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題名 分析電子平台服務下之獎勵機制
An analysis of reward systems of electronic services作者 葉亦宸
Yeh,Yi Chen貢獻者 尚孝純
Shang, Shari S. C.
葉亦宸
Yeh,Yi Chen關鍵詞 電子獎勵機制
獎勵系統
激勵
電子平台
e-reward system
reward systems
motivation
e-platform日期 2011 上傳時間 30-Oct-2012 11:21:32 (UTC+8) 摘要 獎勵系統是使用獎勵去激勵顧客購買或忠誠度行為的一種手法。隨著電子平台服務的演進,具動態與成本效益的電子獎勵機制已發展成增加重複拜訪率以及留住顧客的工具策略,例如:Facebook發行虛擬貨幣去提高使用者的平台參與度; Dropbox使用免費的儲存空間去吸引和保留新舊顧客; Myspace使用虛擬勳章去鼓勵使用者達成平台設定的參與目標等等。並且電子平台上的獎勵的形式可從實體的現金獎品到虛擬的勳章以滿足個人勝任感,有別於傳統獎勵方式,然而在電子平台不斷的創新下,目前仍少有研究針對電子獎勵進行探討。本研究提出電子獎勵分類法,並透過獎勵的動機形式與獎勵的互動程度為分析準則,針對1000網站排名進行內容分析,進而劃分出四種類型的電子獎勵機制: 物質、名聲、個人滿足和社交類型,後續並針對每一種類型的電子獎勵提出平台管理上的洞見。本研究期望能夠提供給後續研究電子獎勵者研究者的參考基礎和平台經營者實作電子獎勵的建議。
A reward system is a diverse and popular program implemented by many firms in various circumstances to motivate customers’ behavior for frequent and loyal patronage. With the evolving diversity of electronic platforms (e-platforms), more dynamic, cost-effective, and interactive electronic rewards (e-rewards) have been developed as a tool or strategy to retain customers and encourage frequent visits to the platform. For instance, Facebook uses virtual currency to gain user participation. Dropbox uses bonus storage to increase membership and prolong service usage. Myspace uses virtual badges to encourage achievement of specific goals in order to encourage frequent visits. The rewards on e-platforms can range from real items such as cash and discounts, to virtual recognition that enhances self-esteem. These strategies differ from those used by enterprises dealing with face-to-face customers. As variant services on e-platforms have emerged, little research has been done to understand the novel concept and effects of reward systems on e-platforms. Therefore, we propose a taxonomy of e-rewards based on forms of motivation and degree of interactivity. Using content analysis, we examined the world’s 1,000 most accessed Web sites, then, we conducted expert interviews to classifying the 228 e-rewards approaches, discovered from content reviews, into four types of e-rewards: material, prestige, gratification, and affinity. Finally, we propose practical recommendations with insights on the implementation of each type of e-reward systems on e-platform services. We hope that the findings will provide a basis for further study on various impacts of reward systems, and provide a guide for managers in designing and implementing more effective reward systems on e-platforms.參考文獻 ARMSTRONG, M. (2006). A Handbook Of Human Resource Management Practice. Recherche, 67, 02. Berelson, B., & Steiner, G. A. (1964). Human Behavior: An inventory of scientific findings. Chen, M. (1984). Computers in the lives of our children: Looking back on a generation of television research. The New Media: Communication, Research, and Technology, 269-286. Daft, R. L., & Marcic, D. (2008). Understanding Management: South-Western Pub.Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior: Springer.De Charms, R., & Research, U. O. o. N. (1968). Personal causation: The internal affective determinants of behavior. NewYork: Academic Press.Downes, E. J., & McMillan, S. J. (2000). Defining interactivity. New Media & Society, 2(2), 157. Franken, R. (2007). Human Motivation. 6: ed. USA: Thomson Wadsworth. Google(2011). The 1000 most-visited sites on the Web. doubleclick Ad planner. Retrieve from http://www.google.com/adplanner/static/top1000/Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: conceptual foundations. The Journal of Marketing, 50-68.Holsti, O. R. (1969). Content analysis for the social sciences and humanities.Reading, MA: Addison-Wesley. Kayany, J. M., Wotring, C. E., & Forrest, E. J. (1996). Relational control and interactive media choice in technology‐mediated communication situations. Human Communication Research, 22(3), 399-421. Kim, T. and Gordon, K. (2005, June 20). Rewarding loyal customers: Build your own customer rewards program by following these five tips from a marketing expert. Entrepreneur. Retrieved from http://www.entrepreneur.com/article/78480. Kinicki, A. and Williams, B.K. (2008). Management: A Practical Introduction. New York: McGraw-Hill Companies.Kiousis, S. (2002). Interactivity: a concept explication. New Media & Society, 4(3), 355. Kivetz, R. (2005). Promotion reactance: the role of effort‐reward congruity. Journal of Consumer Research, 31(4), 725-736. Kivetz, R., & Simonson, I. (2003). The idiosyncratic fit heuristic: Effort advantage as a determinant of consumer response to loyalty programs. Journal of Marketing Research, 454-467. Kivetz, R., Urminsky, O., & Zheng, Y. (2006). The goal-gradient hypothesis resurrected: Purchase acceleration, illusionary goal progress, and customer retention. Journal of Marketing Research, 39-58. Klimmt, C., Schmid, H., & Orthmann, J. (2009). Exploring the enjoyment of playing browser games. CyberPsychology & Behavior, 12(2), 231-234. McCullagh, P. (2005). Sport and exercise psychology lecture. Cal State University East Bay, 10, 27. McKenna, E. F. (2000). Business psychology and organisational behaviour: Psychology Pr.McMillan, S. J. (1997). Who pays for content in cyberspace?: the role of interactivity, property values of content creators, and audience size in predicting funding of Internet sites. University of Oregon. McMillan, S. J., & Hwang, J. S. (2002). Measures of perceived interactivity: An exploration of the role of direction of communication, user control, and time in shaping perceptions of interactivity. Journal of Advertising, 29-42. O’Malley, L. (1998). Can loyalty schemes really build loyalty? Marketing Intelligence & Planning, 16(1), 47-55. Puklek, D. (2009, August 6). History of Web browser games. Ezinearticles.com. Retrieved February 25, 2012, from http://ezinearticles.com/?History-of-Web-Browser-Games&id=2670093.Rappa, M. (2000). Business models on the Web. North Carolina State University (ecommerce.ncsu.edu), 13. Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67. Salomon, A. (1995). Making the post office interactive. Advertising Age, 66(12), 20. Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of communication, 42(4), 73-93. Suntornpithug, N., & Khamalah, J. (2010). Machine and person interactivity: The driving forces behind influences on consumers` willingness to purchase online. Journal of Electronic Commerce Research, 11(4), 299-325.Tung-Ching Lin. (2008). Management Information Systems: The Strategic Core Competence of e-Business. 3rd Edition .Best Wise.Vallerand, R. J., Pelletier, L. G., Blais, M. R., Briere, N. M., Senecal, C., & Vallieres, E. F. (1992). The Academic Motivation Scale: A measure of intrinsic, extrinsic, and amotivation in education. Educational and Psychological Measurement, 52(4), 1003-1017. Wang, H., & Sun, C. T. (2011). Game Reward Systems: Gaming Experiences and Social Meanings. Williamson, D., & Johnson, B. (1995). Web ushers in next generation. Advertising Age, 29. Williams, F., Rice, R. E., & Rogers, E. M. (1988). Research methods and the new media: Free Pr. 描述 碩士
國立政治大學
資訊管理研究所
99356021
100資料來源 http://thesis.lib.nccu.edu.tw/record/#G0993560211 資料類型 thesis dc.contributor.advisor 尚孝純 zh_TW dc.contributor.advisor Shang, Shari S. C. en_US dc.contributor.author (Authors) 葉亦宸 zh_TW dc.contributor.author (Authors) Yeh,Yi Chen en_US dc.creator (作者) 葉亦宸 zh_TW dc.creator (作者) Yeh,Yi Chen en_US dc.date (日期) 2011 en_US dc.date.accessioned 30-Oct-2012 11:21:32 (UTC+8) - dc.date.available 30-Oct-2012 11:21:32 (UTC+8) - dc.date.issued (上傳時間) 30-Oct-2012 11:21:32 (UTC+8) - dc.identifier (Other Identifiers) G0993560211 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/54579 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 資訊管理研究所 zh_TW dc.description (描述) 99356021 zh_TW dc.description (描述) 100 zh_TW dc.description.abstract (摘要) 獎勵系統是使用獎勵去激勵顧客購買或忠誠度行為的一種手法。隨著電子平台服務的演進,具動態與成本效益的電子獎勵機制已發展成增加重複拜訪率以及留住顧客的工具策略,例如:Facebook發行虛擬貨幣去提高使用者的平台參與度; Dropbox使用免費的儲存空間去吸引和保留新舊顧客; Myspace使用虛擬勳章去鼓勵使用者達成平台設定的參與目標等等。並且電子平台上的獎勵的形式可從實體的現金獎品到虛擬的勳章以滿足個人勝任感,有別於傳統獎勵方式,然而在電子平台不斷的創新下,目前仍少有研究針對電子獎勵進行探討。本研究提出電子獎勵分類法,並透過獎勵的動機形式與獎勵的互動程度為分析準則,針對1000網站排名進行內容分析,進而劃分出四種類型的電子獎勵機制: 物質、名聲、個人滿足和社交類型,後續並針對每一種類型的電子獎勵提出平台管理上的洞見。本研究期望能夠提供給後續研究電子獎勵者研究者的參考基礎和平台經營者實作電子獎勵的建議。 zh_TW dc.description.abstract (摘要) A reward system is a diverse and popular program implemented by many firms in various circumstances to motivate customers’ behavior for frequent and loyal patronage. With the evolving diversity of electronic platforms (e-platforms), more dynamic, cost-effective, and interactive electronic rewards (e-rewards) have been developed as a tool or strategy to retain customers and encourage frequent visits to the platform. For instance, Facebook uses virtual currency to gain user participation. Dropbox uses bonus storage to increase membership and prolong service usage. Myspace uses virtual badges to encourage achievement of specific goals in order to encourage frequent visits. The rewards on e-platforms can range from real items such as cash and discounts, to virtual recognition that enhances self-esteem. These strategies differ from those used by enterprises dealing with face-to-face customers. As variant services on e-platforms have emerged, little research has been done to understand the novel concept and effects of reward systems on e-platforms. Therefore, we propose a taxonomy of e-rewards based on forms of motivation and degree of interactivity. Using content analysis, we examined the world’s 1,000 most accessed Web sites, then, we conducted expert interviews to classifying the 228 e-rewards approaches, discovered from content reviews, into four types of e-rewards: material, prestige, gratification, and affinity. Finally, we propose practical recommendations with insights on the implementation of each type of e-reward systems on e-platform services. We hope that the findings will provide a basis for further study on various impacts of reward systems, and provide a guide for managers in designing and implementing more effective reward systems on e-platforms. en_US dc.description.tableofcontents CHAPTER 1 INTRODUCTION 91.1 THE IMPLICATIONS OF EVOLVING E-PLATFORMS 91.2 THE OBJECTIVE OF E-PLATFORMS 91.3 THE INTRODUCTION OF GENERAL REWARD SYSTEMS 91.4 THE IMPORTANCE OF E-REWARD SYSTEMS 101.5 RESEARCH OBJECTIVE 11CHAPTER 2 LITERATURE REVIEW 122.1 E-REWARD SYSTEMS ON E-PLATFORMS 122.1.1 DISTINCTIVE FEATURES OF E-REWARD SYSTEMS 122.1.2 E-PLATFORMS ON THE INTERNET 132.1.3 E-REWARD SYSTEM CASES 152.2 DEFINING THE E- REWARD TAXONOMY 162.2.1 MOTIVATION 162.2.2 INTRINSIC VERSUS EXTRINSIC MOTIVATION 182.2.3 REWARD INTERACTIVITY 202.2.4 THE DEGREE OF REWARD INTERACTIVITY 222.2.5 TAXONOMY FOR CLASSIFING E-REWARDS 23CHAPTER 3 METHODOLOGY 243.1 CASE CONTENT REVIEW 243.2 EXPERT INTERVIEW 26CHAPTER 4 RESEARCH RESULTS 284.1 MATERIAL E-REWARDS 294.1.1 POINTS PROGRAM 294.1.2 CASH BACK & DISCOUNT 294.1.3 SERVICE EXTENSION AGREEMENT 304.1.4 VIRTUAL CURRENCY 304.1.5 PROFIT SHARING PROGRAM 314.2 PRESTIGE E-REWARDS 314.2.1 RANK AND LEADERBOARD 314.2.2 VOTE AND RATING 324.2.3 ADMINISTRATOR-ACCEPTANCE 324.3 GRATIFICATION E-REWARDS 334.3.1 PRIVILEGE UNLOCKING 334.3.2 COMPLETIONISM 334.3.3 “TRY LUCK” 344.3.4 LEVEL 344.3.5 VIRTUAL AVATAR 344.3.6 BADGES 354.4 AFFINITY E-REWARDS 354.4.1 LIKE 354.4.2 FOLLOW AND SUBSCRIPTION 364.4.3 GROUP JOINING 364.4.4 VIRTUAL GIFT 364.5 CONTEMPORARY E-REWARDS ADOPTION AMONG DIFFERENT E-PLATFORMS SERVICES 37CHAPTER 5 DISCUSSION 395.1 MATERIAL E-REWARDS ADOPTION 395.2 PRESTIGE E-REWARDS ADOPTION 405.3 GRATIFICATION ADOPTION 425.4 AFFINITY E-REWARDS ADOPTION 43CHAPTER 6 CONCLUSION 466.1 SUMMARY 466.2 LIMITATION 476.3 FUTURE RESEARCH 48 zh_TW dc.language.iso en_US - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0993560211 en_US dc.subject (關鍵詞) 電子獎勵機制 zh_TW dc.subject (關鍵詞) 獎勵系統 zh_TW dc.subject (關鍵詞) 激勵 zh_TW dc.subject (關鍵詞) 電子平台 zh_TW dc.subject (關鍵詞) e-reward system en_US dc.subject (關鍵詞) reward systems en_US dc.subject (關鍵詞) motivation en_US dc.subject (關鍵詞) e-platform en_US dc.title (題名) 分析電子平台服務下之獎勵機制 zh_TW dc.title (題名) An analysis of reward systems of electronic services en_US dc.type (資料類型) thesis en dc.relation.reference (參考文獻) ARMSTRONG, M. (2006). A Handbook Of Human Resource Management Practice. Recherche, 67, 02. Berelson, B., & Steiner, G. A. (1964). Human Behavior: An inventory of scientific findings. Chen, M. (1984). Computers in the lives of our children: Looking back on a generation of television research. The New Media: Communication, Research, and Technology, 269-286. Daft, R. L., & Marcic, D. (2008). Understanding Management: South-Western Pub.Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior: Springer.De Charms, R., & Research, U. O. o. N. (1968). Personal causation: The internal affective determinants of behavior. NewYork: Academic Press.Downes, E. J., & McMillan, S. J. (2000). Defining interactivity. New Media & Society, 2(2), 157. Franken, R. (2007). Human Motivation. 6: ed. USA: Thomson Wadsworth. Google(2011). The 1000 most-visited sites on the Web. doubleclick Ad planner. Retrieve from http://www.google.com/adplanner/static/top1000/Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: conceptual foundations. The Journal of Marketing, 50-68.Holsti, O. R. (1969). Content analysis for the social sciences and humanities.Reading, MA: Addison-Wesley. Kayany, J. M., Wotring, C. E., & Forrest, E. J. (1996). Relational control and interactive media choice in technology‐mediated communication situations. Human Communication Research, 22(3), 399-421. Kim, T. and Gordon, K. (2005, June 20). Rewarding loyal customers: Build your own customer rewards program by following these five tips from a marketing expert. Entrepreneur. Retrieved from http://www.entrepreneur.com/article/78480. Kinicki, A. and Williams, B.K. (2008). Management: A Practical Introduction. New York: McGraw-Hill Companies.Kiousis, S. (2002). Interactivity: a concept explication. New Media & Society, 4(3), 355. Kivetz, R. (2005). Promotion reactance: the role of effort‐reward congruity. Journal of Consumer Research, 31(4), 725-736. Kivetz, R., & Simonson, I. (2003). The idiosyncratic fit heuristic: Effort advantage as a determinant of consumer response to loyalty programs. Journal of Marketing Research, 454-467. Kivetz, R., Urminsky, O., & Zheng, Y. (2006). The goal-gradient hypothesis resurrected: Purchase acceleration, illusionary goal progress, and customer retention. Journal of Marketing Research, 39-58. Klimmt, C., Schmid, H., & Orthmann, J. (2009). Exploring the enjoyment of playing browser games. CyberPsychology & Behavior, 12(2), 231-234. McCullagh, P. (2005). Sport and exercise psychology lecture. Cal State University East Bay, 10, 27. McKenna, E. F. (2000). Business psychology and organisational behaviour: Psychology Pr.McMillan, S. J. (1997). Who pays for content in cyberspace?: the role of interactivity, property values of content creators, and audience size in predicting funding of Internet sites. University of Oregon. McMillan, S. J., & Hwang, J. S. (2002). Measures of perceived interactivity: An exploration of the role of direction of communication, user control, and time in shaping perceptions of interactivity. Journal of Advertising, 29-42. O’Malley, L. (1998). Can loyalty schemes really build loyalty? Marketing Intelligence & Planning, 16(1), 47-55. Puklek, D. (2009, August 6). History of Web browser games. Ezinearticles.com. Retrieved February 25, 2012, from http://ezinearticles.com/?History-of-Web-Browser-Games&id=2670093.Rappa, M. (2000). Business models on the Web. North Carolina State University (ecommerce.ncsu.edu), 13. Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67. Salomon, A. (1995). Making the post office interactive. Advertising Age, 66(12), 20. Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of communication, 42(4), 73-93. Suntornpithug, N., & Khamalah, J. (2010). Machine and person interactivity: The driving forces behind influences on consumers` willingness to purchase online. Journal of Electronic Commerce Research, 11(4), 299-325.Tung-Ching Lin. (2008). Management Information Systems: The Strategic Core Competence of e-Business. 3rd Edition .Best Wise.Vallerand, R. J., Pelletier, L. G., Blais, M. R., Briere, N. M., Senecal, C., & Vallieres, E. F. (1992). The Academic Motivation Scale: A measure of intrinsic, extrinsic, and amotivation in education. Educational and Psychological Measurement, 52(4), 1003-1017. Wang, H., & Sun, C. T. (2011). Game Reward Systems: Gaming Experiences and Social Meanings. Williamson, D., & Johnson, B. (1995). Web ushers in next generation. Advertising Age, 29. Williams, F., Rice, R. E., & Rogers, E. M. (1988). Research methods and the new media: Free Pr. zh_TW
