The Influence Of Experiential Marketing On Online Games Players’ Consumption Behavior And Brand Attitude – A Case Study Of OPEN! CITY.

碩士 === 中國文化大學 === 新聞學系 === 100 === Facebook and web games have become the new social network sites (SNSs), so the game users experience a new virtual playing situation. The purpose of this study is to investigate “the influence of players’ experience to play OPEN! CITY” and “the difference of player...

Full description

Bibliographic Details
Main Authors: Tsai, Wei-Ling, 蔡瑋玲
Other Authors: Hsu, Chen-Hsing
Format: Others
Language:zh-TW
Published: 2012
Online Access:http://ndltd.ncl.edu.tw/handle/81875837682989175327
id ndltd-TW-100PCCU0383022
record_format oai_dc
spelling ndltd-TW-100PCCU03830222017-03-23T04:35:57Z http://ndltd.ncl.edu.tw/handle/81875837682989175327 The Influence Of Experiential Marketing On Online Games Players’ Consumption Behavior And Brand Attitude – A Case Study Of OPEN! CITY. 體驗行銷對線上玩家的消費行為與品牌態度的影響之研究─以OPEN!CITY為例 Tsai, Wei-Ling 蔡瑋玲 碩士 中國文化大學 新聞學系 100 Facebook and web games have become the new social network sites (SNSs), so the game users experience a new virtual playing situation. The purpose of this study is to investigate “the influence of players’ experience to play OPEN! CITY” and “the difference of players’ consumption behavior and brand attitude before and after experiencing the games”. Both the quantitative and qualitative methods are used in this study. First, this study utilized questionnaires through the Internet. The purposive samples were collected from the OPEN! CITY game forum. Furthermore, this study elected a high “immersion experiences” players and a low “immersion experiences” players to conduct in-depth interviews. This study collected 262 samples through the on-line questionnaire survey. The results are as follows: First, the on-line game players emphasize on sensory experiences. Second, players with different immersion levels have different experiences. Third, the acting experiences are the most effective variable to predict player’s brand attitude and consumption behaviors. Then, there are different experiential marketing between the entity situation and the virtual situation. Finally, SNSs become a new factor in experiential marketing. Based on the above finding, this research suggest: First, to introduce a new brand or merchandise by utilizing the social game. Second, to invent virtual characters is for increasing the loyalty. In addition, this study suggests for the further researches to add different variables of the personality of social game players, and extend to research more types of social games. Hsu, Chen-Hsing 徐振興 2012 學位論文 ; thesis 114 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 碩士 === 中國文化大學 === 新聞學系 === 100 === Facebook and web games have become the new social network sites (SNSs), so the game users experience a new virtual playing situation. The purpose of this study is to investigate “the influence of players’ experience to play OPEN! CITY” and “the difference of players’ consumption behavior and brand attitude before and after experiencing the games”. Both the quantitative and qualitative methods are used in this study. First, this study utilized questionnaires through the Internet. The purposive samples were collected from the OPEN! CITY game forum. Furthermore, this study elected a high “immersion experiences” players and a low “immersion experiences” players to conduct in-depth interviews. This study collected 262 samples through the on-line questionnaire survey. The results are as follows: First, the on-line game players emphasize on sensory experiences. Second, players with different immersion levels have different experiences. Third, the acting experiences are the most effective variable to predict player’s brand attitude and consumption behaviors. Then, there are different experiential marketing between the entity situation and the virtual situation. Finally, SNSs become a new factor in experiential marketing. Based on the above finding, this research suggest: First, to introduce a new brand or merchandise by utilizing the social game. Second, to invent virtual characters is for increasing the loyalty. In addition, this study suggests for the further researches to add different variables of the personality of social game players, and extend to research more types of social games.
author2 Hsu, Chen-Hsing
author_facet Hsu, Chen-Hsing
Tsai, Wei-Ling
蔡瑋玲
author Tsai, Wei-Ling
蔡瑋玲
spellingShingle Tsai, Wei-Ling
蔡瑋玲
The Influence Of Experiential Marketing On Online Games Players’ Consumption Behavior And Brand Attitude – A Case Study Of OPEN! CITY.
author_sort Tsai, Wei-Ling
title The Influence Of Experiential Marketing On Online Games Players’ Consumption Behavior And Brand Attitude – A Case Study Of OPEN! CITY.
title_short The Influence Of Experiential Marketing On Online Games Players’ Consumption Behavior And Brand Attitude – A Case Study Of OPEN! CITY.
title_full The Influence Of Experiential Marketing On Online Games Players’ Consumption Behavior And Brand Attitude – A Case Study Of OPEN! CITY.
title_fullStr The Influence Of Experiential Marketing On Online Games Players’ Consumption Behavior And Brand Attitude – A Case Study Of OPEN! CITY.
title_full_unstemmed The Influence Of Experiential Marketing On Online Games Players’ Consumption Behavior And Brand Attitude – A Case Study Of OPEN! CITY.
title_sort influence of experiential marketing on online games players’ consumption behavior and brand attitude – a case study of open! city.
publishDate 2012
url http://ndltd.ncl.edu.tw/handle/81875837682989175327
work_keys_str_mv AT tsaiweiling theinfluenceofexperientialmarketingononlinegamesplayersconsumptionbehaviorandbrandattitudeacasestudyofopencity
AT càiwěilíng theinfluenceofexperientialmarketingononlinegamesplayersconsumptionbehaviorandbrandattitudeacasestudyofopencity
AT tsaiweiling tǐyànxíngxiāoduìxiànshàngwánjiādexiāofèixíngwèiyǔpǐnpáitàidùdeyǐngxiǎngzhīyánjiūyǐopencitywèilì
AT càiwěilíng tǐyànxíngxiāoduìxiànshàngwánjiādexiāofèixíngwèiyǔpǐnpáitàidùdeyǐngxiǎngzhīyánjiūyǐopencitywèilì
AT tsaiweiling influenceofexperientialmarketingononlinegamesplayersconsumptionbehaviorandbrandattitudeacasestudyofopencity
AT càiwěilíng influenceofexperientialmarketingononlinegamesplayersconsumptionbehaviorandbrandattitudeacasestudyofopencity
_version_ 1718433667859087360