Responsive image
博碩士論文 etd-0109117-125859 詳細資訊
Title page for etd-0109117-125859
論文名稱
Title
玩出新品味-遊戲化品牌APP對品牌溝通效果的影響
The effect of gamification branded APP on brand attitude and purchase intention
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
150
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2017-01-11
繳交日期
Date of Submission
2017-02-09
關鍵字
Keywords
品牌、行動應用程式、品牌行動應用程式、遊戲化、沈浸、品牌態度、購買意願
branded application, application, brand, gamification, flow, purchase intention, brand attitude
統計
Statistics
本論文已被瀏覽 5825 次,被下載 333
The thesis/dissertation has been browsed 5825 times, has been downloaded 333 times.
中文摘要
行動行銷的趨勢,帶動各大企業陸續開發自家品牌APP,預期透過此行動策略,與消費者建立互動關係。然而,APP市場的蓬勃發展,順勢擠壓了品牌APP的生存空間。本研究以遊戲化品牌APP為背景,探討遊戲化品牌APP所引發的挑戰感、成就感、社交互動感,如何透過沈浸影響品牌的溝通效果。此外,更以創意作為干擾變數,企圖調查該變數在消費者心理狀態與沈浸之間所扮演的角色為何。本研究結果發現,遊戲化品牌APP所引發的挑戰感、競爭型成就感以及內部社交互動感能正向影響沈浸,並進一步引發消費者的品牌態度與購買意願。本研究擴展遊戲化應用,將其延伸至品牌APP領域,並提供建議給欲開發遊戲化品牌APP之企業。在開發品牌APP時,能考慮遊戲化應用,以此發揮品牌APP的行銷效益。
Abstract
Mobile marketing prevailed over the world, many companies started to develop theirs branded APP, most of which are implementing mobile strategies and are developing the connection with customer. However, there are thousands of APPs being submitted to the APP store daily, so it’s easy for companies to get lost in the crowd. In order to make the branded APP acquire successful brand benefit. This study used gamification branded app as background to probe into the cause of gamification branded app arouse challenge, achievement, and social interaction, how to affect brand communication effect by flow. Beside, this research used creativity as moderator, attempts to investigate what does the variable takes on between consumer psychology and flow. The results of this study found that the cause of gamification brand app arouse challenge, competition achievement, and internal social interation positive effects flow and further stimulates consumer’s brand attitude and purchase intention. The research extended gamification application to the area of brand app. Also provide suggestions for the company which wants to develop gamification branded app. The company can consider gamification and use it to enlarge branded app marketing benefit when they are developing brand app.
目次 Table of Contents
第壹章、 緒論 1
第一節、 研究背景 1
第二節、 研究動機與目的 2
第貳章、 文獻探討 5
第一節、 品牌APP(Branded Application) 5
一、 品牌APP 5
二、 品牌APP的類型 6
三、 品牌APP的相關研究 8
第二節、 遊戲化(Gamification) 9
一、 定義 9
二、 遊戲化的內涵 9
三、 遊戲化應用的相關研究 11
第三節、 品牌APP遊戲化所引發的消費者心理 14
一、 挑戰感 15
二、 成就感 16
三、 社交互動感 17
第四節、 沈浸理論(Flow Theory) 19
一、 沈浸理論 19
二、 沈浸理論的特徵 21
三、 沈浸理論的效益 22
四、 遊戲化應用與沈浸 23
五、 品牌APP遊戲化 25
第五節、 創意(Creativity) 29
一、 新穎性(Novelty) 29
二、 意義性(Meaningfulness) 30
三、 關聯性(Connectedness) 30
第六節、 品牌溝通效果 32
一、 品牌態度(brand attitude) 32
二、 購買意願(purchase intention) 34
第參章、 研究方法 36
第一節、 研究架構 36
第二節、 研究假說 36
一、 品牌APP遊戲化的消費者心理與沈浸之關係 36
二、 品牌APP的創意在品牌APP遊戲化應用與沈浸之間的干擾效果 38
三、 沈浸與品牌態度之關係 39
四、 品牌態度與購買意願之關係 40
第三節、 研究方法與設計 40
一、 研究對象 40
二、 品牌的選擇 40
三、 研究過程 42
四、 操作型定義與問卷題項 43
第肆章、 研究結果分析 46
第一節、 描述性統計 46
第二節、 操弄性檢驗 51
第三節、 信效度分析 53
一、 整體信效度分析 53
二、 高低創意信效度分析 56
第四節、 常態分佈檢定 60
第五節、 結構方程式結果分析 60
一、 模型配適度檢驗 60
二、 路徑分析 63
第伍章、 研究討論 68
第一節、 品牌APP遊戲化對沈浸的影響 68
一、 挑戰感對沈浸的影響 68
二、 成就感對沈浸的影響 68
三、 社交互動感對沈浸的關係 69
第二節、 創意於消費者心理與沈浸之間的干擾作用 70
第三節、 沈浸對品牌溝通效果的影響 71
第陸章、 結論與建議 72
第一節、 結論 72
第二節、 研究貢獻 72
一、 理論貢獻 72
二、 實務貢獻 74
三、 研究限制與建議 75
參考文獻....... 77
附錄.............. 92
參考文獻 References
參考文獻
中文文獻
Google Think(2015)。行動應用程式行銷分析:消費者究竟如何發掘和使用應用程式。think with Google APAC。
ithome (2010)。 Gartner看好十大行動科技:藍牙、LBS、應用程式商店入榜。
井上明人 (2012)。遊戲化的時代。時報出版。
方偉翰(2016)。結合個人化顧問服務、社群、遊戲化於一身的健身APP-Fitocracy。取自
http://www.find.org.tw/market_info.aspx?n_ID=8767.
池文海、邱天佑、賴慧芬(2010)。 探討瀏覽影音部落格沈浸經驗的前因與後果。 Electronic Commerce Studies,8卷2期。
朱灼文(2014)。品牌瘋遊戲,把無聊變有趣。取自
http://www.brain.com.tw/news/articlecontent?sort=&ID=20571.
吳明隆(2009)。結構方程模式:AMOS的操作與應用。五南出版社。
吳恬儀(2012)。APP生存密碼 從80%失敗品牌學教訓。取自
http://www.find.org.tw/market_info.aspx?n_ID=8304.
吳岱芸 (2015)。 從遊戲到遊戲化:行銷溝通遊戲化理論初探。新聞學研究,(124),215-251。
李全興(2012)。APP行銷?品牌怎麼做!取自
http://goo.gl/I9Guj1.
李昆謀(2016)。品牌為什麼需要有一個專屬APP。取自
http://blog.91app.com/why-brand-need-an-app/.
邱皓政(2005)。結構方程式,第三版,台北雙葉。
林友琴(2015)。創意的解放(下)取自
http://www.brain.com.tw/news/articlecontent?sort=&ID=21599.
財團法人資訊工業策進會 (2014)。 驚!每人每日有1/8醒著的時間都在使用APP!取自
http://goo.gl/M6cWxG.
財團法人資訊工業策進會(2016)。超愛聊,逾80%每天使用社交通訊APP。取自 http://mic.iii.org.tw/aisp/pressroom/press01_pop.asp?sno=423&cred=2016/02/02&type1=2.
財團法人資訊工業策進會(2016)。台灣手機用戶平均每人下載16個APP。取自 http://mic.iii.org.tw/aisp/pressroom/press01_pop.asp?sno=424&cred=2016/02/02&type1=2.
張玉佩(2009)。遊戲、人生:從線上遊戲玩家探討網路世界與日常生活的結合。 新聞學研究, (98), 1-45.
張玉佩(2011)。線上遊戲之閱聽人愉悅經驗探索。中華傳播學刊, (19), 61-96.
張維仁(2015)。行動商務戰開打,APP開啟品牌新契機。取自
http://www.brain.com.tw/news/articlecontent?ID=22613&sort=.
許明潔、許嘉真(2013)。虛擬經驗對顧客忠誠度的影響:以大型多人線上角色扮演遊戲為例。資訊傳播研究,4卷1期,87-108。
國家通訊委員會(2015)。2015年電信各類服務占電信服務總營收之比例。取自
http://www.ncc.gov.tw/chinese/files/16050/1994_35539_160518_1.pdf.
國家通訊委員會(2016)。通訊傳播事業概況總覽。取自
http://www.ncc.gov.tw/chinese/files/16052/1966_35679_160526_1.pdf.
楊政霖 (2013)。品牌 APP發展現況與應用案例分析。 證卷櫃檯, No.163.
經純渝(2015)。McDonald’s 玩遊戲賺餐點。取自http://www.find.org.tw/market_info.aspx?n_ID=8345.
劉仲矩、阮薏樺 (2014)。手機APP應用程式使用者知覺價值之研究。2013國際 ERP 學術及實務研討會,台北。
數位時代(2015)。善用APP與訊息推播,行動行銷打造企業「自媒力」。取自
http://www.bnext.com.tw/marketinfo/view/id/48389.
鄭逸寧(2012)。 打造企業APP應該掌握的五大關鍵。 取自
http://www.ithome.com.tw/node/73463.
謝佩玲(2014)。 影響線上遊戲玩家沈浸與價值共創因素之研究。 觀光與休閒管理期刊,2卷2期。
盧姿麟、廖柏森(2012)。 學習口譯的焦慮與心流體驗。 編譯論叢,5卷2期。




















英文文獻
Aaker, D.A. (2000). Brand Leadership Free Press.New York.
Abramovich, S., Schunn, C., & Higashi, R.M. (2013). Are badges useful in education? It depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 61(2), 217-232.
Abzari, M., Ghassemi, R. A., & Vosta, L. N. (2014). Analysing the effect of social media on brand attitude and purchase intention: the case of Iran Khodro company. Social and behavioral sciences,143,822-826.
Ajzen, I., & Fishbein M. (1980). Understanding attitudes and predicting social behavior. NJ: Prentice-Hall. 

Alnawas, I. & Aburub, F. (2016). The effect of benefits generated from interacting with branded mobile apps on consumer satisfaction and purchase intentions. Journal of Retailing and Consumer Services, 31, 313-322.
Amabile, T. M., Barsade, S. G., Mueller, J. S., & Staw, B. M. (2005). Affect and creativity at work. Administrative Science Quarterly, 50, 367-403.
Ang, S. H., Yih H. L., & Siew M. L. (2007). The ad creativity cube: Conceptualization and initial validation. Journal of the Academy of Marketing Science, 35, 220 - 232.
Ang, S. H., Leong, S. M., Lee, Y. H. & Lou, S. L. (2014). Necessary but not Sufficient: Beyond Novelty in Advertising Creativity. Journal of marketing communications, 20(3), 214-230.
Antin, J. & Churchill, E.F. (2011). Badges in social media: A social psychological perspective. Human factor in computing systems.
Baack, D. W., Wilson, R. T., & Till, B. D. (2008). Creativity and memory effects: Recall, recognition, and an exploration of nontraditional media. Journal of Advertising, 37(4), 85-94.

Bagozzi, R. P., & Burnkrant, R. E. (1979). Attitude organization and attitude-behavior relationship, Journal of Personality and Social Psychology, 37(1), 913-929.
Ballard, M.E., & West, J.R. (1996). The effects of violent videogame play on males hostility and cardiovascular responding. Journal of APPlied Social Psychology, 26, 717- 730.
Bandura, A. (1997). Self-efficacy: The exercise of control. New York: W. H. Freeman & Company.
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Improving participation and learning with gamification. Gamification’13, 10-17
Bassar, L. (1991). Creative paths to great advertising. Viewpoint,
23–24
Bassar, L. (1991). Creative paths to great advertising. Viewpoint,
23–24
Bassar, L. (1991). Creative paths to great advertising. Viewpoint,
23–24
Basser, L. (1991). Creative paths to great advertising. Viewpoint,23-24.
Belch, George E., & Michael A. Belch. (2004). Advertising and promotion: An integrated marketing communications perspective. MA: McGraw-Hill.

Bellman, S., Potter, R.F., Treleaven-Hassard, S., Robinson, J.A., & Varan, D. (2011). The effectiveness of branded mobile phone APPs. Journal of Interactive Marketing, 25(4), 191-200.
Besemer, S., & O’Quin, K. (1986). Analyzing creative products: Refinement and test of a judging instrument. Journal of Creative Behavior, 20(2),115-26.

Besharat, A., Kumar, A., Lax, J.R., & Rydzik, E.J. (2013). Leveraging virtual attribute experience in video games to improve brand recall and learning. Journal of Advertising, 42(2-3), 170-182.
Bista, S.K., Nepal, S., Paris, C., & Colineau, N. (2014). Gamification for online communities: A case study for delivering government services. International Journal of Cooperative Information Systems, 23(02), 1441002.
Bittner, J. V., & Shipper, J. (2014). Motivational effects and age differences of gamification in product advertising. Journal of Consumer Marketing, 31(5), 391-400.
Blair. (2011). The use of video game achievements to enhance player performance, self-efficacy, and motivation. Available at
https://goo.gl/kvgTYB.
Bogozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation models. Academic of Marketing Science, 16, 76-94.
Bowman, N. D., Jockel, S. & Dogruel L. (2015). The app market has been candy crushed”: Observed and rationalized processes for selecting smartphone games. Entertainment Computing, 8, 1-9.
Browne, M. W., & Cudeck, R. (1993). Alternative ways of assessing model fit. In: K. A.Bollen & J. S. Long (Eds.), Testing structural equation models (pp. 136-162). Beverly Hills, CA: Sage.
Brown, E., & Carins, P. (2004). A grounded investing of game immersion. Human factor in computing systems,4,1297-1300.
Bunchball. (2010). Gamification 101: an introduction to the use of Game dynamics to influence behaviour. Available at http://www.bunchball.com/gamification101.
Burton. S., Lichtenstein, D. R., Netemeyer, R. G., & Garretson, J. A. (1998). A scale for measuring attitude toward private label products and an examination of its psychological and behavioral correlates. Journal of the academy of marketing science, 26(4), 293-306.
Calder, B.J., Malthouse, E.C., & Schaedel, U. (2009). An experimental study of the relationship between online engagement and advertising effectiveness. Journal of Interactive Marketing, 23(4), 321-331.
Cauberghe, V., & Patrick D. P. (2010). The effectiveness of telescopic ads delivered via interactive digital TV: The impact of the amount of information and the level of interactivity on brand responses. Journal of Interactive Marketing, 24(4),297-308.
Cesarone, E .(1994). Video games and children. office of educational research and improvement.
Chaudhuri, A. (1999). Does brand loyalty mediate brand equity outcomes. Journal of Marketing Theory and Practice, 7(2), 136-146.
Chen, C., & Leung, L. (2016). Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction. Telematics and Informatics, 33(4), 1155-1166.
Chen, H., Wigand, R.T., & Nilan, M.S. (1999). Optimal experience of web activities. Computers in Human Behavior, 15(5), 585-608.
Choi, D., & Kim, J. (2004). Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents. Cyberpsychology and behaveor, 7(1), 11-24.
Cohen, S, & Wills, T.A. (1985). Stress, social support, and the buffering hypothesis. Psychological Bulletin, 310-357.
Costa, J.P., Wehbe, R.R., Robb, J., & Nacke, L.E. (2013). Time’s up: studying leaderboards for engaging punctual behavior. Gamification'13, 26- 33.
Crawford, C. (2007). The art of computer game design.
Csikszentmihalyi, M. (1975). Play and intrinsic rewards. Journal of Humanistic Psychology, 15(3), 41-63.
Csikszentmihalyi, M. (1977). Beyond Boredom and Anxiety, second printing. San Francisco: Jossey Bass.
Csikszentmihalyi, M. (1990). Flow: the psychology of optimal experience. New York.
Curran, K., & George, C. (2012). The future of web and mobile game development. International Journal of Cloud Computing and Services Science, 1(1), 25-34
De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers and Education, 75, 82-91.
Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., Reindl, A., Ágoston, C., Kertész, A., & Harmath, E. (2011). Why do you play? The development of the motives for online gaming questionnaire. Behavior Research Methods, 43(3), 814-825.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Envisioning Future Media Environments, 9-15.
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in Education: A Systematic MAPPing Study. Educational Technology and Society, 18 (3), 75-88.
Dobele, A., Toleman, D., & Beverland, M. (2005). Controlled infection! Spreading the brand message through viral marketing. Business Horizons, 48(2), 143-149.
Dong, P., & Wyer, R. S. (2014). How time flies: the effects of conversation characteristics and partner attractiveness on duration judgments in a social interaction. Journal of Experimental Social Psychology, 50, 1-14
DuBravac, S. (2012). Game Mechanics for Classroom Engagement. Cutting-edge Technologies in higher education, 6 , 67-94.
Duggan, K., & Shoup, K. (2013). Business gamification for dummies. John Wiley & Sons, INC.
Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play & positive adolescent development. Journal of APPlied Developmental Psychology, 23(4), 373-392.
e-learniing Infographics. (2015). 4 reasons to use gamification in 2016 infographic.
Available at
http://elearninginfographics.com/4-reasons-use-gamification-2016-infographic
Escalas, J. E., & Stein, B. (2003). Sympathy and empathy: Emotional responses to advertising dramas. Journal of Consumer Research, 29, 566-578.
Federoff, M. A. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in video games. Department of Telecommunications of Indiana University.
Fornell, C., & Larcker, D. F. (1981). Evaluation structural equation models with unobservable variables and measurement error. Journal of Marketing Rearch, 18, 39-50.
Froehlich, J. (2015). Gamifying Green: Gamification and Environmental Sustainability. The Gameful World, MIT Press.
Fu, F. L., Su R. C., & Yu, S. C. (2009). EGameFlow: A scale to measure learners’ enjoyment of e-learning games. Computers & Education, 52(1), 101-112.
Garris, R., Ahlers, R., & Driskell, J.E. (2002). Games, motivation, and learning: A research and practice model. Simulation and Gaming, 33(4), 441-467.
GFK MIR. (2013). Brand Communication with Branded Smartphone APPs: First Insights on Possibilities and Limits. GFK MIR,5(2), 24-27.
Ghani, J.A. (1991). Flow in human–computer interactions: test of a model. Human factors in management information systems, 291-311.
Ghani, J.A., & Deshpande, S.P. (1994). Task characteristics and the experience of optimal flow in Human Computer interaction. The Journal of Psychology, 128(4), 381-391.
Glover, I. (2013). Play As You Learn: Gamification as a Technique for Motivating Learners. Available at
https://goo.gl/cqiFs5.
Google. (2015). Mobile APP Marketing insights: How consumers really find your APP and use. Available at
https://think.storage.googleapis.com/docs/mobile-app-marketing-insights.pdf
Grabowski, A., Kruszewska, N., & Kosiński, R. A. (2008). Dynamic phenomena and human activity in an artificial society. Physical Review E, 78(6), 1-10.
Greenfield, P.M., Brannon, C., & Lohr, D. (1994). Two-dimensional representation of movement through three- dimensional space: The role of video game expertise. Journal of APPlied Developmental Psychology, 15(1), 87-103.
Griffiths, M.D., & Davies, M.N.O. (2002). Excessive online computer gaming: implications for education. Journal of Computer Assisted Learning, 18, 379-380.
Guiltinan, J. P., Paul, G. W., & Madden T.J. (1997). Marketing Management Strategies and Programs. The McGraw-Hill Companies Inc. 

Guo, Y. & Poole, M. S. (2009). Antecedents of flow in online shopping: A test of alternative models. in Info Systems, 19, 369-390.
Haberland, G. S., & Dacin, P. A. (1992). The development of a measure to assess viewers’ judgments of thecreativity of an advertisement: A preliminary study. Advances in Consumer Research, 19, 817-825.
Hair, J. F., Anderson, R. E., Tatham, R. L., & Blach, W. C. (1998). Multivariate data analysis . Upper Saddle River, NJ: Prentice-Hall.
Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., and Tatham, R. L. (2006). Multivariate data analysis. Pearson education, Inc.
Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and APPlications, 12(4), 236-245.
Hamari, J., & Koivisto, J. (2013). Social Motivations to Use Gamification: An Empirical Study of Gamifying Exercise. Conference on Information Systems, 5-8.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. International Conference on System Sciences, 6-9.
Hamari, J., & Koivisto, J. (2015). Why do people use gamification services. International Journal of Information Management, 35(4), 419-431.
Hamari, J., Shernoff, D. J., Rowe, E., Coller B., Asbellclarke J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computer in human behavior, 54, 170-179.
Hansun, S. (2012). Gamified e-commerce a new paradigm on e-media business. Ultimatics, 5(2), 28-30.
Hofacker, C. F., Ruyder, K. D., Lurie, N. H., Manchanda, P. & Donaldson, J. (2016). Gamification and mobile marketing effectivenss. Journal of interactive marketing, 34, 25-36.
Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: Conceptual foundations. Journal of Marketing, 60(3), 50–68.
Hsu, C.L., & Lu, H.P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information and Management, 41(7), 853-868.
Hsu, S.H., Lee, F.L., & Wu, M.C. (2005). Designing action games for appealing to 
buyers. CyberPsychology and Behavior, 8 (6), 585-591. 

Hsu, S.H., Wen, M, H, & Wu, M, C. (2007). Exploring design features foe enhancing players’ challenge in strategy games. CyberPsychology and Behavior, 10,393-397.
Huotari, k., & Hamari, J. (2012). Defining gamification: a service marketing perspective. 16th International academic MindTrek conference, 17-22.
Hutton, G., & Rodnick, S. (2009). Smartphone Opens up New Opportunities for Smart Marketing. Admap, 44(11), 22-4.
Im, S., Bhat S., & Lee Y. (2015). Consumer perceptions of product creativity, coolness, value and attitude. Journal of Business Research, 68(1)166-172.
IPSOS. (2013). Why people use branded mobile APPs. Available at
http://trends.e-strategyblog.com/2013/08/08/why-people-use-branded-mobile-apps/13358
Jarinen, A., Helio, S., & Mayra, F. (2002). Communication and community in digital entertainment services. University of Tampere.
Johnson, D., & Wiles, J. (2003). Effective affective user interface design in games. Ergonomics, 46, 1332-1345.
Jöreskog, K. & Sörbom, D. (1993). LISREL 8: Structural Equation Modeling with the SIMPLIS Command Language. Chicago, IL: Scientific Software International Inc.
Kang, JY. M., Mun, J. M., & Johnson, K, KP. (2015). In-store mobile usage: Downloading and usage intention toward mobile location-based retail apps. Computer in human behavior, 46, 210-217.
Kastner, N. (2013). Gamification From the arcade to the bank. ABA BANK MARKETING.
Keller, K.L. (1993). Conceptualizing, Measuring, and Managing Customer-Based Brand Equity. Journal of Marketing, 57, 1-22.
Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.
Korzaan, M. L. (2003). Going with the Flow: Predicting Online Purchase Intentions. The Journal of Computer Information Systems, 43(4), 25-31.
Kover, Arthur J., Stephen M. Goldberg, and William L. James. (1995). Creativity versus effectiveness: An integrating classification for advertising. Journal of Advertising Research, 35(6),29-40.
Kübler, R. V., & Proppe, Dennis. (2012). Faking or convincing: Why do some advertising campaigns win creativity wards. Business rearch, 5(1), 60-81.
Landers, R. N., & Callan, R. C. (2011). Casual social games as serious games: the psychology of gamification in undergraduate education and employee training. Serious games and edutainment APPlications, 399-424.
Landers, V., Beatty, S. E., Wang, S., & Mothersbaugh, D. L. (2015). The Effect of Online versus Offline Retailer-Brand Image Incongruity on the Flow Experience. Journal of Marketing Theory and Practice, 23 (4), 370-87.
Lariviere, B., Joosten, H., Malthouse, E., Birgelen, M. V., Aksoy, P., Kunz, W. H., & Huang, M. H. (2013). Value Fusion: The Blending of Consumer and Firm Value in the Distinct Context of Mobile Technologies and Social Media. Journal of Service Management, 24,(3), 268-93.
Lankford, S.V., & Howard, D.R. (1994). Developing a tourism impact scale. Annals of tourism research, 77(4), 121-139.
Lee, K. M., & Peng, W. (2006). What do we know about social and psychological effects of computer games? A comprehensive review of the current literature. Playing computer games: Motives, responses, and consequences, 327-345.
Lee, S. M. & Chen, L. (2010). The impact of flow on online consumer behavior, Journal of computer information systems, 1, 1-10.
Lee, J. J. & Hammer, J. (2011). Gamification in Education: What, How, Why Bother. Academic Exchange Quarterly, 15(2).
Lin, Y. L., Lin, H. W., & Jiang, Y. W. (2015). The structure and cluster of value in social network games. Marketing review, 12, 263-287.
Linn, M.C., & Petersen, A.C. (1985). Emergence and characterization of sex differences in spatial ability: A Meta-Analysis. Child Development, 56(6), 1479.
Liu, Y., Alex&rova, T., & Nakajima, T. (2011). Gamifying intelligent environments. ACM Workshop on Ubiquitous Meta User Interfaces, 7-12.
Lomas, D., Patel K., Forlozzi, J. L., & Koedinger K. R. (2013). Optimizing challenge in an educational game using Large-Scale design experiments. Conference on human factors in computing systems, 89-98.
Luna, D., Peracchio, L.A., & de Juan, M.D. (2002). Cross-cultural and cognitive aspects of web site navigation. Journal of the Academy of Marketing Science, 30(4), 397-410.
Lutz, R. J., & Scott, B. (1986). Attitude toward the Ad as a mediator of advertising effectiveness: Determinate and consequences. Advances in Consumer Research, 10,532-539. 

Maccoby, M. (1993). To create quality, first create the culture. Research-Technology Management, 36(5), 49.
Mackenzie, S.B., & Spreng, R. A. (1992). How does motivation moderate the impact of central and peripheral processing on brand attitudes and intentions. Journal of Consumer Research, 18, 519-529.
Makower, J. (2012). State of green business report 2012. Available at http://www.greenbiz.com/research/report/2012/01/state-green-business-report-2012.
Malone, T. W. (1981). Toward a theory in intrinsically motivating instruction. Cognitive Science, 4, 333-369.

Malone, T. W. (1982). Heuristics for designing enjoyable user interface: Lessons from computer games. Human Factors in Computer Systems, 63-68.

Marc, G. (2002). Citizen brand: 10 commandments for transforming brands in a con- sumer democracy. New York: Allworth Press.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Group.
Modig, E. & Rosengren, S. (2014). Can advertising creativity affect product perceptions and retailer evaluations. Journal of Product and Brand Management, 23(6), 452-461.
Neal, W.D. (2000). For Most Consumers, Loyalty isn’t an Attitude. Marketing News.
Norins, H. (1990). The Young and Rubicam traveling creative workshop. Englewood Cliffs, NJ: Prentice-Hall.

Novak, T.P., Hoffman, D.L., & Yung, Y.F. (2000). Measuring the customer experience in online environments: A structural modeling APProach. Marketing Science, 19(1), 22-42.
Pagulayan, R. J., Keeker, K., Wixon, D., Romero, R. L., & Fuller, T. (2003) . User-centered design in games, The human-computer interaction handbook, 883-906.
Peng, K.F., Chen, Y., & Wen, K.W. (2014). Brand relationship, consumption values and branded APP adoption. Industrial Management and Data Systems, 114(8), 1131-1143.
Pilke, E.M. (2004). Flow Experiences in Information Technology Use. International Journal of Human-Computer Studies ,(61)3, 347-357.
Pillay, H. (2003). An investigation of cognitive processes engaged in by recreational computer game players. Journal of Research on Technology in Education, 34(3), 336-350.
Preece, J. (2000). Online communities: Designing usability, supporting sociability. John Wiley and Sons.
Rayboum, E.M. (1997). Computer game design: new direction for intercultural simulation game designers. Development in Business Simulation and Experiential Learning, 24, 144-145.
Razavi, Y., Ho, B., & Fox, M. (2012). Gamifying E-Commerce: Gaming and Social-Networking Induced Loyalty. Available at
https://goo.gl/NAjWXl.
Redondo, I. (2012). The effectiveness of casual advergames on adolescents’ brand attitudes. European Journal of Marketing, 46(11/12), 1671-1688.
Reid, L.N., King, K.W., & DeLorme, D.E. (1998). Top- Level Agency Creatives Look at Advertising Creativity Then and Now. Journal of Advertising, 27 (2), 1-16.
Riley, F. D., Ehrenberg, A. S. C., & Castleberry, S. B. (1997). The variability of attitudinal repeat-rates. International Journal of Research in Marketing, 14(5), 437-450.
Robson, K., Plangger, K., Kietzmann, J., McCarthy, I., & Pitt, L. (2014). Understanding Gamification of Consumer Experiences. Advances in Consumer Research, 42.
Rosenberg, M. J., & Hanland, J. C. (1960). Low Commitment Consumer Behavior. Journal of Abnormal and Social Psychology, 2, 367-372.
Rouse, R. (2001). Game Design: Theory and Practice. Plano. Texas, Wordware Publishing.
Sasser, S. L., & Koslow, S. (2008). The creative advertising development process: is organizational politics a recipe for disaster or a dysfunctional antidote. New trends in advertising rearch, 103-119.
Schiano,D.J., & White, S. (1998). The first noble truth of cyberspace: people are people. Human Factors in Computing Systems ,352-359. 

Schiffman, L.G., & Kanuk, L.L. (1994). Consumer Behavior. New Jersey: Prentice-Hall. 

Schutte, N., Malouff, J., Post-Gordon, J., & Rodasta, A. (1988). Effects of playing video games on children’s aggressive and other behaviors. Journal of APPlied Social Psychology, 18, 451-456.
Seah, M., & Carins, P. (2008). From immerseon to addiction in videogames. People and computers,1,55-63.
Sengupta, J., & Fitzsimons, G.J. (2000). The Effects of Analyzing Reasons for Brand Preferences: Disruption or Reinforcement. Journal of Marketing Research, 37(3), 318-330. 

Shoham. (2004). Flow experiences and image making: An online chat-room ethnography. Psychology and Marketing, 21 (10),855 -882.
Siemens, J. C., Smith, S., Fisher, D., Thyroff, A., & Killian G. (2015). Level up! The Role of progress feedback type for encouraging intrinsic motivation and positive brand attitude in public versus private gaming context. Journal of interactive marketing, 32,1-32.
Skadberg, Y.X., & Kimmel, J.R. (2004). Visitors’ flow experience while browsing a web site: Its measurement, contributing factors and consequences. Computers in Human Behavior, 20(3), 403-422.
Smith, R. E., MacKenzie, S. B., Yang, X., Buchholz, L. M., & Darley, W. K. (2007). Modeling the determinants and effects of creativity in advertising. Marketing Science,26(6),819-833.
Statista. (2016). Number of apps available in leading app stores as of June 2016. Available at
https://goo.gl/tCnPXW.
Steiger, J. H. (1989). EzPATH: Causal modeling. Evanston, IL: SYSTAT.
Sternberg, R. J., & Lubart, T. I. (1995). Defying the crowd: Cultivating creativity in a culture of conformity. New York: Free Press.

Stuhlfaut, M. W., & Yoo, C. Y. (2013). A tool for evaluating advertising concepts: Desirable 
characteristics as viewed by creative practitioners. Journal of Marketing Communications, 19(2), 81-97. 

Su, Y. S., Chiang, W. L., Lee, C. J., & Chang H. C. (2016). The effect of flow experience on player loyalty in mobile game application.Computer in human behaveor, 63, 240-248.
Sundar, S. S., & Kim, J. (2005). Interactivity and Persuasion: Influencing Attitudes with Information and Involvement. Journal of Interactive Advertising, 5(2), 5-18.
Sweeter, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in entertainment, 3(3), 3.
Tannenbaum, P.H., & Zillmann, D. (1975). Emotional arousal in the facilitation of aggression through communication. experimental social psychology,8, 149-192.
Tejeiro, R. (2001). La adiccion a los video juegos Video games addiction: A review. Adicciones, 13, 407-413.
Thompson, M., Nordin. A. I., & Carins, P. (2012). Effect of touch-screen size on game immerseon. People and computers,280-285.
Trevino, L.K. & Webster. J. (1992) . Flow in Computer-Mediated Communication.
Communication Research,5(19), 539-573.
Trevino, L.K., & Webster, J. (1992). Flow in computer-mediated communication: Electronic mail and voice mail evaluation and impacts. Communication Research, 19(5), 539-573.
Van Noort, G., Voorveld, H. A. M., & van Reijmersdal E. A. (2012). Interactivity in brand web sites: cognitive, Affective, and behavior responses. Journal of Interactive Marketing, 26(4), 223-234.
Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online game addiction: A test of flow theory and humanistic needs theory for Taiwan adolescents. Cyber Psychology and Behavior, 9, 317-324.
Wang, A. (2006). Advertising engagement: A driver of message involvement on message effects. Journal of Advertising Research, 46(4), 355-368.
Wang, B., Kim, S. J. & Malthouse, E. C. (2016). Branded Apps and mobile playforms as new tool for advertising. Available at
https://goo.gl/14rLBI.
Wen, M. H., Chang, J. W., Lin, Y. T., Liang, C. W., & Yang, S. Y. (2014). Gamification Design for Increasing Customer Purchase Intention in a Mobile Marketing Campaign App. Available at
https://goo.gl/Rmbzsi.
Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business.
Wise, K., Bolls, P. D., Kim, H., Venkataraman, A., & Meyer, R. (2008). Enjoyment of advergames and brand attitudes: The impact of thematic relevance. Journal of Interactive Advertising, 9(1), 27–36.
Wood, R. T. A., Griffiths, M. D., Chappell, D., & Davies, M. N. O. (2004). The structural characteristics of video games: A psycho-structural analysis. CyberPsychology & Behavior, 7, 1-10.
Wu, J. J. & Chang, Y. S. (2005). Towards Understanding Members' Interactivity, Trust, and Flow in Online Travel Community. Industrial Management and Data Systems, 105(7), 937-954.
Yang, C.C. (2007). Factors influencing internet users' perceived credibility of news-related Blogs in Taiwan. Telematics and Informatics, 24(2), 69-85.
Yang, X., & Smith, R. E. (2009). Beyond Attention Effects: Modeling the Persuasive and Emotional Effects of Advertising Creativity. Marketing Science, 28(5), 935-949.
Yee, N. (2007). Motivations of play in online games. Journal of CyberPsychology and Behavior, 9, 772-775.
Zeng, L., Proctor, R. W., & Salvendy, G. (2010). User-based assessment of website creativity: a review and appraisal. Behaviour & Information Technology, 1-18.
Zhao, Z., & Balague, C. (2015). Designing branded mobile apps: Fundamentals and recommendations. Business Horizons, 58(3), 305-315.
Zhou, T., Li, H., & Liu, Y. (2010) .The Effect of Flow Experience on Mobile SNS Users' Loyalty. Industrial management and data systems,110(6) , 930-946.
Zichermann, G. & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile APPs.
電子全文 Fulltext
本電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。
論文使用權限 Thesis access permission:自定論文開放時間 user define
開放時間 Available:
校內 Campus: 已公開 available
校外 Off-campus: 已公開 available


紙本論文 Printed copies
紙本論文的公開資訊在102學年度以後相對較為完整。如果需要查詢101學年度以前的紙本論文公開資訊,請聯繫圖資處紙本論文服務櫃台。如有不便之處敬請見諒。
開放時間 available 已公開 available

QR Code