Computing Machinery, pp. 9–15.
Dwivedi, A., Nayeem, T., and Murshed, F. 2018. "Brand Experience and Consumers’ Willingness-to-Pay (Wtp) a Price Premium: Mediating Role of Brand Credibility and Perceived Uniqueness," Journal of Retailing and Consumer Services (44), pp. 100-107.
Elbedweihy, A. M., Jayawardhena, C., Elsharnouby, M. H., and Elsharnouby, T. H. 2016. "Customer Relationship Building: The Role of Brand Attractiveness and Consumer–Brand Identification," Journal of Business Research (69:8), pp. 2901-2910.
Feng, Y., Ye, H. J., Yu, Y., Yang, C., and Cui, T. 2018. "Gamification Artifacts and Crowdsourcing Participation: Examining the Mediating Role of Intrinsic Motivations," Computers in Human Behavior (81), pp. 124-136.
Fornell, C., and Larcker, D. F. 1981. "Evaluating Structural Equation Models with Unobservable Variables and Measurement Error," Journal of marketing research (18:1), pp. 39-50.
Hamari, J. 2017. "Do Badges Increase User Activity? A Field Experiment on the Effects of Gamification," Computers in Human Behavior (71), pp. 469-478.
Hamari, J., and Koivisto, J. 2015. "“Working out for Likes”: An Empirical Study on Social Influence in Exercise Gamification," Computers in Human Behavior (50), pp. 333-347.
48
Hamzah, Z. L., Syed Alwi, S. F., and Othman, M. N. 2014. "Designing Corporate Brand Experience in an Online Context: A Qualitative Insight," Journal of Business Research (67:11), pp. 2299-2310.
Harwood, T., and Garry, T. 2015. "An Investigation into Gamification as a Customer Engagement Experience Environment," Journal of Services Marketing).
Haumann, T., Quaiser, B., Wieseke, J., and Rese, M. 2014. "Footprints in the Sands of Time: A Comparative Analysis of the Effectiveness of Customer Satisfaction and Customer–Company Identification over Time," Journal of Marketing (78:6), pp. 78-102.
He, H., Li, Y., and Harris, L. 2012. "Social Identity Perspective on Brand Loyalty," Journal of Business Research (65:5), pp. 648-657.
Högberg, J., Ramberg, M. O., Gustafsson, A., and Wästlund, E. 2019. "Creating Brand Engagement through in-Store Gamified Customer Experiences," Journal of Retailing and Consumer Services (50), pp. 122-130.
Hsu, C.-L., and Chen, M.-C. 2018a. "How Does Gamification Improve User Experience? An Empirical Investigation on the Antecedences and Consequences of User Experience and Its Mediating Role," Technological Forecasting and Social Change (132), pp. 118-129.
Hsu, C.-L., and Chen, M.-C. 2018b. "How Gamification Marketing Activities Motivate Desirable Consumer Behaviors: Focusing on the Role of Brand Love," Computers in Human Behavior (88), pp. 121-133.
Hsu, C.-L., and Lu, H.-P. 2007. "Consumer Behavior in Online Game Communities: A Motivational Factor Perspective," Computers in Human Behavior (23:3), pp. 1642-1659.
Hunicke, R., LeBlanc, M., and Zubek, R. 2004. "Mda: A Formal Approach to Game Design and Game Research," Proceedings of the AAAI Workshop on Challenges in Game AI: San Jose, CA, p. 1722.
Huotari, K., and Hamari, J. 2017. "A Definition for Gamification: Anchoring Gamification in the Service Marketing Literature," Electronic Markets (27:1), pp. 21-31.
Hwang, J., and Choi, L. 2020. "Having Fun While Receiving Rewards?: Exploration of Gamification in Loyalty Programs for Consumer Loyalty," Journal of Business Research (106), pp. 365-376.
Jeon, H.-J. 2022. "Does the Relationship between Brand Attitude, Brand Attachment and Purchase Intention Vary Based on the Type of Prosocial Expression-Based Brand Emoji?," Journal of Product & Brand Management:ahead-of-print).
Keller, K. L. 1993. "Conceptualizing, Measuring, and Managing Customer-Based Brand Equity," Journal of Marketing (57:1), pp. 1-22.
Kim, C. K., Han, D., and Park, S. B. 2001. "The Effect of Brand Personality and Brand Identification on Brand Loyalty: Applying the Theory of Social Identification," Japanese psychological research (43:4), pp. 195-206.
Kim, R. B., and Chao, Y. 2019. "Effects of Brand Experience, Brand Image and Brand Trust on Brand Building Process: The Case of Chinese Millennial Generation Consumers," Journal of International Studies (12:3).
Koivisto, J., and Hamari, J. 2014. "Demographic Differences in Perceived Benefits from Gamification," Computers in Human Behavior (35), pp. 179-188.
Koivisto, J., and Hamari, J. 2019. "The Rise of Motivational Information Systems: A Review of Gamification Research," International Journal of Information Management (45), pp. 191-210.
Koufaris, M. 2002. "Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior," Information Systems Research (13:2), pp. 205-223.
Krishna, A., and Kim, S. 2021. "Exploring the Dynamics between Brand Investment, Customer Investment, Brand Identification, and Brand Identity Fusion," Journal of Business Research (137), pp. 267-277.
Kuenzel, S., and Halliday, S. V. 2008. "Investigating Antecedents and Consequences of Brand Identification," Journal of Product & Brand Management).
49
Kumar, V., and Kaushik, A. K. 2020. "Building Consumer–Brand Relationships through Brand Experience and Brand Identification," Journal of Strategic Marketing (28:1), pp. 39-59.
Kuo, M.-S., and Chuang, T.-Y. 2016. "How Gamification Motivates Visits and Engagement for Online Academic Dissemination–an Empirical Study," Computers in Human Behavior (55), pp. 16-27.
Lam, S. K., Ahearne, M., Hu, Y., and Schillewaert, N. 2010. "Resistance to Brand Switching When a Radically New Brand Is Introduced: A Social Identity Theory Perspective," Journal of marketing (74:6), pp. 128-146.
Lee, J.-Y., and Jin, C.-H. 2019. "The Role of Gamification in Brand App Experience: The Moderating Effects of the 4rs of App Marketing," Cogent Psychology (6:1), p. 1576388.
Lee, M. K., Cheung, C. M., and Chen, Z. 2005. "Acceptance of Internet-Based Learning Medium: The Role of Extrinsic and Intrinsic Motivation," Information & management (42:8), pp. 1095-1104.
Lewis, Z. H., Swartz, M. C., and Lyons, E. J. 2016. "What`s the Point?: A Review of Reward Systems Implemented in Gamification Interventions," Games for health journal (5:2), pp. 93-99.
Li, C.-Y. 2018. "Consumer Behavior in Switching between Membership Cards and Mobile Applications: The Case of Starbucks," Computers in Human Behavior (84), pp. 171-184.
Li, H., and Wen, H. 2019. "How Is Motivation Generated in Collaborative Consumption: Mediation Effect in Extrinsic and Intrinsic Motivation," Sustainability (11:3), p. 640.
Liu, D., Santhanam, R., and Webster, J. 2017. "Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems," MIS quarterly (41:4).
Low, G. S., and Lamb, C. W. 2000. "The Measurement and Dimensionality of Brand Associations," Journal of product & brand management).
Lu, H.-P., and Ho, H.-C. 2020. "Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications," Sustainability (12:10), p. 4169.
Mekler, E. D., Brühlmann, F., Opwis, K., and Tuch, A. N. 2013. "Do Points, Levels and Leaderboards Harm Intrinsic Motivation? An Empirical Analysis of Common Gamification Elements," Proceedings of the First International Conference on gameful design, research, and applications, pp. 66-73.
Mekler, E. D., Brühlmann, F., Tuch, A. N., and Opwis, K. 2017. "Towards Understanding the Effects of Individual Gamification Elements on Intrinsic Motivation and Performance," Computers in Human Behavior (71), pp. 525-534.
Mitchell, A. A. 1986. "The Effect of Verbal and Visual Components of Advertisements on Brand Attitudes and Attitude toward the Advertisement," Journal of Consumer Research (13:1), pp. 12-24.
Mitchell, R., Schuster, L., and Jin, H. S. 2020. "Gamification and the Impact of Extrinsic Motivation on Needs Satisfaction: Making Work Fun?," Journal of Business Research (106), pp. 323-330.
Nobre, H., and Ferreira, A. 2017. "Gamification as a Platform for Brand Co-Creation Experiences," Journal of Brand Management (24:4), pp. 349-361.
O’brien, R. M. 2007. "A Caution Regarding Rules of Thumb for Variance Inflation Factors," Quality & quantity (41:5), pp. 673-690.
Park, C. W., Eisingerich, A. B., and Park, J. W. 2013. "Attachment–Aversion (Aa) Model of Customer–Brand Relationships," Journal of consumer psychology (23:2), pp. 229-248.
Peters, S., and Leshner, G. 2013. "Get in the Game: The Effects of Game-Product Congruity and Product Placement Proximity on Game Players’ Processing of Brands Embedded in Advergames," Journal of Advertising (42:2-3), pp. 113-130.
Prentice, C., Han, X. Y., Hua, L.-L., and Hu, L. 2019. "The Influence of Identity-Driven Customer Engagement on Purchase Intention," Journal of Retailing and Consumer Services (47), pp. 339-347.
Przybylski, A. K., Rigby, C. S., and Ryan, R. M. 2010. "A Motivational Model of Video Game Engagement," Review of General Psychology (14:2), pp. 154-166.
50
Qiao, L., Song, M., and Wang, N. 2021. "Virtual Brand Community Experience, Identification, and Electronic Word-of-Mouth," Journal of Computer Information Systems (61:4), pp. 357-370.
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., and Pitt, L. 2015. "Is It All a Game? Understanding the Principles of Gamification," Business horizons (58:4), pp. 411-420.
Rodrigues, L. F., Oliveira, A., and Costa, C. J. 2016a. "Does Ease-of-Use Contributes to the Perception of Enjoyment? A Case of Gamification in E-Banking," Computers in Human Behavior (61), pp. 114-126.
Rodrigues, L. F., Oliveira, A., and Costa, C. J. 2016b. "Playing Seriously – How Gamification and Social Cues Influence Bank Customers to Use Gamified E-Business Applications," Computers in Human Behavior (63), pp. 392-407.
Ryan, R. M., and Deci, E. L. 2000a. "The Darker and Brighter Sides of Human Existence: Basic Psychological Needs as a Unifying Concept," Psychological inquiry (11:4), pp. 319-338.
Ryan, R. M., and Deci, E. L. 2000b. "Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being," American psychologist (55:1), p. 68.
Ryan, R. M., Rigby, C. S., and Przybylski, A. 2006. "The Motivational Pull of Video Games: A Self-Determination Theory Approach," Motivation and emotion (30:4), pp. 344-360.
Sahin, A., Zehir, C., and Kitapçı, H. 2011. "The Effects of Brand Experiences, Trust and Satisfaction on Building Brand Loyalty; an Empirical Research on Global Brands," Procedia - Social and Behavioral Sciences (24), pp. 1288-1301.
Sailer, M., Hense, J. U., Mayr, S. K., and Mandl, H. 2017. "How Gamification Motivates: An Experimental Study of the Effects of Specific Game Design Elements on Psychological Need Satisfaction," Computers in Human Behavior (69), pp. 371-380.
Seaborn, K., and Fels, D. I. 2015. "Gamification in Theory and Action: A Survey," International Journal of Human-Computer Studies (74), pp. 14-31.
Shim, S. I., Forsythe, S., and Kwon, W.-S. 2015. "Impact of Online Flow on Brand Experience and Loyalty," Journal of electronic commerce research (16:1), p. 56.
Silic, M., and Lowry, P. B. 2020. "Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance," Journal of Management Information Systems (37:1), pp. 129-161.
Stokburger-Sauer, N., Ratneshwar, S., and Sen, S. 2012. "Drivers of Consumer–Brand Identification," International Journal of Research in Marketing (29:4), pp. 406-418.
Suh, A., Wagner, C., and Liu, L. 2018. "Enhancing User Engagement through Gamification," Journal of Computer Information Systems (58:3), pp. 204-213.
Sweetser, P., and Wyeth, P. 2005. "Gameflow: A Model for Evaluating Player Enjoyment in Games," Computers in Entertainment (CIE) (3:3), pp. 3-3.
Tajfel, H. 1982. "Social Psychology of Intergroup Relations," Annual review of psychology (33:1), pp. 1-39.
Tajfel, H., and Turner, J. C. 2004. "The Social Identity Theory of Intergroup Behavior,").
Tajfel, H., Turner, J. C., Austin, W. G., and Worchel, S. 1979. "An Integrative Theory of Intergroup Conflict," Organizational identity: A reader (56:65), pp. 9780203505984-9780203505916.
Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., and Organ, A. 2010. "Defining Media Enjoyment as the Satisfaction of Intrinsic Needs," Journal of communication (60:4), pp. 758-777.
Tobon, S., Ruiz-Alba, J. L., and García-Madariaga, J. 2020. "Gamification and Online Consumer Decisions: Is the Game Over?," Decision Support Systems (128), p. 113167.
Triantoro, T., Gopal, R., Benbunan-Fich, R., and Lang, G. 2020. "Personality and Games: Enhancing Online Surveys through Gamification," Information Technology and Management (21:3), pp. 169-178.
Tuškej, U., Golob, U., and Podnar, K. 2013. "The Role of Consumer–Brand Identification in Building Brand Relationships," Journal of business research (66:1), pp. 53-59.
51
Tuten, T. L., and Ashley, C. 2016. "Do Social Advergames Affect Brand Attitudes and Advocacy?," Journal of Marketing Communications (22:3), pp. 236-255.
van Roy, R., and Zaman, B. 2019. "Unravelling the Ambivalent Motivational Power of Gamification: A Basic Psychological Needs Perspective," International Journal of Human-Computer Studies (127), pp. 38-50.
Vanwesenbeeck, I., Walrave, M., and Ponnet, K. 2017. "Children and Advergames: The Role of Product Involvement, Prior Brand Attitude, Persuasion Knowledge and Game Attitude in Purchase Intentions and Changing Attitudes," International Journal of Advertising (36:4), pp. 520-541.
Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., and Groner, R. 2008. "Playing Online Games against Computer- Vs. Human-Controlled Opponents: Effects on Presence, Flow, and Enjoyment," Computers in Human Behavior (24:5), pp. 2274-2291.
Wise, K., Bolls, P. D., Kim, H., Venkataraman, A., and Meyer, R. 2008. "Enjoyment of Advergames and Brand Attitudes," Journal of Interactive Advertising (9:1), pp. 27-36.
Wolf, T., Weiger, W. H., and Hammerschmidt, M. 2018. "Gamified Digital Services: How Gameful Experiences Drive Continued Service Usage,").
Wolter, J. S., Brach, S., Cronin, J. J., and Bonn, M. 2016. "Symbolic Drivers of Consumer–Brand Identification and Disidentification," Journal of Business Research (69:2), pp. 785-793.
Wu, J., and Liu, D. 2007. "The Effects of Trust and Enjoyment on Intention to Play Online Games," Journal of electronic commerce research (8:2).
Xi, N., and Hamari, J. 2019. "Does Gamification Satisfy Needs? A Study on the Relationship between Gamification Features and Intrinsic Need Satisfaction," International Journal of Information Management (46), pp. 210-221.
Xi, N., and Hamari, J. 2020. "Does Gamification Affect Brand Engagement and Equity? A Study in Online Brand Communities," Journal of Business Research (109), pp. 449-460.
Xu, F., Buhalis, D., and Weber, J. 2017. "Serious Games and the Gamification of Tourism," Tourism Management (60), pp. 244-256.
Yang, Y., Asaad, Y., and Dwivedi, Y. 2017. "Examining the Impact of Gamification on Intention of Engagement and Brand Attitude in the Marketing Context," Computers in Human Behavior (73), pp. 459-469.
Zarantonello, L., and Schmitt, B. H. 2013. "The Impact of Event Marketing on Brand Equity: The Mediating Roles of Brand Experience and Brand Attitude," International journal of advertising (32:2), pp. 255-280.
zh_TW
dc.identifier.doi (DOI) 10.6814/NCCU202201506en_US