Exploring the Effect of Experiential Marketing on Movie-Watching Intention: Examples of Same Name Mobile Movie Games

碩士 === 開南大學 === 企業與創業管理學系 === 102 === Online games have been a highly popular form of entertainment for a long time, especially for university students. The advanced technologies (e.g., wireless network) even facilitate this trend. Users can play games through their handheld devices, such as smartph...

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Main Authors: Yang, Chao Chi, 楊兆祺
Other Authors: Hsiao, Chun-Hua
Format: Others
Language:zh-TW
Published: 2014
Online Access:http://ndltd.ncl.edu.tw/handle/8de63h
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spelling ndltd-TW-102KNU001210022019-05-15T21:42:48Z http://ndltd.ncl.edu.tw/handle/8de63h Exploring the Effect of Experiential Marketing on Movie-Watching Intention: Examples of Same Name Mobile Movie Games 體驗行銷對看電影意願影響之研究 -以同名電影手機遊戲為例 Yang, Chao Chi 楊兆祺 碩士 開南大學 企業與創業管理學系 102 Online games have been a highly popular form of entertainment for a long time, especially for university students. The advanced technologies (e.g., wireless network) even facilitate this trend. Users can play games through their handheld devices, such as smartphone, PDA, tablet computer, or portable media player, anytime and anyplace. According to a survey by FIND (Institute for information industry) in the Institute for information industry in April 2012, game software category (55.4%) is the highest preferences of mobile device application usage behavior for people in Taiwan. Among the mobile games, movie games have gradually received great attention. Unlike traditional mass marketing for movie promotions, such as trailer, premiere, the official website, the same name movie game app is novel and can attract consumers’ attention. Thus, the same name movie game app could have certain interactive effect with movies. The purpose of this study is to explore the effects of experiential marketing on movie-watching intention with the case of the same name mobile movie game. The influential effects of users’ satisfaction and loyalty toward the same name mobile movie game on movie-watching intention are also under investigation. Online survey method with structural equation modeling (SEM) was employed to examine the proposed model. As a result, a total of 268 usable student samples were collected for subsequent analysis. The results show that perceived enjoyment of Mobile Movie Game has significant effect on satisfaction and loyalty toward the game. Flow experience also impacts loyalty positively. Finally, visual attractiveness of Mobile Movie Game has significant effect on satisfaction toward the game and movie-watching intention. Implications for practitioners for both movie industry and mobile game industry are discussed and proposed. Hsiao, Chun-Hua Lin, Chiun Sin 蕭君華 林君信 2014 學位論文 ; thesis 73 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 碩士 === 開南大學 === 企業與創業管理學系 === 102 === Online games have been a highly popular form of entertainment for a long time, especially for university students. The advanced technologies (e.g., wireless network) even facilitate this trend. Users can play games through their handheld devices, such as smartphone, PDA, tablet computer, or portable media player, anytime and anyplace. According to a survey by FIND (Institute for information industry) in the Institute for information industry in April 2012, game software category (55.4%) is the highest preferences of mobile device application usage behavior for people in Taiwan. Among the mobile games, movie games have gradually received great attention. Unlike traditional mass marketing for movie promotions, such as trailer, premiere, the official website, the same name movie game app is novel and can attract consumers’ attention. Thus, the same name movie game app could have certain interactive effect with movies. The purpose of this study is to explore the effects of experiential marketing on movie-watching intention with the case of the same name mobile movie game. The influential effects of users’ satisfaction and loyalty toward the same name mobile movie game on movie-watching intention are also under investigation. Online survey method with structural equation modeling (SEM) was employed to examine the proposed model. As a result, a total of 268 usable student samples were collected for subsequent analysis. The results show that perceived enjoyment of Mobile Movie Game has significant effect on satisfaction and loyalty toward the game. Flow experience also impacts loyalty positively. Finally, visual attractiveness of Mobile Movie Game has significant effect on satisfaction toward the game and movie-watching intention. Implications for practitioners for both movie industry and mobile game industry are discussed and proposed.
author2 Hsiao, Chun-Hua
author_facet Hsiao, Chun-Hua
Yang, Chao Chi
楊兆祺
author Yang, Chao Chi
楊兆祺
spellingShingle Yang, Chao Chi
楊兆祺
Exploring the Effect of Experiential Marketing on Movie-Watching Intention: Examples of Same Name Mobile Movie Games
author_sort Yang, Chao Chi
title Exploring the Effect of Experiential Marketing on Movie-Watching Intention: Examples of Same Name Mobile Movie Games
title_short Exploring the Effect of Experiential Marketing on Movie-Watching Intention: Examples of Same Name Mobile Movie Games
title_full Exploring the Effect of Experiential Marketing on Movie-Watching Intention: Examples of Same Name Mobile Movie Games
title_fullStr Exploring the Effect of Experiential Marketing on Movie-Watching Intention: Examples of Same Name Mobile Movie Games
title_full_unstemmed Exploring the Effect of Experiential Marketing on Movie-Watching Intention: Examples of Same Name Mobile Movie Games
title_sort exploring the effect of experiential marketing on movie-watching intention: examples of same name mobile movie games
publishDate 2014
url http://ndltd.ncl.edu.tw/handle/8de63h
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