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題名 台灣兒童娛樂體驗企業探討研究
The research of Kid’s Entertainment Experience Industry in Taiwan
作者 沈佳穎
Chia-Yin Shen
貢獻者 沈佳穎
Chia-Yin Shen
關鍵詞 體驗經濟
體驗價值
兒童娛樂體驗企業
日期 2009
上傳時間 2-九月-2013 15:33:32 (UTC+8)
摘要 人類生活於群體社會中,其社會分工越趨細緻,消費經濟價值不斷演進,所交易的商品也越趨複雜且抽象化,從「有形商品」轉為「無形服務」,進而轉化成個人差異化之「深刻難忘之體驗經濟」,最終以「轉化/昇華顧客」為商品進行收費,故體驗之提供與需求,將會越趨頻繁出現於日後交易,例:文化創意教育藝文產業。
     兒童娛樂體驗產業,隸屬於文化創意教育藝文之一支,亦是目前新興發展之產業,本研究為求精確瞭解兒童消費市場狀態,因此鎖定以兒童為目標消費群,娛樂體驗產業為探討主軸,針對「兒童娛樂體驗企業」深入探討,瞭解其體驗價值產生要素及其內容。
     本研究以質性調查為主:深入個案訪談、專家訪談、焦點群體訪談,瞭解企業與此產業相關人士對兒童娛樂體驗產業之認知。並搭配量化問卷調查,以求得大台北地區家長對兒童娛樂體驗產業之認知。並採行體驗相關理論:Pine & Gilmore(1998)體驗經濟、Mathwick et al.(2002)四種體驗價值。並參閱各種體驗相關論文、期刊,及兒童教育遊戲教育等論述,瞭解此兒童娛樂體驗產業之脈絡,以此為研究基底內容,並設計研究架構,隨提出以下研究發現:
     兒童娛樂體驗企業發展脈絡
     1-1-1台灣兒童娛樂體驗企業相信歐美國家兒童娛樂體驗企業的經驗。
     1-1-2兒童娛樂體驗企業依歐美>台灣>中國方式傳遞。
     1-1-3中國大陸的兒童娛樂體驗企業依循台灣兒童娛樂體驗企業之經驗模式,現今蓬勃發展中。
     1-2兒童娛樂體驗企業期望自身可以提供「轉型體驗」之體驗價值。但目前此體驗價值並未被全部的體驗者認同。
     
     兒童娛樂體驗企業提供的體驗服務與體驗價值
     2-1兒童娛樂企業皆具成系統之教案或專家背書其教學理論
     2-2兒童娛樂體驗經營團隊需具備教育孩子與對待孩子之「專業知識」、「父母心」
     2-3 兒童娛樂體驗經營團隊需具備對兒童產業之真誠信念
     2-4兒童娛樂體驗企業徵選人才重視對此產業之熱誠,並培養為教育專業人才
     2-5兒童娛樂體驗企業提供「遊戲活動」讓孩子與家長參與。
     2-6兒童娛樂體驗企業所提供給孩子的體驗內容以抽象藝文為主題,並以孩子日常生活中取材,讓孩子更容易接受。例如:運動、音樂、藝術、世界文化、家
     2-7-1兒童娛樂體驗企業兼具體驗四價值:趣味、美感、經濟、服務。兒童所獲得之體驗價值為:趣味、美感。父母所獲得之體驗價值為經濟、服務、美感。
     2-7-2兒童娛樂體驗企業兼具體驗四類型:娛樂、教育、審美、忘我體驗。多數兒童娛樂體驗企業著重於娛樂、教育此兩類之提供。
     2-7-3兒童娛樂體驗企業透過遊戲活動、親子互動,讓消費者獲得體驗價值。
     2-8兒童娛樂體驗企業所提供的「環境空間與設備」都需精心設計,讓消費者感受到親切舒適且歡樂愉悅的氣氛,並且達到轉換心情之目的。
     兒童娛樂體驗企業與購買者(家長)、使用者(孩童)之牽引關係
     3-1 兒童娛樂體驗企業提供之活動,必須形成無形之「拉力」、「推力」,連結孩子與家長之關係,使活動帶領人、家長、兒童共同參與。
     3-2兒童娛樂體驗企業需提供環境與活動的平台,讓家長與孩童;家長與家長;孩童與孩童彼此的(互動性)黏性增加。
     3-3兒童娛樂體驗企業,需產生購買者(家長)、使用者(孩童)之情感懸念進而產生再購買行為。
     3-4兒童娛樂體驗企業,需在購買者(家長)消費時,對兒童娛樂體驗企業產生專業信賴感,而後開始培養使用者(孩童)之品牌忠誠度。
     3-5圖解兒童娛樂體驗企業、家長、兒童三者關係
     
     3-6兒童娛樂體驗企業價值分析:
     • 父母深愛孩子的心,使價值產生
     • 父母認為教育的效果產生,使價值產生
     • 父母相信孩子轉化(未來潛能)啟發,使價值產生
     • 父母喜愛觀察孩子們參與體驗活動後的轉變與成長,使價值產生
     3-7兒童娛樂體驗企業提供給家長的價值分為直接與間接兩種模式
     
     台灣兒童娛樂體驗企業經營建議
     健寶園經營建議:
     1.健寶園需增加普遍大眾市場對於兒童早期教育的認識
     2.健寶園需以價格區分目標消費客群,並提供更適切的服務與體驗內容
     Baby Boss City的經營建議:
      Baby Boss City的城市內部需維持其運作的法則。內部的所有供給與消費必須都以Baby Bucks來換取做媒介,避免現實生活的金錢流通
     故事屋的經營建議:
      1. 故事屋需建立獨一無二的品牌地位
      2. 故事屋需持續訓練師資及成立故事部門,維持說故事的品質與內容
     妙事多的經營建議:
      1.妙事多需更確立形象與經營理念,避免讓其形象與台灣坊間的補習班重疊
      2.妙事多需提升大眾市場對兒童早期教育的認知
     蘇荷兒童美術館的經營建議:
      1.蘇荷兒童美術館可透過政府教育機關增加普遍家長與教師的認知程度
      2.蘇荷兒童美術館需更積極投入於赴中國大陸的創建與經營
Abstract
     This study focus on「the Kid’s Entertainment Experience Industry」which means Kid through play to know and understand this world, through playing game kid and their parents learn from it. This expressive which kid love and parents also need .
     
     Kid`s entertainment industry, a part of the cultural and creative arts education industry, also the development of the industry is currently emerging, in this study the researcher try to find the currently kid marketing condition and the value of the kid’s entertainment expressive industry , and try to find the key elements of the Kid’s entertainment industry. The purpose of this studied and researched the conclusion try to find the best way to run the kid’s entertainment industry.
     
     In this study through qualitative survey: in-depth interviews, expert views, focus group interviews to understand the thinking of business stakeholders and kid’s relations who including: parents, teachers. And adopt theories : Pine & Gilmore (1998) The experience economy, Mathwick (2001), “Experiential Value: Conceptualization, Measurement and Application in the Catalog and Internet Shopping Environment,”The variety of experiences related essay and children`s educational games and educational discourse, to understand the context of children`s entertainment industry, as a research base content and design of architecture, with the following findings:
     
     The conduction following:
     Context of Kid’s entertainment business development
     1-1-1 Kid`s entertainment business in Taiwan believe that Europe and the United States experience in Kid’s entertainment business.
     1-1-2 According to Kid’s entertainment business the way following:
      Europe /America=> Taiwan=> China`s way of delivery.
     1-1-3 Entertainment experience Business for children in China follow Taiwan`s business experience in Kid’s entertainment business model.
     1-2 Kid’s entertainment industries expect their provide could let experience 『transform』which the highest value in the experience economy ,but the experience of all those who have not been really recognized.
     
     Kid’s entertainment industry provide experience service with experience value
     2-1 Kid’s entertainment with their professionally respective fields and system lesson plans on teaching theory or expert endorsement.
     2-2 The member of Kid’s entertainment experience company who with the "professional knowledge" and " similar parents "
     2-3 Kid’s entertainment experience management team need to have sincere belief in the child industry.
     2-4 Kid’s entertainment company conduct the interview which select the people who have passion and professional training for education background.
     2-5 Kid’s entertainment company provide "activities" which are a kind of games, let children and parents to participate and enjoy it. After the activities parents and children both want to go back there.
     2-6 Kid’s entertainment company provide the activities with the content from literary art and the material which from the children life. For example: sports, music, art, world culture, family.
     2-7-1 Kid’s entertainment company with four values: fun, aesthetic feeling, economic benefits, and services. Children experience the value obtained is: fun, aesthetic feeling. And the parents get the value of the aesthetic feeling, economic benefits, services.
     2-7-2 Kid’s entertainment experience combines four types of business: entertainment, educational, aesthetic, ecstasy experience. Most of the children entertainment company focused on entertainment, education.
     2-7-3 Kid’s entertainment experience company through parent-child interaction create the experience value.
     2-8 Kid’s entertainment company provided great atmosphere and designed environment of space and equipment let consumers feel warm and comfortable the atmosphere which can’t create by parents themselves at home.
     
     The traction between Kid’s entertainment business , the purchaser (parents)and users (children)
     3-1 Kid’s entertainment experience company provide the activities to create invisible "pull" and "push" link the relationship between children and parents to lead people, parents and children to participate.
     3-2 Kid’s entertainment companies need to provide a platform for parents and children, through the platform let parents and parents; children and children with each other increase the connection between them
     3-3 Kid’s entertainment business let consumers create the “emotion and suspense” that let consumers come back and re-purchase.
     3-4 Kid’s entertainment business should express their profession let consumers (parents) put their faith in them, after consumers expressive it. The parents transfer their truth to be a kind of brand loyalty
     3-5 A diagrammatic explanation the Kid’s the relations between entertainment businesses, parents and children.
     3-6 Analysis of Kid’s entertainment business value:
     • Parents love their Kid’s so that the value be create and make sense.
     • Now the parents care the education much more than before so the value generated.
     • Parents believe after that children expressive the activities will inspired children and let children have more potentiality.
     • Parents enjoy their children converted and the moment in the atmosphere and activities.
     3-7 After clarify all the value what provide Kid’s entertainment company, we can find the value for parents and children which divided into directly and indirectly.
     
     Kid’s entertainment business in Taiwan proposition:
     GEMBOREE managements suggestion:
     1. GEMBOREE need to increase general public awareness of the market for early education.
     2. GEMBOREE need to distinguish the activities by different price for different target customers and provide more appropriate services and experience of activities’ content
     Baby Boss City management suggestion:
     Baby Boss City must maintain its operational rule. All the internal supply and consumption must use Baby Bucks and avoid using real money.
     Story House business suggestion:
     1. Story House need to establish a unique brand position.
     2. Story House should train the teachers and create the department of story creation to maintain the quality and content of storytelling
     Musik Garten business suggestion:
     1. Musik Garten need stronger brand image which recommend itself unique courses, to avoid the same image of Taiwan tradition cram school.
     2. Musik Garten need to raise public awareness of early education.
     Soho Kid’s Art Museum management suggestion:
     1. Soho Kid’s art Museum should increase general awareness of parents and school teachers by government educational institutions.
     2. Soho Kid’s Art Museum should be more actively involved in China marketing
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     20. Sheth(1991), J. N.. Consumption value and Market choice. South-Western Publishing Co. Tes, D. K., & Wilton(1988), P. C. Models of consumer satisfaction: An extension. Journal of Marketing Research 25. May, 204~212.
     21. Virginia Postrel(1996). Reason Magazine Forbes ASAP,26 February,p.118
     22. Zeithaml, V. A. (1988), “Consumer Perceptions of Price, Quality, and Value: A Means-EndModel and Synthesis of Evidence”, Journal of Marketing, 52: pp.2-22.
     
     
     
     
     
     
     
     
     
     參考網站:
     1. Baby Boss City官方網站,http://www.Baby Boss City.tw/
     2. 健寶園官方網站,http://gymboree.anow.com
     3. Gymboree官方網站,http://www.gymboreeclasses.com/index.jsp
     4. 故事屋官方網站,http://www.kidstoryhouse.com.tw/
     5. 妙事多官方網站,http://www.piedpiper.cc/
     6. 蘇荷兒童美術館官方網站,http://www.artart.com.tw/
     7. ChinaVenture,http://news.chinaventure.com.cn/2/20091013/27313.shtml
     8. TED,Stuart Browncv,http://www.ted.com/talks/lang/eng/stuart_brown_says_play_is_more_than_fun_it_s_vital.htm
     9. 藏經閣,侯文詠:不要讓孩子的快樂輸在起跑點上,http://csie-tw.blogspot.com/2009/10/blog-post_17.html
     10. 愛兒時代招商手冊,http://pubamerica.com/index.php?option=com_content&view=article&id=41&Itemid=42
     11. 艾索少年兒童市場調查公司,http://www.answer-child.com/results.asp
     12. 內政部統計通報,http://sowf.moi.gov.tw/stat/week/list.htm
     13. 國際兒童遊戲權協會(The International Association for the Child’s Right to play,IAP):http://www.ipausa.org/
     14. 高雄市政府教育局網站,http://www.kh.edu.tw/releaseRedirect.do?unitID=183
描述 碩士
國立政治大學
科技管理研究所
97359008
98
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0097359008
資料類型 thesis
dc.contributor.author (作者) 沈佳穎zh_TW
dc.contributor.author (作者) Chia-Yin Shenen_US
dc.creator (作者) 沈佳穎zh_TW
dc.creator (作者) Chia-Yin Shenen_US
dc.date (日期) 2009en_US
dc.date.accessioned 2-九月-2013 15:33:32 (UTC+8)-
dc.date.available 2-九月-2013 15:33:32 (UTC+8)-
dc.date.issued (上傳時間) 2-九月-2013 15:33:32 (UTC+8)-
dc.identifier (其他 識別碼) G0097359008en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/59267-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 科技管理研究所zh_TW
dc.description (描述) 97359008zh_TW
dc.description (描述) 98zh_TW
dc.description.abstract (摘要) 人類生活於群體社會中,其社會分工越趨細緻,消費經濟價值不斷演進,所交易的商品也越趨複雜且抽象化,從「有形商品」轉為「無形服務」,進而轉化成個人差異化之「深刻難忘之體驗經濟」,最終以「轉化/昇華顧客」為商品進行收費,故體驗之提供與需求,將會越趨頻繁出現於日後交易,例:文化創意教育藝文產業。
     兒童娛樂體驗產業,隸屬於文化創意教育藝文之一支,亦是目前新興發展之產業,本研究為求精確瞭解兒童消費市場狀態,因此鎖定以兒童為目標消費群,娛樂體驗產業為探討主軸,針對「兒童娛樂體驗企業」深入探討,瞭解其體驗價值產生要素及其內容。
     本研究以質性調查為主:深入個案訪談、專家訪談、焦點群體訪談,瞭解企業與此產業相關人士對兒童娛樂體驗產業之認知。並搭配量化問卷調查,以求得大台北地區家長對兒童娛樂體驗產業之認知。並採行體驗相關理論:Pine & Gilmore(1998)體驗經濟、Mathwick et al.(2002)四種體驗價值。並參閱各種體驗相關論文、期刊,及兒童教育遊戲教育等論述,瞭解此兒童娛樂體驗產業之脈絡,以此為研究基底內容,並設計研究架構,隨提出以下研究發現:
     兒童娛樂體驗企業發展脈絡
     1-1-1台灣兒童娛樂體驗企業相信歐美國家兒童娛樂體驗企業的經驗。
     1-1-2兒童娛樂體驗企業依歐美>台灣>中國方式傳遞。
     1-1-3中國大陸的兒童娛樂體驗企業依循台灣兒童娛樂體驗企業之經驗模式,現今蓬勃發展中。
     1-2兒童娛樂體驗企業期望自身可以提供「轉型體驗」之體驗價值。但目前此體驗價值並未被全部的體驗者認同。
     
     兒童娛樂體驗企業提供的體驗服務與體驗價值
     2-1兒童娛樂企業皆具成系統之教案或專家背書其教學理論
     2-2兒童娛樂體驗經營團隊需具備教育孩子與對待孩子之「專業知識」、「父母心」
     2-3 兒童娛樂體驗經營團隊需具備對兒童產業之真誠信念
     2-4兒童娛樂體驗企業徵選人才重視對此產業之熱誠,並培養為教育專業人才
     2-5兒童娛樂體驗企業提供「遊戲活動」讓孩子與家長參與。
     2-6兒童娛樂體驗企業所提供給孩子的體驗內容以抽象藝文為主題,並以孩子日常生活中取材,讓孩子更容易接受。例如:運動、音樂、藝術、世界文化、家
     2-7-1兒童娛樂體驗企業兼具體驗四價值:趣味、美感、經濟、服務。兒童所獲得之體驗價值為:趣味、美感。父母所獲得之體驗價值為經濟、服務、美感。
     2-7-2兒童娛樂體驗企業兼具體驗四類型:娛樂、教育、審美、忘我體驗。多數兒童娛樂體驗企業著重於娛樂、教育此兩類之提供。
     2-7-3兒童娛樂體驗企業透過遊戲活動、親子互動,讓消費者獲得體驗價值。
     2-8兒童娛樂體驗企業所提供的「環境空間與設備」都需精心設計,讓消費者感受到親切舒適且歡樂愉悅的氣氛,並且達到轉換心情之目的。
     兒童娛樂體驗企業與購買者(家長)、使用者(孩童)之牽引關係
     3-1 兒童娛樂體驗企業提供之活動,必須形成無形之「拉力」、「推力」,連結孩子與家長之關係,使活動帶領人、家長、兒童共同參與。
     3-2兒童娛樂體驗企業需提供環境與活動的平台,讓家長與孩童;家長與家長;孩童與孩童彼此的(互動性)黏性增加。
     3-3兒童娛樂體驗企業,需產生購買者(家長)、使用者(孩童)之情感懸念進而產生再購買行為。
     3-4兒童娛樂體驗企業,需在購買者(家長)消費時,對兒童娛樂體驗企業產生專業信賴感,而後開始培養使用者(孩童)之品牌忠誠度。
     3-5圖解兒童娛樂體驗企業、家長、兒童三者關係
     
     3-6兒童娛樂體驗企業價值分析:
     • 父母深愛孩子的心,使價值產生
     • 父母認為教育的效果產生,使價值產生
     • 父母相信孩子轉化(未來潛能)啟發,使價值產生
     • 父母喜愛觀察孩子們參與體驗活動後的轉變與成長,使價值產生
     3-7兒童娛樂體驗企業提供給家長的價值分為直接與間接兩種模式
     
     台灣兒童娛樂體驗企業經營建議
     健寶園經營建議:
     1.健寶園需增加普遍大眾市場對於兒童早期教育的認識
     2.健寶園需以價格區分目標消費客群,並提供更適切的服務與體驗內容
     Baby Boss City的經營建議:
      Baby Boss City的城市內部需維持其運作的法則。內部的所有供給與消費必須都以Baby Bucks來換取做媒介,避免現實生活的金錢流通
     故事屋的經營建議:
      1. 故事屋需建立獨一無二的品牌地位
      2. 故事屋需持續訓練師資及成立故事部門,維持說故事的品質與內容
     妙事多的經營建議:
      1.妙事多需更確立形象與經營理念,避免讓其形象與台灣坊間的補習班重疊
      2.妙事多需提升大眾市場對兒童早期教育的認知
     蘇荷兒童美術館的經營建議:
      1.蘇荷兒童美術館可透過政府教育機關增加普遍家長與教師的認知程度
      2.蘇荷兒童美術館需更積極投入於赴中國大陸的創建與經營
zh_TW
dc.description.abstract (摘要) Abstract
     This study focus on「the Kid’s Entertainment Experience Industry」which means Kid through play to know and understand this world, through playing game kid and their parents learn from it. This expressive which kid love and parents also need .
     
     Kid`s entertainment industry, a part of the cultural and creative arts education industry, also the development of the industry is currently emerging, in this study the researcher try to find the currently kid marketing condition and the value of the kid’s entertainment expressive industry , and try to find the key elements of the Kid’s entertainment industry. The purpose of this studied and researched the conclusion try to find the best way to run the kid’s entertainment industry.
     
     In this study through qualitative survey: in-depth interviews, expert views, focus group interviews to understand the thinking of business stakeholders and kid’s relations who including: parents, teachers. And adopt theories : Pine & Gilmore (1998) The experience economy, Mathwick (2001), “Experiential Value: Conceptualization, Measurement and Application in the Catalog and Internet Shopping Environment,”The variety of experiences related essay and children`s educational games and educational discourse, to understand the context of children`s entertainment industry, as a research base content and design of architecture, with the following findings:
     
     The conduction following:
     Context of Kid’s entertainment business development
     1-1-1 Kid`s entertainment business in Taiwan believe that Europe and the United States experience in Kid’s entertainment business.
     1-1-2 According to Kid’s entertainment business the way following:
      Europe /America=> Taiwan=> China`s way of delivery.
     1-1-3 Entertainment experience Business for children in China follow Taiwan`s business experience in Kid’s entertainment business model.
     1-2 Kid’s entertainment industries expect their provide could let experience 『transform』which the highest value in the experience economy ,but the experience of all those who have not been really recognized.
     
     Kid’s entertainment industry provide experience service with experience value
     2-1 Kid’s entertainment with their professionally respective fields and system lesson plans on teaching theory or expert endorsement.
     2-2 The member of Kid’s entertainment experience company who with the "professional knowledge" and " similar parents "
     2-3 Kid’s entertainment experience management team need to have sincere belief in the child industry.
     2-4 Kid’s entertainment company conduct the interview which select the people who have passion and professional training for education background.
     2-5 Kid’s entertainment company provide "activities" which are a kind of games, let children and parents to participate and enjoy it. After the activities parents and children both want to go back there.
     2-6 Kid’s entertainment company provide the activities with the content from literary art and the material which from the children life. For example: sports, music, art, world culture, family.
     2-7-1 Kid’s entertainment company with four values: fun, aesthetic feeling, economic benefits, and services. Children experience the value obtained is: fun, aesthetic feeling. And the parents get the value of the aesthetic feeling, economic benefits, services.
     2-7-2 Kid’s entertainment experience combines four types of business: entertainment, educational, aesthetic, ecstasy experience. Most of the children entertainment company focused on entertainment, education.
     2-7-3 Kid’s entertainment experience company through parent-child interaction create the experience value.
     2-8 Kid’s entertainment company provided great atmosphere and designed environment of space and equipment let consumers feel warm and comfortable the atmosphere which can’t create by parents themselves at home.
     
     The traction between Kid’s entertainment business , the purchaser (parents)and users (children)
     3-1 Kid’s entertainment experience company provide the activities to create invisible "pull" and "push" link the relationship between children and parents to lead people, parents and children to participate.
     3-2 Kid’s entertainment companies need to provide a platform for parents and children, through the platform let parents and parents; children and children with each other increase the connection between them
     3-3 Kid’s entertainment business let consumers create the “emotion and suspense” that let consumers come back and re-purchase.
     3-4 Kid’s entertainment business should express their profession let consumers (parents) put their faith in them, after consumers expressive it. The parents transfer their truth to be a kind of brand loyalty
     3-5 A diagrammatic explanation the Kid’s the relations between entertainment businesses, parents and children.
     3-6 Analysis of Kid’s entertainment business value:
     • Parents love their Kid’s so that the value be create and make sense.
     • Now the parents care the education much more than before so the value generated.
     • Parents believe after that children expressive the activities will inspired children and let children have more potentiality.
     • Parents enjoy their children converted and the moment in the atmosphere and activities.
     3-7 After clarify all the value what provide Kid’s entertainment company, we can find the value for parents and children which divided into directly and indirectly.
     
     Kid’s entertainment business in Taiwan proposition:
     GEMBOREE managements suggestion:
     1. GEMBOREE need to increase general public awareness of the market for early education.
     2. GEMBOREE need to distinguish the activities by different price for different target customers and provide more appropriate services and experience of activities’ content
     Baby Boss City management suggestion:
     Baby Boss City must maintain its operational rule. All the internal supply and consumption must use Baby Bucks and avoid using real money.
     Story House business suggestion:
     1. Story House need to establish a unique brand position.
     2. Story House should train the teachers and create the department of story creation to maintain the quality and content of storytelling
     Musik Garten business suggestion:
     1. Musik Garten need stronger brand image which recommend itself unique courses, to avoid the same image of Taiwan tradition cram school.
     2. Musik Garten need to raise public awareness of early education.
     Soho Kid’s Art Museum management suggestion:
     1. Soho Kid’s art Museum should increase general awareness of parents and school teachers by government educational institutions.
     2. Soho Kid’s Art Museum should be more actively involved in China marketing
en_US
dc.description.tableofcontents 目錄
     摘要 i
     Abstract iv
     謝辭 vii
     表目錄 x
     圖目錄 xi
     第一章 緒論 1
     引言 1
     第一節 研究背景與動機 4
     第二節 研究動機 12
     第三節 研究目的與問題 13
     第四節 研究流程 14
     第二章 文獻探討 15
     第一節 體驗 16
     第二節 體驗經濟 21
     第三節 家庭購買決策 32
     第四節 兒童娛樂體驗-遊戲學習 34
     第三章 研究方法 41
     第一節 研究脈絡 41
     第二節 研究範圍 42
     第三節 研究架構 43
     第四節 研究對象與研究方法 45
     第五節研究結果 46
     3-5-1台北市家長對於研究個案Baby Boss City認知: 49
     3-5-2台北市家長對於研究個案健寶園認知: 56
     3-5-3專家對台灣、中國兒童娛樂體驗產業之認知 60
     3-5-4專家認知-台灣國小、幼稚園之老師對兒童娛樂體驗產業之認知 66
     第四章 個案研究 69
     第一節 Baby Boss City個案介紹 69
     第二節 健寶園個案介紹 82
     第三節台灣兒童娛樂體驗市場其他企業概述 97
     4-3-1 故事屋個案介紹 97
     4-3-2 妙事多個案介紹 100
     服務與商品: 101
     4-3-3 蘇荷兒童美術館 104
     第五章 研究發現與結論建議 108
     第一節 研究發現與結果 108
     第二節 研究結論 140
     第三節 後續研究建議 142
     參考文獻 143
zh_TW
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0097359008en_US
dc.subject (關鍵詞) 體驗經濟zh_TW
dc.subject (關鍵詞) 體驗價值zh_TW
dc.subject (關鍵詞) 兒童娛樂體驗企業zh_TW
dc.title (題名) 台灣兒童娛樂體驗企業探討研究zh_TW
dc.title (題名) The research of Kid’s Entertainment Experience Industry in Taiwanen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) 中文:
     
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     參考網站:
     1. Baby Boss City官方網站,http://www.Baby Boss City.tw/
     2. 健寶園官方網站,http://gymboree.anow.com
     3. Gymboree官方網站,http://www.gymboreeclasses.com/index.jsp
     4. 故事屋官方網站,http://www.kidstoryhouse.com.tw/
     5. 妙事多官方網站,http://www.piedpiper.cc/
     6. 蘇荷兒童美術館官方網站,http://www.artart.com.tw/
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     14. 高雄市政府教育局網站,http://www.kh.edu.tw/releaseRedirect.do?unitID=183
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