The effect of Experiential Marketing on Purchase Intention of APPs – with the Google Play as a example

碩士 === 國立高雄應用科技大學 === 資訊管理研究所碩士班 === 102 === Consumers not only care the function on the products, but also care the extra value of products. Many studies have pointed out that customers could receive extra value of products by experience. Schmitt (1999) point out the “Strategic Experiential Models”...

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Main Authors: Yu-cyuan Lin, 林昱全
Other Authors: Chien-feng Kung
Format: Others
Language:zh-TW
Published: 2014
Online Access:http://ndltd.ncl.edu.tw/handle/73974916062576034266
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spelling ndltd-TW-102KUAS03960172016-03-11T04:13:00Z http://ndltd.ncl.edu.tw/handle/73974916062576034266 The effect of Experiential Marketing on Purchase Intention of APPs – with the Google Play as a example 行動應用程式體驗行銷之購買意願研究 - 以Google Play電子商務市集為例 Yu-cyuan Lin 林昱全 碩士 國立高雄應用科技大學 資訊管理研究所碩士班 102 Consumers not only care the function on the products, but also care the extra value of products. Many studies have pointed out that customers could receive extra value of products by experience. Schmitt (1999) point out the “Strategic Experiential Models”, includes “Sense”, “Feel”, “Think”, “Act” and “Relate”, interpret the five modules that can get new cognitions for consumers respectively, and also explain the situation in the future. From the physical to virtual, sales may choose to offer different Paying Mode to consumers in the same products, in previous, the physical products just are paid one time, but the virtual products are different, it can charge again as long as they are upgraded. The research investigates that whether the different of Paying Modes will affect customer’s purchase intention after experience? This research investigates whether Experiential Marketing could influence Purchase Intention or not. After discussing with expert, choosing five APPs of different types represents various modules, and adding to Intervening variable, Paying Modes. Experiments are used for this study, divided into a control group and an experimental group. Subjects would use APPs in the control group, and the others are introduced APPs with power point.The results of the research are as the followings. (1)The subjects who had done “Sense” experience have more Purchase Intention than the others. (2) The subjects who had done “Relate” experience have more Purchase Intention than the others. (3) The Purchase Intention of Experience Marketing would not be influence by different Paying Modes. Chien-feng Kung 龔千芬 2014 學位論文 ; thesis 74 zh-TW
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description 碩士 === 國立高雄應用科技大學 === 資訊管理研究所碩士班 === 102 === Consumers not only care the function on the products, but also care the extra value of products. Many studies have pointed out that customers could receive extra value of products by experience. Schmitt (1999) point out the “Strategic Experiential Models”, includes “Sense”, “Feel”, “Think”, “Act” and “Relate”, interpret the five modules that can get new cognitions for consumers respectively, and also explain the situation in the future. From the physical to virtual, sales may choose to offer different Paying Mode to consumers in the same products, in previous, the physical products just are paid one time, but the virtual products are different, it can charge again as long as they are upgraded. The research investigates that whether the different of Paying Modes will affect customer’s purchase intention after experience? This research investigates whether Experiential Marketing could influence Purchase Intention or not. After discussing with expert, choosing five APPs of different types represents various modules, and adding to Intervening variable, Paying Modes. Experiments are used for this study, divided into a control group and an experimental group. Subjects would use APPs in the control group, and the others are introduced APPs with power point.The results of the research are as the followings. (1)The subjects who had done “Sense” experience have more Purchase Intention than the others. (2) The subjects who had done “Relate” experience have more Purchase Intention than the others. (3) The Purchase Intention of Experience Marketing would not be influence by different Paying Modes.
author2 Chien-feng Kung
author_facet Chien-feng Kung
Yu-cyuan Lin
林昱全
author Yu-cyuan Lin
林昱全
spellingShingle Yu-cyuan Lin
林昱全
The effect of Experiential Marketing on Purchase Intention of APPs – with the Google Play as a example
author_sort Yu-cyuan Lin
title The effect of Experiential Marketing on Purchase Intention of APPs – with the Google Play as a example
title_short The effect of Experiential Marketing on Purchase Intention of APPs – with the Google Play as a example
title_full The effect of Experiential Marketing on Purchase Intention of APPs – with the Google Play as a example
title_fullStr The effect of Experiential Marketing on Purchase Intention of APPs – with the Google Play as a example
title_full_unstemmed The effect of Experiential Marketing on Purchase Intention of APPs – with the Google Play as a example
title_sort effect of experiential marketing on purchase intention of apps – with the google play as a example
publishDate 2014
url http://ndltd.ncl.edu.tw/handle/73974916062576034266
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