| 研究生: |
左曼琴 Maha Putri Zurma |
|---|---|
| 論文名稱: |
遊戲化對消費者態度的影響:自我建構的調節作用 The Effect of Gamification on Consumers’ Attitudes: The Moderating Role of Self Construal |
| 指導教授: |
裴素賢
Bae, So-Hyun |
| 學位類別: |
碩士 Master |
| 系所名稱: |
管理學院 - 國際企業研究所 Institute of International Business |
| 論文出版年: | 2022 |
| 畢業學年度: | 110 |
| 語文別: | 英文 |
| 論文頁數: | 60 |
| 外文關鍵詞: | gamification, perceived enjoyment, self-construal, gamified-ad, consumer attitudes |
| 相關次數: | 點閱:199 下載:44 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
ABSTRACT
Keywords: gamification, perceived enjoyment, self-construal, gamified-ad, consumer attitudes
This research is aimed to investigate how gamification affects consumers’ attitudes such as purchase intention, willingness-to-pay and intention to give WOM towards the brand. It is proposed that the effect of gamification (vs. non-gamification) on consumers’ attitudes through perceived enjoyment would be moderated by the role of self-construal. Specifically, this research used one experimental study which consisted of measuring the mediating role of perceived enjoyment and the moderating variable of self-construal utilizing a 2 (gamification: gamified ad vs. non-gamified ad) between-subjects design with self-construal measured as a continuous variable. Survey data was collected from 263 MTurk’s respondents. The results showed the use of gamification in the ad stimulated enjoyment among independents only which consequently led to the favorability of consumers’ attitudes. Significantly, independents in the gamification showed more positive attitudes than those in the non-gamification, while the effect of gamification (vs. non-gamification) did not influence interdependents' attitudes. Accordingly, this finding advanced the understanding of psychological consumer’s characteristics which driven how consumers react to the brand advertisement in the form of games and enrich the practical implications for how advertisers might use gamified ad to promote attitudes, purchase intention and WOM intention.
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