學術產出-Theses

Article View/Open

Publication Export

Google ScholarTM

政大圖書館

Citation Infomation

  • No doi shows Citation Infomation
題名 不只是收藏品!非同質化代幣(NFT)究竟是曇花一現還是改變行銷規則的秘密武器?探究心理、社會和科技需求如何影響消費者態度和行爲
Beyond collectibles, is non-fungible token (NFT) a passing fad or game changer for marketers? Examining the role of psychological, social, and technological needs in consumer attitudes and behaviors
作者 楊佳欣
Yang, Chia-Hsin
貢獻者 張郁敏
Chang, Yuh-Miin
楊佳欣
Yang, Chia-Hsin
關鍵詞 非同質化代幣
科技接受模型
使用與滿足理論
符擔性
心理需求
消費者態度
消費者意圖
消費者行為
Non-fungible Token
NFT
Technology acceptance model
Uses and gratification theory
Affordance
Psychological need
Consumer attitude
Consumer intention
Consumer behavior
日期 2023
上傳時間 6-Jul-2023 16:56:41 (UTC+8)
摘要 隨著非同質化代幣(NFT)在市場上成為新興議題,品牌應改變對NFT的態度,不再僅視其為一次性行銷手法、吸引注意力的活動或是單純只是為了跟上流行而販售的產品。相反地,隨著後Cookies 時代來臨及NFT市場的開啟及演進,NFT行銷策略也需要及時調整,其中一種創新方法就是利用NFT空投蒐集消費者個人化數據資料以提升客戶參與度。品牌能透過NFT空投活動連結消費者的NFT錢包,取得錢包資訊分析消費者喜好,更能透過該連結創造持續與消費者溝通的機會。本研究旨在結合科技接受模型(Davis, Bagozzi, & Warshaw, 1989)、使用與滿足理論(Katz & Blumler, 1974)和NFT的符擔性,深入了解台灣Z世代和千禧世代對品牌NFT的內在需求、態度和意圖。我們通過便利和滾雪球抽樣方法進行了網路調查,並使用結構方程模型(SEM)分析了357份有效問卷,以評估提出的模型架構的適用性,並探索消費者需求、態度和對品牌NFT的意圖之間的關係。研究結果顯示,消費者對品牌NFT的內在需求包括個人創新、娛樂、自我展示、社群互動和使用靈活性。在這些需求中,娛樂和使用靈活性與品牌態度和產品態度呈正相關,社群互動需求僅與品牌態度呈正相關。此外,品牌態度與購買品牌NFT的意圖呈正相關,產品態度與獲取免費品牌NFT的意圖和購買品牌NFT的意圖呈正相關。本研究旨在以理論分析提供更深入的消費者洞察,並為行銷人員提供制定有效NFT行銷策略的寶貴建議。
Brand should not view non-fungible tokens (NFTs) airdropping as a one-time marketing stunt or attention-grabbing campaign. Instead, it should be seen as an opportunity to enhance customer engagement. As the NFT market evolves, marketing strategies need to adapt swiftly, and one innovative approach is the utilization of NFT airdrops and launches. The objective of this research is to utilize the Technology Acceptance Model (Davis et al., 1989) and integrate it with the concept of the Uses and Gratification Theory (Katz & Blumler, 1974). The study seeks to gain insights into the NFT-affordance-based psychological needs, attitudes, and intentions of Taiwanese Generation Z and Millennial consumers toward branded NFTs. The online survey utilized convenience and snowball sampling methods, and a sample of 357 valid responses was analyzed using structural equation modeling (SEM) to assess the suitability of the proposed framework and explore the relationships between consumer needs, attitudes, and intentions toward branded NFTs. The results revealed that consumers` desire for branded NFTs encompasses five distinct needs: personal innovativeness, entertainment, self-presentation, community interaction, and access flexibility. Among these needs, entertainment and access flexibility were found to have a positive association with both brand attitude and branded NFT attitude. Community interaction need showed a positive association with brand attitude. Furthermore, brand attitude demonstrated a positive association with purchase intention, while branded NFT attitude showed positive associations with both purchase intention and receive free branded NFT intention. The objective of this study is to offer deeper insights into the context of branded NFTs and provide valuable suggestions for shaping effective NFT marketing strategies.
參考文獻 程倚華. (2022). 美而快進軍NFT簽下33隻無聊猿!如何與電商、網紅孵化的成功模式結合?. Retrieved from https://www.bnext.com.tw/article/67798/united-recommend-white-labs
程倚華. (2023, 2023.01.06). 甩脫NFT炒作標籤!EchoX進擊客戶關係管理,目標深耕會員經營市場. 數位時代 BusinessNext. Retrieved from https://www.bnext.com.tw/article/73526/nft-echox-jan-mag
Abrar, M., Sibtain, M. M., & Shabbir, R. (2021). Understanding purchase intention towards eco-friendly clothing for generation Y & Z. Cogent Business & Management, 8(1), 1997247.
Afif, M. Z., Belgiawan, P. F., & Ramdani, M. A. (2022). Are Gamers Satisfied with Their Money Spent on Virtual Goods in Online Games? Understanding Gamers Satisfaction based on Perceived Values and Purchasing Motivation. Management and Economics Review, 7(2), 119-140.
Al Shibly, H. (2009). A Characterisation of Consumer Empowerment Drawn from Three Views of Power. ABAC journal, 29(3).
Alkhudary, R., Belvaux, B., & Guibert, N. (2022). Understanding non-fungible tokens (NFTs): insights on consumption practices and a research agenda. Marketing Letters, 1-16.
Anderson, R. E., & Srinivasan, S. S. (2003). E‐satisfaction and e‐loyalty: A contingency framework. Psychology & marketing, 20(2), 123-138.
Anshu, K., Gaur, L., & Singh, G. (2022). Impact of customer experience on attitude and repurchase intention in online grocery retailing: A moderation mechanism of value Co-creation. Journal of Retailing and Consumer Services, 64, 102798.
Audrezet, A., De Kerviler, G., & Moulard, J. G. (2020). Authenticity under threat: When social media influencers need to go beyond self-presentation. Journal of Business Research, 117, 557-569.
Bambysheva, N. (2021). NFT Market Generated Over $23 Billion In Trading Volume In 2021. Forbes. Retrieved from https://www.forbes.com/sites/ninabambysheva/2021/12/23/nfts-generated-over-23-billion-in-trading-volume-in-2021/?sh=6e7d194f5f0a
Bao, H., & Roubaud, D. (2022). Non-Fungible Token: A Systematic Review and Research Agenda. Journal of Risk and Financial Management, 15(5), 215.
Bentler, P. M., & Bonett, D. G. (1980). Significance tests and goodness of fit in the analysis of covariance structures. Psychological bulletin, 88(3), 588.
Blumer, H. (1986). Symbolic interactionism: Perspective and method: Univ of California Press.
Bollen, K. A., & Long, J. S. (1993). Testing structural equation models (Vol. 154): Sage.
Bonaparte, Y. (2021). On the Portfolio Choice of Crypto Asset Class: Why the Millennials Own Crypto? Available at SSRN 3829275.
Bowden, A., Fox-Rushby, J., Nyandieka, L., & Wanjau, J. (2002). Methods for pre-testing and piloting survey questions: illustrations from the KENQOL survey of health-related quality of life. Health policy and planning, 17(3), 322-330.
Bransford, J. D., & Johnson, M. K. (1972). Contextual prerequisites for understanding: Some investigations of comprehension and recall. Journal of verbal learning and verbal behavior, 11(6), 717-726.
Brown, T. A. (2015). Confirmatory factor analysis for applied research: Guilford publications.
Buterin, V. (2014). A next-generation smart contract and decentralized application platform. white paper, 3(37), 2-1.
Cai, J., Wohn, D. Y., & Freeman, G. (2019). Who purchases and why? Explaining motivations for in-game purchasing in the online survival game Fortnite. Paper presented at the Proceedings of the annual symposium on computer-human interaction in play.
CHAINALYSIS. (2022). Report Preview: The 2021 NFT Market Explained [UPDATED 1/13/22]. Retrieved from https://blog.chainalysis.com/reports/nft-market-report-preview-2021/
Chen, H., & Chen, H. (2022). Investigating the intention to purchase virtual goods in social networking service games: a self-presentation perspective. Behaviour & Information Technology, 41(6), 1171-1184.
Cheung, G. W., & Lau, R. S. (2008). Testing mediation and suppression effects of latent variables: Bootstrapping with structural equation models. Organizational research methods, 11(2), 296-325.
Chohan, R., & Paschen, J. (2021). What marketers need to know about non-fungible tokens (NFTs). Business Horizons.
Close, A. G., & Kukar-Kinney, M. (2010). Beyond buying: Motivations behind consumers` online shopping cart use. Journal of Business Research, 63(9-10), 986-992.
Coelho, P. S., Rita, P., & Santos, Z. R. (2018). On the relationship between consumer-brand identification, brand community, and brand loyalty. Journal of Retailing and Consumer Services, 43, 101-110.
Converse, J. M., & Presser, S. (1986). Survey questions: Handcrafting the standardized questionnaire (Vol. 63): Sage.
Cova, B., & Pace, S. (2006). Brand community of convenience products: new forms of customer empowerment–the case “my Nutella The Community”. European Journal of Marketing.
Curran, J. M., & Meuter, M. L. (2005). Self‐service technology adoption: comparing three technologies. Journal of services marketing.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS quarterly, 319-340.
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management science, 35(8), 982-1003.
Deutsch, M., & Krauss, R. (1965). Social psychology: New York: Basic Books.
Dholakia, U. M., Bagozzi, R. P., & Pearo, L. K. (2004). A social influence model of consumer participation in network-and small-group-based virtual communities. International Journal of Research in Marketing, 21(3), 241-263.
Dimock, M. (2019). Defining generations: Where Millennials end and Generation Z begins. Pew Research Center, 17(1), 1-7.
Etikan, I., Musa, S. A., & Alkassim, R. S. (2016). Comparison of convenience sampling and purposive sampling. American journal of theoretical and applied statistics, 5(1), 1-4.
Evans, J. R., & Mathur, A. (2005). The value of online surveys. Internet research, 15(2), 195-219.
Fornell, C., & Larcker, D. F. (1981). Structural equation models with unobservable variables and measurement error: Algebra and statistics. In: Sage Publications Sage CA: Los Angeles, CA.
Garrod, P., & Weller, J. (2004). Ebooks in UK Public Libraries: where we are now and the way ahead: UKOLN.
Gentina, E., Shrum, L., & Lowrey, T. M. (2016). Teen attitudes toward luxury fashion brands from a social identity perspective: A cross-cultural study of French and US teenagers. Journal of Business Research, 69(12), 5785-5792.
George, D., & Mallery, P. (2003). edition 4. SPSS for Windows step by step: A simple guide and reference. 11.0 update. In: Boston. Allyn & Bacon.
Ghorbanzadeh, D., & Shabbir, M. S. (2023). The role of country of origin image, brand image and eWOM in the intention to receive the Sinopharm vaccine. Journal of Social Marketing(ahead-of-print).
Goffman, E. (1959). The presentation of self in everyday life/Erving Goffman. In: NY.
Goodman, L. A. (1961). Snowball sampling. The annals of mathematical statistics, 148-170.
Guidi, B., & Michienzi, A. (2023). From NFT 1.0 to NFT 2.0: A Review of the Evolution of Non-Fungible Tokens. Future Internet, 15(6), 189.
Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., & Tatham, R. L. (2006). Multivariate data analysis (Vol. 6).
Hanemann, W. M. (1991). Willingness to pay and willingness to accept: how much can they differ? The American Economic Review, 81(3), 635-647.
Hsiao, K.-L., & Chen, C.-C. (2016). What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty. Electronic commerce research and applications, 16, 18-29.
Hsu, C.-L., & Lin, J. C.-C. (2015). What drives purchase intention for paid mobile apps?–An expectation confirmation model with perceived value. Electronic commerce research and applications, 14(1), 46-57.
Hsu, C.-L., & Lu, H.-P. (2007). Consumer behavior in online game communities: A motivational factor perspective. Computers in Human Behavior, 23(3), 1642-1659.
Hu, L. t., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural equation modeling: a multidisciplinary journal, 6(1), 1-55.
Huang, T., Bao, Z., & Li, Y. (2017). Why do players purchase in mobile social network games? An examination of customer engagement and of uses and gratifications theory. Program.
Hull, C. L. (1943). Principles of behavior: An introduction to behavior theory.
Hung, H.-Y. (2014). Attachment, identification, and loyalty: Examining mediating mechanisms across brand and brand community contexts. Journal of Brand Management, 21(7-8), 594-614.
Hwang, J., Abbas, J., Joo, K., Choo, S.-W., & Hyun, S. S. (2022). The effects of types of service providers on experience economy, brand attitude, and brand loyalty in the restaurant industry. International Journal of Environmental Research and Public Health, 19(6), 3430.
Hwang, J., Kim, H., & Kim, W. (2019). Investigating motivated consumer innovativeness in the context of drone food delivery services. Journal of Hospitality and Tourism Management, 38, 102-110.
Jackson, S. (2023). How to use an AI generate art system to make NFT for free.
Jang, H., Olfman, L., Ko, I., Koh, J., & Kim, K. (2008). The influence of on-line brand community characteristics on community commitment and brand loyalty. International journal of electronic commerce, 12(3), 57-80.
Jiao, Z., Chen, J., & Kim, E. (2021). Modeling the use of online knowledge community: a perspective of needs-affordances-features. Computational Intelligence and Neuroscience, 2021.
Jung, J., Chan-Olmsted, S., Park, B., & Kim, Y. (2012). Factors affecting e-book reader awareness, interest, and intention to use. new media & society, 14(2), 204-224.
Karahanna, E., Xu, S. X., Xu, Y., & Zhang, N. A. (2018). The needs–affordances–features perspective for the use of social media. MIS quarterly, 42(3), 737-756.
Katz, E., & Blumler, J. G. (1974). The uses of mass communications: Current perspectives on gratifications research.
Katz, E., & Foulkes, D. (1962). On the use of the mass media as “escape”: Clarification of a concept. Public opinion quarterly, 26(3), 377-388.
Kim, D., Lee, M. J., Ki, W., & Kim, D. (2022). Exploring the Role of User-Driven Communities in NFT Valuation: A Case Study of Discord. Journal of Multimedia Information System, 9(4), 299-314.
Kim, H.-W., Chan, H. C., & Kankanhalli, A. (2012). What motivates people to purchase digital items on virtual community websites? The desire for online self-presentation. Information systems research, 23(4), 1232-1245.
Kim, Y.-J., & Kim, B.-Y. (2020). The purchase motivations and continuous use intention of online subscription services. International Journal of Management, 11(11).
Ko, H., Cho, C.-H., & Roberts, M. S. (2005). Internet uses and gratifications: A structural equation model of interactive advertising. Journal of advertising, 34(2), 57-70.
Kuehnl, C., Jozic, D., & Homburg, C. (2019). Effective customer journey design: consumers’ conception, measurement, and consequences. Journal of the Academy of Marketing Science, 47, 551-568.
Kuo, Y.-F., & Feng, L.-H. (2013). Relationships among community interaction characteristics, perceived benefits, community commitment, and oppositional brand loyalty in online brand communities. International Journal of Information Management, 33(6), 948-962.
Lamba, S. S., & Malik, R. (2022). Into the metaverse: Marketing to Gen Z consumers. In Applying Metalytics to Measure Customer Experience in the Metaverse (pp. 92-98): IGI Global.
Lee, D. K. (2016). Alternatives to P value: confidence interval and effect size. Korean journal of anesthesiology, 69(6), 555-562.
Lehdonvirta, V. (2009). Virtual item sales as a revenue model: identifying attributes that drive purchase decisions. Electronic commerce research, 9(1), 97-113.
Lemmetyinen, A., Dimitrovski, D., Nieminen, L., & Pohjola, T. (2016). Cruise destination brand awareness as a moderator in motivation-satisfaction relation. Tourism Review, 71(4), 245-258.
Lenzner, T., Neuert, C., & Otto, W. (2016). Cognitive pretesting. GESIS survey guidelines, 3.
Li, J., Wang, J., Wangh, S., & Zhou, Y. (2019). Mobile payment with alipay: An application of extended technology acceptance model. IEEE Access, 7, 50380-50387.
Liao, F., Wei, Q., Li, A., & Yang, J. (2023). Link Virtual Community Interaction and Citizenship Behavior of Fitness Club Customers: The Role of Psychological Empowerment and Sense of Community. Sustainability, 15(3), 2455.
Lien, C. H., & Cao, Y. (2014). Examining WeChat users’ motivations, trust, attitudes, and positive word-of-mouth: Evidence from China. Computers in Human Behavior, 41, 104-111.
Lopez, M., Sicilia, M., & Moyeda-Carabaza, A. A. (2017). Creating identification with brand communities on Twitter: The balance between need for affiliation and need for uniqueness. Internet research, 27(1), 21-51.
Ma, Y. (2021). To shop or not: Understanding Chinese consumers’ live-stream shopping intentions from the perspectives of uses and gratifications, perceived network size, perceptions of digital celebrities, and shopping orientations. Telematics and Informatics, 59, 101562.
Manis, K. T., & Choi, D. (2019). The virtual reality hardware acceptance model (VR-HAM): Extending and individuating the technology acceptance model (TAM) for virtual reality hardware. Journal of Business Research, 100, 503-513.
Marder, B., Gattig, D., Collins, E., Pitt, L., Kietzmann, J., & Erz, A. (2019). The Avatar`s new clothes: Understanding why players purchase non-functional items in free-to-play games. Computers in Human Behavior, 91, 72-83.
Marsh, H. W., Balla, J. R., & McDonald, R. P. (1988). Goodness-of-fit indexes in confirmatory factor analysis: The effect of sample size. Psychological bulletin, 103(3), 391.
Marsh, H. W., & Hocevar, D. (1985). Application of confirmatory factor analysis to the study of self-concept: First-and higher order factor models and their invariance across groups. Psychological bulletin, 97(3), 562.
Meixner, O., Dittmann, J., & Haas, R. (2022). Online food shopping under COVID-19–a technology acceptance model to evaluate consumption motives and barriers. Proceedings in Food System Dynamics, 64-74.
Menon, B. (2017). Determining factors of brand attitude towards private label fashion wear. Journal of Management Research, 17(4), 232-243.
METAV.RS. (2022). NFT market– statistics 2021-2023. Retrieved from https://metav.rs/blog/nft-market-statistics-2021-2022/
Myrick, J. G., Holton, A. E., Himelboim, I., & Love, B. (2016). # Stupidcancer: exploring a typology of social support and the role of emotional expression in a social media community. Health communication, 31(5), 596-605.
Ng, J. (2023). Which Industry has the Most Brand NFTs? Retrieved from https://www.coingecko.com/research/publications/industries-with-brand-nfts
Oldenburg, R. (1989). The great good place: Cafés, coffee shops, community centers, beauty parlors, general stores, bars, hangouts, and how they get you through the day: Paragon House Publishers.
Osterwalder, A., Pigneur, Y., Bernarda, G., & Smith, A. (2015). Value proposition design: How to create products and services customers want: John Wiley & Sons.
Pires, G. D., Stanton, J., & Rita, P. (2006). The internet, consumer empowerment and marketing strategies. European Journal of Marketing, 40(9/10), 936-949.
Png, I. P., & Reitman, D. (1995). Why are some products branded and others not? The Journal of Law and Economics, 38(1), 207-224.
Prahalad, C. K., & Ramaswamy, V. (2004). Co-creation experiences: The next practice in value creation. Journal of interactive marketing, 18(3), 5-14.
Prathivi, M. D. G., & Oktavio, A. (2022). STUDY OF METAVERSE: INFLUENCE OF DISCORD VIRTUAL COMMUNITY TO PURCHASE INTENTION OF NON-FUNGIBLE TOKEN (NFT). JMBI UNSRAT (Jurnal Ilmiah Manajemen Bisnis dan Inovasi Universitas Sam Ratulangi). 9(2).
Preacher, K. J., & Hayes, A. F. (2008). Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models. Behavior research methods, 40(3), 879-891.
Putra, T. A., Hayat, B., & Latifa, R. (2019). Why do we buy virtual goods? Paper presented at the 2019 7th International Conference on Cyber and IT Service Management (CITSM).
Raman, P. (2019). Understanding female consumers’ intention to shop online: The role of trust, convenience and customer service. Asia Pacific Journal of Marketing and Logistics.
Rauschnabel, P. A., & Ro, Y. K. (2016). Augmented reality smart glasses: An investigation of technology acceptance drivers. International Journal of Technology Marketing, 11(2), 123-148.
Rauschnabel, P. A., Rossmann, A., & tom Dieck, M. C. (2017). An adoption framework for mobile augmented reality games: The case of Pokémon Go. Computers in Human Behavior, 76, 276-286.
Raza, S. A., Shah, N., & Ali, M. (2018). Acceptance of mobile banking in Islamic banks: evidence from modified UTAUT model. Journal of Islamic marketing.
Rui, J. R., & Stefanone, M. A. (2016). The desire for fame: An extension of uses and gratifications theory. Communication Studies, 67(4), 399-418.
Schmidt, W. C. (1997). World-Wide Web survey research: Benefits, potential problems, and solutions. Behavior research methods, instruments, & computers, 29(2), 274-279.
Schreiber, J. B., Nora, A., Stage, F. K., Barlow, E. A., & King, J. (2006). Reporting structural equation modeling and confirmatory factor analysis results: A review. The Journal of educational research, 99(6), 323-338.
Sharma, T., Zhou, Z., Huang, Y., & Wang, Y. (2022). " It`s A Blessing and A Curse": Unpacking Creators` Practices with Non-Fungible Tokens (NFTs) and Their Communities. arXiv preprint arXiv:2201.13233.
Shepherd, D. A., & DeTienne, D. R. (2005). Prior knowledge, potential financial reward, and opportunity identification. Entrepreneurship theory and practice, 29(1), 91-112.
Sheth, J. N. (2020). Borderless media: Rethinking international marketing. Journal of International Marketing, 28(1), 3-12.
Sin, S.-C. J., & Kim, K.-S. (2013). International students` everyday life information seeking: The informational value of social networking sites. Library & Information Science Research, 35(2), 107-116.
Sittivangkul, K., Arreeras, T., & Tiwong, S. (2022). Perception and clustering analysis towards cryptocurrency investment decision using machine learning. Paper presented at the 2022 International Conference on Decision Aid Sciences and Applications (DASA).
Sloane, G. (2022). HOW NFTS ARE USED BY BRANDS TO COLLECT CUSTOMER DATA. Adage. Retrieved from https://adage.com/article/digital-marketing-ad-tech-news/how-nfts-are-used-brands-collect-customer-data/2428416
Sundar, S. S., & Limperos, A. M. (2013). Uses and grats 2.0: New gratifications for new media. Journal of Broadcasting & Electronic Media, 57(4), 504-525.
Sundararajan, A. (2022). How Your Brand Should Use NFTs. Harvard Business Review.
Sweeney, J. C., & Soutar, G. N. (2001). Consumer perceived value: The development of a multiple item scale. Journal of retailing, 77(2), 203-220.
Taherdoost, H. (2016). Sampling methods in research methodology; how to choose a sampling technique for research. How to choose a sampling technique for research (April 10, 2016).
Thakur, R., Angriawan, A., & Summey, J. H. (2016). Technological opinion leadership: The role of personal innovativeness, gadget love, and technological innovativeness. Journal of Business Research, 69(8), 2764-2773.
Van Doorn, J., Lemon, K. N., Mittal, V., Nass, S., Pick, D., Pirner, P., & Verhoef, P. C. (2010). Customer engagement behavior: Theoretical foundations and research directions. Journal of service research, 13(3), 253-266.
Venkatesh, V., Thong, J. Y., & Xu, X. (2012). Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. MIS quarterly, 157-178.
Viswanath, B., Mislove, A., Cha, M., & Gummadi, K. P. (2009). On the evolution of user interaction in facebook. Paper presented at the Proceedings of the 2nd ACM workshop on Online social networks.
Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication theory, 14(4), 388-408.
Wang, J. (2022). Is Direct-To-Wallet The New Direct-To-Consumer? Retrieved from https://www.forbes.com/sites/jennywang/2022/11/03/is-direct-to-wallet-the-new-direct-to-consumer/?sh=726ebb0201b4
Wang, Q., Li, R., Wang, Q., & Chen, S. (2021). Non-fungible token (NFT): Overview, evaluation, opportunities and challenges. arXiv preprint arXiv:2105.07447.
Wang, Y., & Chen, H. (2020). Self-presentation and interactivity: luxury branding on social media. Journal of Product & Brand Management.
Wood, S. (2013). Generation Z as consumers: trends and innovation. Institute for Emerging Issues: NC State University, 119(9), 7767-7779.
Yussof, S. A., & Al-Harthy, A. M. H. (2018). Cryptocurrency as an alternative currency in Malaysia: issues and challenges. ICR journal, 9(1), 48-65.
Zhu, D. H., & Chang, Y. P. (2014). Investigating consumer attitude and intention toward free trials of technology-based services. Computers in Human Behavior, 30, 328-334.
描述 碩士
國立政治大學
國際傳播英語碩士學位學程(IMICS)
109461007
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0109461007
資料類型 thesis
dc.contributor.advisor 張郁敏zh_TW
dc.contributor.advisor Chang, Yuh-Miinen_US
dc.contributor.author (Authors) 楊佳欣zh_TW
dc.contributor.author (Authors) Yang, Chia-Hsinen_US
dc.creator (作者) 楊佳欣zh_TW
dc.creator (作者) Yang, Chia-Hsinen_US
dc.date (日期) 2023en_US
dc.date.accessioned 6-Jul-2023 16:56:41 (UTC+8)-
dc.date.available 6-Jul-2023 16:56:41 (UTC+8)-
dc.date.issued (上傳時間) 6-Jul-2023 16:56:41 (UTC+8)-
dc.identifier (Other Identifiers) G0109461007en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/145905-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 國際傳播英語碩士學位學程(IMICS)zh_TW
dc.description (描述) 109461007zh_TW
dc.description.abstract (摘要) 隨著非同質化代幣(NFT)在市場上成為新興議題,品牌應改變對NFT的態度,不再僅視其為一次性行銷手法、吸引注意力的活動或是單純只是為了跟上流行而販售的產品。相反地,隨著後Cookies 時代來臨及NFT市場的開啟及演進,NFT行銷策略也需要及時調整,其中一種創新方法就是利用NFT空投蒐集消費者個人化數據資料以提升客戶參與度。品牌能透過NFT空投活動連結消費者的NFT錢包,取得錢包資訊分析消費者喜好,更能透過該連結創造持續與消費者溝通的機會。本研究旨在結合科技接受模型(Davis, Bagozzi, & Warshaw, 1989)、使用與滿足理論(Katz & Blumler, 1974)和NFT的符擔性,深入了解台灣Z世代和千禧世代對品牌NFT的內在需求、態度和意圖。我們通過便利和滾雪球抽樣方法進行了網路調查,並使用結構方程模型(SEM)分析了357份有效問卷,以評估提出的模型架構的適用性,並探索消費者需求、態度和對品牌NFT的意圖之間的關係。研究結果顯示,消費者對品牌NFT的內在需求包括個人創新、娛樂、自我展示、社群互動和使用靈活性。在這些需求中,娛樂和使用靈活性與品牌態度和產品態度呈正相關,社群互動需求僅與品牌態度呈正相關。此外,品牌態度與購買品牌NFT的意圖呈正相關,產品態度與獲取免費品牌NFT的意圖和購買品牌NFT的意圖呈正相關。本研究旨在以理論分析提供更深入的消費者洞察,並為行銷人員提供制定有效NFT行銷策略的寶貴建議。zh_TW
dc.description.abstract (摘要) Brand should not view non-fungible tokens (NFTs) airdropping as a one-time marketing stunt or attention-grabbing campaign. Instead, it should be seen as an opportunity to enhance customer engagement. As the NFT market evolves, marketing strategies need to adapt swiftly, and one innovative approach is the utilization of NFT airdrops and launches. The objective of this research is to utilize the Technology Acceptance Model (Davis et al., 1989) and integrate it with the concept of the Uses and Gratification Theory (Katz & Blumler, 1974). The study seeks to gain insights into the NFT-affordance-based psychological needs, attitudes, and intentions of Taiwanese Generation Z and Millennial consumers toward branded NFTs. The online survey utilized convenience and snowball sampling methods, and a sample of 357 valid responses was analyzed using structural equation modeling (SEM) to assess the suitability of the proposed framework and explore the relationships between consumer needs, attitudes, and intentions toward branded NFTs. The results revealed that consumers` desire for branded NFTs encompasses five distinct needs: personal innovativeness, entertainment, self-presentation, community interaction, and access flexibility. Among these needs, entertainment and access flexibility were found to have a positive association with both brand attitude and branded NFT attitude. Community interaction need showed a positive association with brand attitude. Furthermore, brand attitude demonstrated a positive association with purchase intention, while branded NFT attitude showed positive associations with both purchase intention and receive free branded NFT intention. The objective of this study is to offer deeper insights into the context of branded NFTs and provide valuable suggestions for shaping effective NFT marketing strategies.en_US
dc.description.tableofcontents Chapter one - Introduction 1
Chapter two - Literature Review 7
2.1 Technology Acceptance Model (TAM) 7
2.2 Uses and Gratifications Theory (UGT) 11
2.3 Needs for Owning Branded NFT 14
2.3.1 Needs and Attitude 24
Chapter three - Methodology 31
3.1 Survey Method 31
3.1.1 Population and Sampling Method 32
3.1.2 Pretest 34
3.1.3 Procedure 36
3.2 Measures 39
3.2.1 Needs for Owning Branded NFT 39
3.2.2 Brand Attitude and Branded NFT Attitude 43
3.2.3 Purchase Intention and Receive Free Branded NFT Intention 44
Chapter four - Result 45
4.1 Sample 45
4.2 Reliability and Descriptive Analysis 47
4.3 Testing Research Question 49
4.4 Testing Hypotheses 53
4.5 Additional Analysis for Mediation Effect 57
Chapter five - Discussion and Conclusion 59
5.1 Branded NFT Needs 59
5.2 Needs and Attitudes 61
5.3 Mediation Effect 64
5.4 Attitudes and Intentions 65
5.5 Theoretical Implication 65
5.6 Practical Implication 66
5.7 Limitations and Future Research 67
5.8 Conclusions 70
Reference 73
Appendix 82
zh_TW
dc.format.extent 2531657 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0109461007en_US
dc.subject (關鍵詞) 非同質化代幣zh_TW
dc.subject (關鍵詞) 科技接受模型zh_TW
dc.subject (關鍵詞) 使用與滿足理論zh_TW
dc.subject (關鍵詞) 符擔性zh_TW
dc.subject (關鍵詞) 心理需求zh_TW
dc.subject (關鍵詞) 消費者態度zh_TW
dc.subject (關鍵詞) 消費者意圖zh_TW
dc.subject (關鍵詞) 消費者行為zh_TW
dc.subject (關鍵詞) Non-fungible Tokenen_US
dc.subject (關鍵詞) NFTen_US
dc.subject (關鍵詞) Technology acceptance modelen_US
dc.subject (關鍵詞) Uses and gratification theoryen_US
dc.subject (關鍵詞) Affordanceen_US
dc.subject (關鍵詞) Psychological needen_US
dc.subject (關鍵詞) Consumer attitudeen_US
dc.subject (關鍵詞) Consumer intentionen_US
dc.subject (關鍵詞) Consumer behavioren_US
dc.title (題名) 不只是收藏品!非同質化代幣(NFT)究竟是曇花一現還是改變行銷規則的秘密武器?探究心理、社會和科技需求如何影響消費者態度和行爲zh_TW
dc.title (題名) Beyond collectibles, is non-fungible token (NFT) a passing fad or game changer for marketers? Examining the role of psychological, social, and technological needs in consumer attitudes and behaviorsen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 程倚華. (2022). 美而快進軍NFT簽下33隻無聊猿!如何與電商、網紅孵化的成功模式結合?. Retrieved from https://www.bnext.com.tw/article/67798/united-recommend-white-labs
程倚華. (2023, 2023.01.06). 甩脫NFT炒作標籤!EchoX進擊客戶關係管理,目標深耕會員經營市場. 數位時代 BusinessNext. Retrieved from https://www.bnext.com.tw/article/73526/nft-echox-jan-mag
Abrar, M., Sibtain, M. M., & Shabbir, R. (2021). Understanding purchase intention towards eco-friendly clothing for generation Y & Z. Cogent Business & Management, 8(1), 1997247.
Afif, M. Z., Belgiawan, P. F., & Ramdani, M. A. (2022). Are Gamers Satisfied with Their Money Spent on Virtual Goods in Online Games? Understanding Gamers Satisfaction based on Perceived Values and Purchasing Motivation. Management and Economics Review, 7(2), 119-140.
Al Shibly, H. (2009). A Characterisation of Consumer Empowerment Drawn from Three Views of Power. ABAC journal, 29(3).
Alkhudary, R., Belvaux, B., & Guibert, N. (2022). Understanding non-fungible tokens (NFTs): insights on consumption practices and a research agenda. Marketing Letters, 1-16.
Anderson, R. E., & Srinivasan, S. S. (2003). E‐satisfaction and e‐loyalty: A contingency framework. Psychology & marketing, 20(2), 123-138.
Anshu, K., Gaur, L., & Singh, G. (2022). Impact of customer experience on attitude and repurchase intention in online grocery retailing: A moderation mechanism of value Co-creation. Journal of Retailing and Consumer Services, 64, 102798.
Audrezet, A., De Kerviler, G., & Moulard, J. G. (2020). Authenticity under threat: When social media influencers need to go beyond self-presentation. Journal of Business Research, 117, 557-569.
Bambysheva, N. (2021). NFT Market Generated Over $23 Billion In Trading Volume In 2021. Forbes. Retrieved from https://www.forbes.com/sites/ninabambysheva/2021/12/23/nfts-generated-over-23-billion-in-trading-volume-in-2021/?sh=6e7d194f5f0a
Bao, H., & Roubaud, D. (2022). Non-Fungible Token: A Systematic Review and Research Agenda. Journal of Risk and Financial Management, 15(5), 215.
Bentler, P. M., & Bonett, D. G. (1980). Significance tests and goodness of fit in the analysis of covariance structures. Psychological bulletin, 88(3), 588.
Blumer, H. (1986). Symbolic interactionism: Perspective and method: Univ of California Press.
Bollen, K. A., & Long, J. S. (1993). Testing structural equation models (Vol. 154): Sage.
Bonaparte, Y. (2021). On the Portfolio Choice of Crypto Asset Class: Why the Millennials Own Crypto? Available at SSRN 3829275.
Bowden, A., Fox-Rushby, J., Nyandieka, L., & Wanjau, J. (2002). Methods for pre-testing and piloting survey questions: illustrations from the KENQOL survey of health-related quality of life. Health policy and planning, 17(3), 322-330.
Bransford, J. D., & Johnson, M. K. (1972). Contextual prerequisites for understanding: Some investigations of comprehension and recall. Journal of verbal learning and verbal behavior, 11(6), 717-726.
Brown, T. A. (2015). Confirmatory factor analysis for applied research: Guilford publications.
Buterin, V. (2014). A next-generation smart contract and decentralized application platform. white paper, 3(37), 2-1.
Cai, J., Wohn, D. Y., & Freeman, G. (2019). Who purchases and why? Explaining motivations for in-game purchasing in the online survival game Fortnite. Paper presented at the Proceedings of the annual symposium on computer-human interaction in play.
CHAINALYSIS. (2022). Report Preview: The 2021 NFT Market Explained [UPDATED 1/13/22]. Retrieved from https://blog.chainalysis.com/reports/nft-market-report-preview-2021/
Chen, H., & Chen, H. (2022). Investigating the intention to purchase virtual goods in social networking service games: a self-presentation perspective. Behaviour & Information Technology, 41(6), 1171-1184.
Cheung, G. W., & Lau, R. S. (2008). Testing mediation and suppression effects of latent variables: Bootstrapping with structural equation models. Organizational research methods, 11(2), 296-325.
Chohan, R., & Paschen, J. (2021). What marketers need to know about non-fungible tokens (NFTs). Business Horizons.
Close, A. G., & Kukar-Kinney, M. (2010). Beyond buying: Motivations behind consumers` online shopping cart use. Journal of Business Research, 63(9-10), 986-992.
Coelho, P. S., Rita, P., & Santos, Z. R. (2018). On the relationship between consumer-brand identification, brand community, and brand loyalty. Journal of Retailing and Consumer Services, 43, 101-110.
Converse, J. M., & Presser, S. (1986). Survey questions: Handcrafting the standardized questionnaire (Vol. 63): Sage.
Cova, B., & Pace, S. (2006). Brand community of convenience products: new forms of customer empowerment–the case “my Nutella The Community”. European Journal of Marketing.
Curran, J. M., & Meuter, M. L. (2005). Self‐service technology adoption: comparing three technologies. Journal of services marketing.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS quarterly, 319-340.
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management science, 35(8), 982-1003.
Deutsch, M., & Krauss, R. (1965). Social psychology: New York: Basic Books.
Dholakia, U. M., Bagozzi, R. P., & Pearo, L. K. (2004). A social influence model of consumer participation in network-and small-group-based virtual communities. International Journal of Research in Marketing, 21(3), 241-263.
Dimock, M. (2019). Defining generations: Where Millennials end and Generation Z begins. Pew Research Center, 17(1), 1-7.
Etikan, I., Musa, S. A., & Alkassim, R. S. (2016). Comparison of convenience sampling and purposive sampling. American journal of theoretical and applied statistics, 5(1), 1-4.
Evans, J. R., & Mathur, A. (2005). The value of online surveys. Internet research, 15(2), 195-219.
Fornell, C., & Larcker, D. F. (1981). Structural equation models with unobservable variables and measurement error: Algebra and statistics. In: Sage Publications Sage CA: Los Angeles, CA.
Garrod, P., & Weller, J. (2004). Ebooks in UK Public Libraries: where we are now and the way ahead: UKOLN.
Gentina, E., Shrum, L., & Lowrey, T. M. (2016). Teen attitudes toward luxury fashion brands from a social identity perspective: A cross-cultural study of French and US teenagers. Journal of Business Research, 69(12), 5785-5792.
George, D., & Mallery, P. (2003). edition 4. SPSS for Windows step by step: A simple guide and reference. 11.0 update. In: Boston. Allyn & Bacon.
Ghorbanzadeh, D., & Shabbir, M. S. (2023). The role of country of origin image, brand image and eWOM in the intention to receive the Sinopharm vaccine. Journal of Social Marketing(ahead-of-print).
Goffman, E. (1959). The presentation of self in everyday life/Erving Goffman. In: NY.
Goodman, L. A. (1961). Snowball sampling. The annals of mathematical statistics, 148-170.
Guidi, B., & Michienzi, A. (2023). From NFT 1.0 to NFT 2.0: A Review of the Evolution of Non-Fungible Tokens. Future Internet, 15(6), 189.
Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., & Tatham, R. L. (2006). Multivariate data analysis (Vol. 6).
Hanemann, W. M. (1991). Willingness to pay and willingness to accept: how much can they differ? The American Economic Review, 81(3), 635-647.
Hsiao, K.-L., & Chen, C.-C. (2016). What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty. Electronic commerce research and applications, 16, 18-29.
Hsu, C.-L., & Lin, J. C.-C. (2015). What drives purchase intention for paid mobile apps?–An expectation confirmation model with perceived value. Electronic commerce research and applications, 14(1), 46-57.
Hsu, C.-L., & Lu, H.-P. (2007). Consumer behavior in online game communities: A motivational factor perspective. Computers in Human Behavior, 23(3), 1642-1659.
Hu, L. t., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural equation modeling: a multidisciplinary journal, 6(1), 1-55.
Huang, T., Bao, Z., & Li, Y. (2017). Why do players purchase in mobile social network games? An examination of customer engagement and of uses and gratifications theory. Program.
Hull, C. L. (1943). Principles of behavior: An introduction to behavior theory.
Hung, H.-Y. (2014). Attachment, identification, and loyalty: Examining mediating mechanisms across brand and brand community contexts. Journal of Brand Management, 21(7-8), 594-614.
Hwang, J., Abbas, J., Joo, K., Choo, S.-W., & Hyun, S. S. (2022). The effects of types of service providers on experience economy, brand attitude, and brand loyalty in the restaurant industry. International Journal of Environmental Research and Public Health, 19(6), 3430.
Hwang, J., Kim, H., & Kim, W. (2019). Investigating motivated consumer innovativeness in the context of drone food delivery services. Journal of Hospitality and Tourism Management, 38, 102-110.
Jackson, S. (2023). How to use an AI generate art system to make NFT for free.
Jang, H., Olfman, L., Ko, I., Koh, J., & Kim, K. (2008). The influence of on-line brand community characteristics on community commitment and brand loyalty. International journal of electronic commerce, 12(3), 57-80.
Jiao, Z., Chen, J., & Kim, E. (2021). Modeling the use of online knowledge community: a perspective of needs-affordances-features. Computational Intelligence and Neuroscience, 2021.
Jung, J., Chan-Olmsted, S., Park, B., & Kim, Y. (2012). Factors affecting e-book reader awareness, interest, and intention to use. new media & society, 14(2), 204-224.
Karahanna, E., Xu, S. X., Xu, Y., & Zhang, N. A. (2018). The needs–affordances–features perspective for the use of social media. MIS quarterly, 42(3), 737-756.
Katz, E., & Blumler, J. G. (1974). The uses of mass communications: Current perspectives on gratifications research.
Katz, E., & Foulkes, D. (1962). On the use of the mass media as “escape”: Clarification of a concept. Public opinion quarterly, 26(3), 377-388.
Kim, D., Lee, M. J., Ki, W., & Kim, D. (2022). Exploring the Role of User-Driven Communities in NFT Valuation: A Case Study of Discord. Journal of Multimedia Information System, 9(4), 299-314.
Kim, H.-W., Chan, H. C., & Kankanhalli, A. (2012). What motivates people to purchase digital items on virtual community websites? The desire for online self-presentation. Information systems research, 23(4), 1232-1245.
Kim, Y.-J., & Kim, B.-Y. (2020). The purchase motivations and continuous use intention of online subscription services. International Journal of Management, 11(11).
Ko, H., Cho, C.-H., & Roberts, M. S. (2005). Internet uses and gratifications: A structural equation model of interactive advertising. Journal of advertising, 34(2), 57-70.
Kuehnl, C., Jozic, D., & Homburg, C. (2019). Effective customer journey design: consumers’ conception, measurement, and consequences. Journal of the Academy of Marketing Science, 47, 551-568.
Kuo, Y.-F., & Feng, L.-H. (2013). Relationships among community interaction characteristics, perceived benefits, community commitment, and oppositional brand loyalty in online brand communities. International Journal of Information Management, 33(6), 948-962.
Lamba, S. S., & Malik, R. (2022). Into the metaverse: Marketing to Gen Z consumers. In Applying Metalytics to Measure Customer Experience in the Metaverse (pp. 92-98): IGI Global.
Lee, D. K. (2016). Alternatives to P value: confidence interval and effect size. Korean journal of anesthesiology, 69(6), 555-562.
Lehdonvirta, V. (2009). Virtual item sales as a revenue model: identifying attributes that drive purchase decisions. Electronic commerce research, 9(1), 97-113.
Lemmetyinen, A., Dimitrovski, D., Nieminen, L., & Pohjola, T. (2016). Cruise destination brand awareness as a moderator in motivation-satisfaction relation. Tourism Review, 71(4), 245-258.
Lenzner, T., Neuert, C., & Otto, W. (2016). Cognitive pretesting. GESIS survey guidelines, 3.
Li, J., Wang, J., Wangh, S., & Zhou, Y. (2019). Mobile payment with alipay: An application of extended technology acceptance model. IEEE Access, 7, 50380-50387.
Liao, F., Wei, Q., Li, A., & Yang, J. (2023). Link Virtual Community Interaction and Citizenship Behavior of Fitness Club Customers: The Role of Psychological Empowerment and Sense of Community. Sustainability, 15(3), 2455.
Lien, C. H., & Cao, Y. (2014). Examining WeChat users’ motivations, trust, attitudes, and positive word-of-mouth: Evidence from China. Computers in Human Behavior, 41, 104-111.
Lopez, M., Sicilia, M., & Moyeda-Carabaza, A. A. (2017). Creating identification with brand communities on Twitter: The balance between need for affiliation and need for uniqueness. Internet research, 27(1), 21-51.
Ma, Y. (2021). To shop or not: Understanding Chinese consumers’ live-stream shopping intentions from the perspectives of uses and gratifications, perceived network size, perceptions of digital celebrities, and shopping orientations. Telematics and Informatics, 59, 101562.
Manis, K. T., & Choi, D. (2019). The virtual reality hardware acceptance model (VR-HAM): Extending and individuating the technology acceptance model (TAM) for virtual reality hardware. Journal of Business Research, 100, 503-513.
Marder, B., Gattig, D., Collins, E., Pitt, L., Kietzmann, J., & Erz, A. (2019). The Avatar`s new clothes: Understanding why players purchase non-functional items in free-to-play games. Computers in Human Behavior, 91, 72-83.
Marsh, H. W., Balla, J. R., & McDonald, R. P. (1988). Goodness-of-fit indexes in confirmatory factor analysis: The effect of sample size. Psychological bulletin, 103(3), 391.
Marsh, H. W., & Hocevar, D. (1985). Application of confirmatory factor analysis to the study of self-concept: First-and higher order factor models and their invariance across groups. Psychological bulletin, 97(3), 562.
Meixner, O., Dittmann, J., & Haas, R. (2022). Online food shopping under COVID-19–a technology acceptance model to evaluate consumption motives and barriers. Proceedings in Food System Dynamics, 64-74.
Menon, B. (2017). Determining factors of brand attitude towards private label fashion wear. Journal of Management Research, 17(4), 232-243.
METAV.RS. (2022). NFT market– statistics 2021-2023. Retrieved from https://metav.rs/blog/nft-market-statistics-2021-2022/
Myrick, J. G., Holton, A. E., Himelboim, I., & Love, B. (2016). # Stupidcancer: exploring a typology of social support and the role of emotional expression in a social media community. Health communication, 31(5), 596-605.
Ng, J. (2023). Which Industry has the Most Brand NFTs? Retrieved from https://www.coingecko.com/research/publications/industries-with-brand-nfts
Oldenburg, R. (1989). The great good place: Cafés, coffee shops, community centers, beauty parlors, general stores, bars, hangouts, and how they get you through the day: Paragon House Publishers.
Osterwalder, A., Pigneur, Y., Bernarda, G., & Smith, A. (2015). Value proposition design: How to create products and services customers want: John Wiley & Sons.
Pires, G. D., Stanton, J., & Rita, P. (2006). The internet, consumer empowerment and marketing strategies. European Journal of Marketing, 40(9/10), 936-949.
Png, I. P., & Reitman, D. (1995). Why are some products branded and others not? The Journal of Law and Economics, 38(1), 207-224.
Prahalad, C. K., & Ramaswamy, V. (2004). Co-creation experiences: The next practice in value creation. Journal of interactive marketing, 18(3), 5-14.
Prathivi, M. D. G., & Oktavio, A. (2022). STUDY OF METAVERSE: INFLUENCE OF DISCORD VIRTUAL COMMUNITY TO PURCHASE INTENTION OF NON-FUNGIBLE TOKEN (NFT). JMBI UNSRAT (Jurnal Ilmiah Manajemen Bisnis dan Inovasi Universitas Sam Ratulangi). 9(2).
Preacher, K. J., & Hayes, A. F. (2008). Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models. Behavior research methods, 40(3), 879-891.
Putra, T. A., Hayat, B., & Latifa, R. (2019). Why do we buy virtual goods? Paper presented at the 2019 7th International Conference on Cyber and IT Service Management (CITSM).
Raman, P. (2019). Understanding female consumers’ intention to shop online: The role of trust, convenience and customer service. Asia Pacific Journal of Marketing and Logistics.
Rauschnabel, P. A., & Ro, Y. K. (2016). Augmented reality smart glasses: An investigation of technology acceptance drivers. International Journal of Technology Marketing, 11(2), 123-148.
Rauschnabel, P. A., Rossmann, A., & tom Dieck, M. C. (2017). An adoption framework for mobile augmented reality games: The case of Pokémon Go. Computers in Human Behavior, 76, 276-286.
Raza, S. A., Shah, N., & Ali, M. (2018). Acceptance of mobile banking in Islamic banks: evidence from modified UTAUT model. Journal of Islamic marketing.
Rui, J. R., & Stefanone, M. A. (2016). The desire for fame: An extension of uses and gratifications theory. Communication Studies, 67(4), 399-418.
Schmidt, W. C. (1997). World-Wide Web survey research: Benefits, potential problems, and solutions. Behavior research methods, instruments, & computers, 29(2), 274-279.
Schreiber, J. B., Nora, A., Stage, F. K., Barlow, E. A., & King, J. (2006). Reporting structural equation modeling and confirmatory factor analysis results: A review. The Journal of educational research, 99(6), 323-338.
Sharma, T., Zhou, Z., Huang, Y., & Wang, Y. (2022). " It`s A Blessing and A Curse": Unpacking Creators` Practices with Non-Fungible Tokens (NFTs) and Their Communities. arXiv preprint arXiv:2201.13233.
Shepherd, D. A., & DeTienne, D. R. (2005). Prior knowledge, potential financial reward, and opportunity identification. Entrepreneurship theory and practice, 29(1), 91-112.
Sheth, J. N. (2020). Borderless media: Rethinking international marketing. Journal of International Marketing, 28(1), 3-12.
Sin, S.-C. J., & Kim, K.-S. (2013). International students` everyday life information seeking: The informational value of social networking sites. Library & Information Science Research, 35(2), 107-116.
Sittivangkul, K., Arreeras, T., & Tiwong, S. (2022). Perception and clustering analysis towards cryptocurrency investment decision using machine learning. Paper presented at the 2022 International Conference on Decision Aid Sciences and Applications (DASA).
Sloane, G. (2022). HOW NFTS ARE USED BY BRANDS TO COLLECT CUSTOMER DATA. Adage. Retrieved from https://adage.com/article/digital-marketing-ad-tech-news/how-nfts-are-used-brands-collect-customer-data/2428416
Sundar, S. S., & Limperos, A. M. (2013). Uses and grats 2.0: New gratifications for new media. Journal of Broadcasting & Electronic Media, 57(4), 504-525.
Sundararajan, A. (2022). How Your Brand Should Use NFTs. Harvard Business Review.
Sweeney, J. C., & Soutar, G. N. (2001). Consumer perceived value: The development of a multiple item scale. Journal of retailing, 77(2), 203-220.
Taherdoost, H. (2016). Sampling methods in research methodology; how to choose a sampling technique for research. How to choose a sampling technique for research (April 10, 2016).
Thakur, R., Angriawan, A., & Summey, J. H. (2016). Technological opinion leadership: The role of personal innovativeness, gadget love, and technological innovativeness. Journal of Business Research, 69(8), 2764-2773.
Van Doorn, J., Lemon, K. N., Mittal, V., Nass, S., Pick, D., Pirner, P., & Verhoef, P. C. (2010). Customer engagement behavior: Theoretical foundations and research directions. Journal of service research, 13(3), 253-266.
Venkatesh, V., Thong, J. Y., & Xu, X. (2012). Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. MIS quarterly, 157-178.
Viswanath, B., Mislove, A., Cha, M., & Gummadi, K. P. (2009). On the evolution of user interaction in facebook. Paper presented at the Proceedings of the 2nd ACM workshop on Online social networks.
Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication theory, 14(4), 388-408.
Wang, J. (2022). Is Direct-To-Wallet The New Direct-To-Consumer? Retrieved from https://www.forbes.com/sites/jennywang/2022/11/03/is-direct-to-wallet-the-new-direct-to-consumer/?sh=726ebb0201b4
Wang, Q., Li, R., Wang, Q., & Chen, S. (2021). Non-fungible token (NFT): Overview, evaluation, opportunities and challenges. arXiv preprint arXiv:2105.07447.
Wang, Y., & Chen, H. (2020). Self-presentation and interactivity: luxury branding on social media. Journal of Product & Brand Management.
Wood, S. (2013). Generation Z as consumers: trends and innovation. Institute for Emerging Issues: NC State University, 119(9), 7767-7779.
Yussof, S. A., & Al-Harthy, A. M. H. (2018). Cryptocurrency as an alternative currency in Malaysia: issues and challenges. ICR journal, 9(1), 48-65.
Zhu, D. H., & Chang, Y. P. (2014). Investigating consumer attitude and intention toward free trials of technology-based services. Computers in Human Behavior, 30, 328-334.
zh_TW