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題名 玩遊戲的魅力:互動敘事廣告研究
The charm of playing game: A case study of the interactive advertising narrative作者 蕭婕妤 貢獻者 孫秀蕙
蕭婕妤關鍵詞 互動敘事
廣告遊戲
殭屍
黑色幽默
interactive advertising narrative
adver-game
zombie
black humor日期 2011 上傳時間 30-Oct-2012 10:54:02 (UTC+8) 摘要 在資訊科技的蓬勃發展的現代世界,消費者不但握有比過去更多的資訊主導權,得以選擇性地接收的訊息,網路特有的即時回饋機制更提供了一個互動的管道,讓消費者與品牌站在一個更平等的立場溝通。而在強調互動特質之餘,說故事仍然是行銷人將品牌與消費者的生活經驗相互連結的利器。因此,如何成功地結合「互動」與「敘事」是廣告成功的關鍵,也是最大的挑戰。本研究選擇紐西蘭品牌Hell Pizza推出的「Deliver Me to Hell」系列廣告為個案,先採Roland Barthes敘事分析法,從廣告製作的角度出發,瞭解現今的互動敘事廣告之情節設計原理與符號運作過程。再以深度訪談法,從消費者的角度出發,瞭解現今的互動敘事廣告之訊息內容與表現方式如何影響消費者對於品牌的觀感。並根據分析與訪談結果,提供廣告從業人員使用互動敘事廣告進行行銷活動的參考依據。分析結果顯示,「D1eliver Me to Hell」的符號運作原則是以殭屍冒險主題連結產品特色、品牌精神與流行殭屍文化,創造出一個符合品牌名稱「地獄」般的故事情境。而廣告中的血腥暴力氣氛、殭屍電影情節、黑色幽默對白、龐客音樂等符號聯合指涉的就是驚悚、前衛且富有叛逆性的品牌形象。另根據訪談結果的統整,品牌使用互動敘事廣告進行行銷活動時,訊息內容必須彰顯強烈的主題性與故事性,並且輔以適當的感官刺激;情節安排必須簡單明瞭,但富有創意或與眾不同,最好能以節奏暢快的遊戲方式行進。實務人員製作廣告之前應該先瞭解品牌的調性與消費者的偏好,如此一來,互動敘事廣告方能達成增進品牌知名度、記憶度與認同感的說服效果,間接提昇消費意願。
In today’s advertising industry, the degree of interactivity and storytelling skills in commercials are keys to success. On one hand, interactivity enables the two-way communication between consumers and brands. Through online interaction, consumers have more resources of information in hand and they are able to choose ones that fit their needs. On the other, storytelling helps advertisements arouse consumers’ responses to the brands. It is the most effective way to connect brands with consumers’ life experiences by creating scenario in advertisements. Therefore, the biggest challenge for practitioners is to combine interactivity with advertising narrative.The New Zealand Hell Pizza’s online advertisement “Deliver Me to Hell” is selected for this case study of interactive advertising narratives. The first part of the study applies Roland Barthes’s narrative theory to analyze the semiotic principles in the interactive advertising narrative from practitioners’ perspective. The second part conducts in-depth interviews to observe how the content and form of the interactive advertising narratives influence the brand attitude of consumers. According to the content analysis, “Deliver Me to Hell” uses zombie to connect product features and the brand spirits. Bloody and violent scenes, zombie movie plot, black humor conversations and punk music used in the advertisement refer to a horror, rebellious and avant-garde image that suited the brand’s name “Hell.” The result of in-depth interview indicates that the successful interactive advertising narratives must have an obvious theme delivered by storytelling with proper sensory stimulations. The story plots need to be well-constructed, simple but creative. Moreover, adver-game with smooth storylines is the ideal form of interactive advertising narratives. It is necessary for practitioners to understand the tone and style of brands and consumers’ preferences, in order to design interactive advertising narratives that contributed to degree of brand prominence, consumer’s awareness and buying intention.參考文獻 一、 中文部份石美倫譯(2010)。《電玩正在改變世界》。台北:商周出版。(原書 Edery, D. (2009). Changing the game: How video games are transforming the future of business. NJ: FT Press.)李美華譯(1998)。《社會科學研究方法》。台北:時英。(原書Earl Babbie. (1998). The practice of social research. CA: Wadsworth Publishing Company.)吳肇倫(2009)。《廣告如何說故事?-從符號學觀點分析全國電子「足感心」系列廣告》。政治大學廣告研究所碩士論文。洪顯勝譯(1989)。《符號學要義》。台北:南方叢書。(原書 Barthes, R. (1966). Elements of semiology. Paris: Seuil.)洪瑞麟(2008. 3. 6)。〈戶外廣告吹起「互動風」席捲美國廣告市場〉。上網日期:2011年6月14日,取自「動腦資料庫」http://www.brain.com.tw/News/RealNewsContent.aspx?ID=10205.耿慶瑞(2000)。〈WWW互動廣告的互動層次〉,《廣告學研究》,15,161-181。耿慶瑞(2006)。〈WWW廣告之互動品質量表〉,《台大管理論叢》,15 (1),23-48。高名凱譯(1980)。《普通語言學教程》。北京:商務印書館。(原書 Saussure, J. (1966). Course in general linguistics. 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Peters.)。Mr. 6編輯團隊(2008. 11. 20.)〈地獄比薩(Hell Pizza)擅長「負面行銷」,位在紐西蘭仍可名揚全球〉。上網日期:2011年11月25日,取自「Mr. 6網路行銷」http://mr6.cc/?p=2480.Tunaman(2010. 08. 11.)〈「地獄PIZZA」充斥著血腥、殭屍與黑色幽默的互動廣告〉。上網日期:2011年11月25日,取自「Tunaman」http://tunaman.pixnet.net/blog/post/12052860.二、 英文部份Aarseth, E. J. (2004). Genre trouble: Narrativism and the art of simulation. Cambridge, Mass.: MIT Press.Barthes, R. (1977). Image-Music-Text. London: Fontana Press. Bennet, A & Royle, N. (1999). Introduction to literature, criticism and theory. Hemel Hempastead: Prentice Hall.Bruner, J. (1986). Actual minds, possible words. Cambridge, MA: Harvard University Press. Celsi, R. L. & Jerry, C. O. (1988). The role of involvement in attention and comprehension processes. Journal of the consumer research, 15 (4), 210-224.Csiksezntmihali, M (1975). Beyond boredom and anxiety. San Franciso, CA: Jossey-Bass.Deighten, J. (1997). Commentary on exploring the implication of the internet for consumer marketing. 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Journal of advertising, 38, 53-68.Marcus, Greil (1989). Lipstick Traces: A secret history of the twentieth century. Cambridge, MA: Harvard University Press.McIntosh, S. and Leverette, M. (Ed.). (2008). Zombie culture: Autopsies of the living dead. Lanham, Maryland: Scarecrow Press.Newitz, A. (2010. 11. 18). A history of zombies in America. Retrieved May 13th, 2012, from i09 http://io9.com/5692719/a-history-of-zombies-in-america.Padgget, D. & Allen, D. (1997). Communication experiences: A narrative approach to create service brand image. Journal of Advertising, 26, 49-62.Petty, R. E., Cacioppo, J. T., and Shumann, J. T. (1983). Central and Peripheral routes of advertising effectiveness: The moderating effect of involvement. Journal of consumer research, 10 (4), 135-146. Polkinghorne, D. E. (1988). Narrative knowing and the human science. Albany, NY: The State University of New York.Propp, V. (1968). Morphology of folktale. Austin, TX: University of Texas. Raman, V. (1996). Determinants of desired exposure to interactive advertising. Unpublished doctoral dissertation, University of Texas, Austin, Texas.Shanker, A., Elliott, R. & Goulding, C. (2001). Understanding consumption: Contribution from a narrative perspective. Journal of Marketing Management, 17, 429-453.Saavedra, C. (2007). Voodoo Zombie in beauty parade 2007. Retrieved May 28th, 2012, from http://www.punkrockers.com/user/gallery/view/name_VOODOO%20ZOMBIE/id_26989/.Sicilia, M. S. and Ruiz, S. (2007). The roll of flow in web site effectiveness. Journal of interactive advertising, 8, 33-34.Sicilia, M. S., Ruiz, S. & Munuera, J. L. (2005). Effect of interactivity in a web site: The moderating effects of need for cognition. Journal of Advertising, 34 (3), 109-119.Stein, N. L. & Albro, E. R. (1997). Building complexity and coherence: Children’s use of goal-structure knowledge in telling stories. NJ: Lawrence Erlbaum Associates, Inc. Stern, B. B. (1991). Who talks advertising? Literary theory and narrative “point of view.” Journal of Advertising, 20, 9-22.Stewart, D. W. & Pavlou, P. A. (2000). From consumer response to active consumer: Mueasuring the effectiveness of interactive media. Journal of the Academy of Marketing Science, 30 (4), 376-396.Vincent, L. (2002). Legendary brands: Unleashing the power of storytelling to create a winning marketing strategy. Chicago, IL: Dearcorn.Wallace, M. and Robbin, B. (2006). Casual Games White Paper. The IGDA Casual Games SIG. Retrieved August 27th, 2011, from http://www.igda.org/sites/default/files/IGDA_CasualGames_Whitepaper_2006.pdf.Watson, D. (2009). Horror screenwriting: The nature of fear. Studio City, CA: Michael Wiese Productions.Wise, K., Bolls, P. D., Kim, H., Venkataraman, A., and Meyer, R. (2008). Enjoyment of advergames and brand attitudes: The impact of thematic relevance. Journal of interactive advertising, 9, 27-36. 描述 碩士
國立政治大學
廣告研究所
99452006
100資料來源 http://thesis.lib.nccu.edu.tw/record/#G0099452006 資料類型 thesis dc.contributor.advisor 孫秀蕙 zh_TW dc.contributor.author (Authors) 蕭婕妤 zh_TW dc.creator (作者) 蕭婕妤 zh_TW dc.date (日期) 2011 en_US dc.date.accessioned 30-Oct-2012 10:54:02 (UTC+8) - dc.date.available 30-Oct-2012 10:54:02 (UTC+8) - dc.date.issued (上傳時間) 30-Oct-2012 10:54:02 (UTC+8) - dc.identifier (Other Identifiers) G0099452006 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/54372 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 廣告研究所 zh_TW dc.description (描述) 99452006 zh_TW dc.description (描述) 100 zh_TW dc.description.abstract (摘要) 在資訊科技的蓬勃發展的現代世界,消費者不但握有比過去更多的資訊主導權,得以選擇性地接收的訊息,網路特有的即時回饋機制更提供了一個互動的管道,讓消費者與品牌站在一個更平等的立場溝通。而在強調互動特質之餘,說故事仍然是行銷人將品牌與消費者的生活經驗相互連結的利器。因此,如何成功地結合「互動」與「敘事」是廣告成功的關鍵,也是最大的挑戰。本研究選擇紐西蘭品牌Hell Pizza推出的「Deliver Me to Hell」系列廣告為個案,先採Roland Barthes敘事分析法,從廣告製作的角度出發,瞭解現今的互動敘事廣告之情節設計原理與符號運作過程。再以深度訪談法,從消費者的角度出發,瞭解現今的互動敘事廣告之訊息內容與表現方式如何影響消費者對於品牌的觀感。並根據分析與訪談結果,提供廣告從業人員使用互動敘事廣告進行行銷活動的參考依據。分析結果顯示,「D1eliver Me to Hell」的符號運作原則是以殭屍冒險主題連結產品特色、品牌精神與流行殭屍文化,創造出一個符合品牌名稱「地獄」般的故事情境。而廣告中的血腥暴力氣氛、殭屍電影情節、黑色幽默對白、龐客音樂等符號聯合指涉的就是驚悚、前衛且富有叛逆性的品牌形象。另根據訪談結果的統整,品牌使用互動敘事廣告進行行銷活動時,訊息內容必須彰顯強烈的主題性與故事性,並且輔以適當的感官刺激;情節安排必須簡單明瞭,但富有創意或與眾不同,最好能以節奏暢快的遊戲方式行進。實務人員製作廣告之前應該先瞭解品牌的調性與消費者的偏好,如此一來,互動敘事廣告方能達成增進品牌知名度、記憶度與認同感的說服效果,間接提昇消費意願。 zh_TW dc.description.abstract (摘要) In today’s advertising industry, the degree of interactivity and storytelling skills in commercials are keys to success. On one hand, interactivity enables the two-way communication between consumers and brands. Through online interaction, consumers have more resources of information in hand and they are able to choose ones that fit their needs. On the other, storytelling helps advertisements arouse consumers’ responses to the brands. It is the most effective way to connect brands with consumers’ life experiences by creating scenario in advertisements. Therefore, the biggest challenge for practitioners is to combine interactivity with advertising narrative.The New Zealand Hell Pizza’s online advertisement “Deliver Me to Hell” is selected for this case study of interactive advertising narratives. The first part of the study applies Roland Barthes’s narrative theory to analyze the semiotic principles in the interactive advertising narrative from practitioners’ perspective. The second part conducts in-depth interviews to observe how the content and form of the interactive advertising narratives influence the brand attitude of consumers. According to the content analysis, “Deliver Me to Hell” uses zombie to connect product features and the brand spirits. Bloody and violent scenes, zombie movie plot, black humor conversations and punk music used in the advertisement refer to a horror, rebellious and avant-garde image that suited the brand’s name “Hell.” The result of in-depth interview indicates that the successful interactive advertising narratives must have an obvious theme delivered by storytelling with proper sensory stimulations. The story plots need to be well-constructed, simple but creative. Moreover, adver-game with smooth storylines is the ideal form of interactive advertising narratives. It is necessary for practitioners to understand the tone and style of brands and consumers’ preferences, in order to design interactive advertising narratives that contributed to degree of brand prominence, consumer’s awareness and buying intention. en_US dc.description.tableofcontents 第一章 緒論…………………………………………………………….………….1第一節 研究背景……………………………………………………..............1第二節 研究動機與目的……………………………………………………..2第三節 研究問題…………………………………………………….……….3第二章 文獻探討……………………………………………………….………….4第一節 敘事分析法…………………………………………………………..4一、 Saussure的語言研究………………………………………………...4二、 Propp的敘事理論…………………………………………………....6三、 Barthes的敘事分析…………………………………………………..7四、 廣告符號學……………………………………………………….....10第二節 廣告行銷與故事………………………………………………….....11一、 廣告故事與說服………………………………………………….....12二、 廣告故事與品牌行銷…………………………………………….....13三、 敘事廣告總結…………………………………………………….....16第三節 廣告與互動性…………………………………………………….....17一、 互動廣告業…………………………………………………………..17二、 網路互動廣告……………………………………………………......18三、 互動廣告小節……………………………………………………......22第三章 研究方法………………………………………………………………......23第一節 文本分析…………………………………………………………......23一、 研究樣本……………………………………………………………..23二、 「Deliver Me to Hell」系列廣告的文本特性………………………..25三、 分析方法與步驟……………………………………………………..34第二節 深度訪談……………………………………………………………..35一、 深度訪談的特性……………………………………………………..36二、 研究範圍……………………………………………………………..37三、 抽樣方法與研究條件限制…………………………………………..37四、 訪談步驟與大綱……………………………………………………..38第四章 廣告分析……………………………………………………………..……41第一節 敘事結構分析………………………………………………………..41一、 「Deliver Me to Hell」系列廣告前導篇故事原型……..……….….42二、 「Deliver Me to Hell」系列廣告起始篇故事原型………………….43三、 「Deliver Me to Hell」系列廣告見死不救篇故事原型………….….43四、 「Deliver Me to Hell」系列廣告伸出援手篇故事原型……………..44五、 「Deliver Me to Hell」系列廣告使用保齡球篇故事原型…………..44六、 「Deliver Me to Hell」系列廣告使用椅子篇故事原型……………..45七、 「Deliver Me to Hell」系列廣告步行篇故事原型………………….45八、 「Deliver Me to Hell」系列廣告使用高爾夫球車篇故事原型……..46九、 「Deliver Me to Hell」系列廣告史密斯街篇……………………….46十、 「Deliver Me to Hell」系列廣告史東街篇故事原型……………….47十一、 「Deliver Me to Hell」系列廣告使用摩托車篇故事原型…….47十二、 「Deliver Me to Hell」系列廣告使用繩索篇故事原型………..48十三、 小結……………………………………………………………..48第二節 人物行動分析………………………………………………………..51一、 角色衣著外貌分析…………………………………………...……...51二、 人物外顯行動分析:品牌特質的彰顯……………………………..54三、 小結…………………………………………………………………..56第三節 文化分析……………………………………………………………..56一、 產品、品牌與行銷…………………………………………………..57二、 流行文化與殭屍……………………………………………………..60第五章 訪談內容分析……………………………………………………………..65第一節 訪談內容摘要………………………………………………………..65第二節 訪談內容分析………………………………………………………..68一、 廣告認知與形塑……………………………………………………..68二、 互動性與廣告創意…………………………………………………..69三、 文化差異與購買意願………………………………………………..71第六章 研究結論、限制與建議…………………………………………………..73第一節 研究結果……………………………………………………………..73一、「Deliver Me to Hell」系列廣告的符號運作原則…………………..73二、互動敘事廣告的說服效果……………………………………………75三、互動敘事廣告的創意與設計…………………………………………76第二節 研究限制與未來建議………………………………………………..78一、文本分析方面…………………………………………………………78二、深度方訪談方面………………………………………………………78第三節 結論…………………………………………………………………..79參考書目……………………………………………………………………………..80附錄:「Deliver Me to Hell」系列廣告劇情與腳本紀錄……………………….….86 zh_TW dc.language.iso en_US - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0099452006 en_US dc.subject (關鍵詞) 互動敘事 zh_TW dc.subject (關鍵詞) 廣告遊戲 zh_TW dc.subject (關鍵詞) 殭屍 zh_TW dc.subject (關鍵詞) 黑色幽默 zh_TW dc.subject (關鍵詞) interactive advertising narrative en_US dc.subject (關鍵詞) adver-game en_US dc.subject (關鍵詞) zombie en_US dc.subject (關鍵詞) black humor en_US dc.title (題名) 玩遊戲的魅力:互動敘事廣告研究 zh_TW dc.title (題名) The charm of playing game: A case study of the interactive advertising narrative en_US dc.type (資料類型) thesis en dc.relation.reference (參考文獻) 一、 中文部份石美倫譯(2010)。《電玩正在改變世界》。台北:商周出版。(原書 Edery, D. 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