簡易檢索 / 詳目顯示

研究生: 仲沂屏
Chung, I-Ping
論文名稱: 以遊戲化、顧客旅程、顧客體驗來探討電子商務營運成功之探索性研究-以蝦皮公司為例
An Exploratory Study of Gamification, Customer Journey, Customer Experience in Electronic Commerce: A Case Study of Shopee
指導教授: 周信輝
Chou, Hsin-Hui
學位類別: 碩士
Master
系所名稱: 管理學院 - 經營管理碩士學位學程(AMBA)
Advanced Master of Business Administration (AMBA)
論文出版年: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 66
中文關鍵詞: 遊戲化顧客旅程顧客體驗電子商務質性研究
外文關鍵詞: Gamification, Customer Journey, Customer Experience, Electronic Commerce, qualitative research method
相關次數: 點閱:249下載:11
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
  • 在這個資訊爆炸的時代,人們熱衷於在社群媒體上分享與參與活動,而資訊的快速流動,強烈了影響消費者的習性,消費者追求更多好玩與新鮮的內容,同時也希望可以在不同活動上獲得更多的成就感。如何在這樣的環境下,創造出更吸引消費者的策略,吸引消費者主動參與投入,遊戲化已成為世界知名企業爭相學習的解藥之一。遊戲化能夠招喚人們的玩樂欲,創造商機。另外,已有知名國際企業如:可口可樂、Google、三星等企業,開始導入遊戲化,足以見得遊戲化在世界發展的重要性。因此,本研究欲探究遊戲化之內涵。
    得助於於科技的快速發展,消費模式與以往有了革命性的轉變,靠著行動裝置的發達,現在電子商務不僅僅只是電腦網路購物而已。仰仗社群媒體的熱絡,新的電子商務模式已經成形。本研究以遊戲化為主體,首先探討遊戲化影響企業成功的關鍵因素,再探討遊戲化、顧客旅程、顧客體驗間的關聯,試圖找出顧客旅程與顧客體驗對於遊戲化的角色為何。由於,過去的研究從來沒有將這三個理論整合做過研究,故本研究希望可以補此研究缺口。
    整篇研究以台灣電子商務產業為背景,新進的新加坡電子商務公司為例,採用質性研究中的次級資料研究方法,探討利用遊戲化的策略,創造的長期利潤模式,再來探討顧客旅程與顧客體驗的強化顧客關係維繫。

    The purpose of this research was to investigate the successful business model of e-commerce company through three different theories, Gamification, Customer Journey and Customer Experience. Thanks to technology changing, people not only go shopping in a store but also an online shop. E-commerce market share became the new land to scramble. Moreover, people rely on mobile devices and use social media all the time. It is really clear customer behaviour has been changed. It is not just E-Commerce anymore, it became “M-Commerce” (Mobile Commerce). In this study, Gamification is the key theory to study the success elements of e-commerce. Then, by using Customer Journey and Customer Experience theories to find their connection with Gamification for the enterprise’s success. Finally, find a new successful business model for an enterprise to build a long-term competitive advantage.

    口試合格證明 I ABSTRACT III 誌謝 VI 目錄 VII 表目錄 IX 圖目錄 X 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究問題 5 第三節 研究目的 6 第四節 論文結構與流程 6 第二章 文獻探討 9 第一節 遊戲化 9 第二節 顧客旅程 14 第三節 顧客體驗 18 第四節 小結 22 第三章 研究方法 23 第一節 質性研究方法 23 第二節 個案研究法 25 第三節 資料蒐集與研究分析 31 第四章 研究發現 32 第一節 蝦皮遊戲化分析 32 第二節 顧客旅程分析 43 第三節 顧客體驗分析 46 第五章 討論、意涵與結論 52 第一節 研究結果 52 第二節 研究建議 60 第三節 研究限制 61 參考文獻 62

    Abbott, L. (1956). Quality and competition: an essay in economic theory.
    Ansari, A., Mela, C. F., & Neslin, S. A. (2008). Customer channel migration. Journal of marketing research, 45(1), 60-76.
    Benbasat, I., Goldstein, D. K., & Mead, M. (1987). The case research strategy in studies of information systems. MIS quarterly, 369-386.
    Berry, L. L., Carbone, L. P., & Haeckel, S. H. (2002). Managing the total customer experience. MIT Sloan management review, 43(3), 85-89.
    Bilgicer, T., Jedidi, K., Lehmann, D. R., & Neslin, S. A. (2015). Social contagion and customer adoption of new sales channels. Journal of Retailing, 91(2), 254-271.
    Bitner, M. J., Ostrom, A. L., & Morgan, F. N. (2008). Service blueprinting: a practical technique for service innovation. California management review, 50(3), 66-94.
    Brakus, J. J., Schmitt, B. H., & Zarantonello, L. (2009). Brand experience: what is it? How is it measured? Does it affect loyalty? Journal of Marketing, 73(3), 52-68.
    Broniarczyk, S. M., Hoyer, W. D., & McAlister, L. (1998). Consumers' perceptions of the assortment offered in a grocery category: The impact of item reduction. Journal of marketing research, 166-176.
    Chou, Y.-k. (2015). Actionable gamification: Beyond points, badges, and leaderboards: Octalysis Group.
    Conejo, F. (2014). Loyalty 3.0: How to revolutionize customer and employee engagement with big data and gamification. Journal of Consumer Marketing, 31(1), 86-87.
    Coonradt, C. A. (2007). The game of work: Gibbs Smith.
    Cooper, D. R., Schindler, P. S., & Sun, J. (2006). Business research methods (Vol. 9): McGraw-Hill Irwin New York.
    Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. Paper presented at the Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments.
    Elzinga, D., Mulder, S., & Vetvik, O. J. (2009). The consumer decision journey. McKinsey Quarterly, 3, 96-107.
    Halvorsrud, R., Kvale, K., & Følstad, A. (2016). Improving service quality through customer journey analysis. Journal of service theory and practice, 26(6), 840-867.
    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.
    Hoyer, W. D. (1984). An examination of consumer decision making for a common repeat purchase product. Journal of consumer research, 11(3), 822-829.
    Lemon, K. N., & Verhoef, P. C. (2016). Understanding customer experience throughout the customer journey. Journal of Marketing, 80(6), 69-96.
    Lin, J.-S. C., & Liang, H.-Y. (2011). The influence of service environments on customer emotion and service outcomes. Managing Service Quality: An International Journal, 21(4), 350-372.
    Lucassen, G., & Jansen, S. (2014). Gamification in Consumer Marketing-Future or Fallacy? Procedia-Social and Behavioral Sciences, 148, 194-202.
    Markus, M. L. (1989). Case selection in a disconfirmatory case study. The information systems research challenge: Qualitative research methods, 1, 20-26.
    Marquez, J., & Downey, A. (2015). Service design: An introduction to a holistic assessment methodology of library services. Weave: Journal of Library User Experience, 1(2).
    Marquez, J. J., Downey, A., & Clement, R. (2015). Walking a mile in the user's shoes: Customer journey mapping as a method to understanding the user experience. Internet Reference Services Quarterly, 20(3-4), 135-150.
    McCarthy, J., & Wright, P. (2004). Technology as experience. interactions, 11(5), 42-43.
    Melis, K., Campo, K., Breugelmans, E., & Lamey, L. (2015). The impact of the multi-channel retail mix on online store choice: does online experience matter? Journal of Retailing, 91(2), 272-288.
    Meyer, C., & Schwager, A. (2007). Customer experience. Harvard business review, 85(2), 116-126.
    Myers, M. D. (2013). Qualitative research in business and management: Sage.
    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.
    Pieters, R., Baumgartner, H., & Allen, D. (1995). A means-end chain approach to consumer goal structures. International journal of research in marketing, 12(3), 227-244.
    Pine, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy. Harvard business review, 76, 97-105.
    Prahalad, C. K., & Ramaswamy, V. (2003). The new frontier of experience innovation. MIT Sloan management review, 44(4), 12.
    Puccinelli, N. M., Goodstein, R. C., Grewal, D., Price, R., Raghubir, P., & Stewart, D. (2009). Customer experience management in retailing: understanding the buying process. Journal of Retailing, 85(1), 15-30.
    Rawson, A., Duncan, E., & Jones, C. (2013). The truth about customer experience. Harvard business review, 91(9), 90-98.
    Risdon, C. (2011). The anatomy of an experience map. Adaptive Path. Retrieved February, 13, 2014.
    Schmitt, B. (1999). Experiential marketing. Journal of marketing management, 15(1-3), 53-67.
    Schmitt, B., Joško Brakus, J., & Zarantonello, L. (2015). From experiential psychology to consumer experience. Journal of Consumer Psychology, 25(1), 166-171.
    Sigala, M., & Kyriakidou, O. (2015). Creativity and innovation in the service sector. The Service Industries Journal, 35(6), 297-302.
    Stickdorn, M., Schneider, J., Andrews, K., & Lawrence, A. (2011). This is service design thinking: Basics, tools, cases (Vol. 1): Wiley Hoboken, NJ.
    Stuart, F. I., & Tax, S. (2004). Toward an integrative approach to designing service experiences: lessons learned from the theatre. Journal of Operations Management, 22(6), 609-627.
    Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps: " O'Reilly Media, Inc.".
    Zichermann, G., & Linder, J. (2010). Game-based marketing: inspire customer loyalty through rewards, challenges, and contests: John Wiley & Sons.
    今周刊編輯團隊. (2017). 電商新霸主!2年打趴PChome 蝦皮到底在紅什麼?. 今周刊1083期(1083期).
    何佩珊. (2018). 誰是台灣消費者心中的購物搜尋第一站?MIC調查:PChome居首位. 數位時代.
    何英煒. (2016). 蝦皮拍賣 領台灣電商進軍東南亞. 工商時報.
    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.
    徐靖雯. (2017). 發展平台商業模式探索性研究: 以 Gogoro 為例. 成功大學經營管理碩士學位學程 (AMBA) 學位論文, 1-79.
    方綺. (2017). 電商競爭力名列亞洲第一!台灣電商接下來要面臨考驗:成長動能放緩. 科技報橘.
    曹以斌. (2018). 【電商叫我第一名】再槓PChome 蝦皮24hr購物訂單拚破百萬. 鏡週刊.
    朱柔若. (2000). 社會研究方法: 質化與量化取向. 台北: 揚智.
    郭芝榕. (2014). 台灣人滑手機世界第一,每日平均使用197分鐘. 數位時代.
    陳宜君, 池. (2016). 亞太電商概覽. KPMG.
    陳書榕. (2018). 蝦皮小編如何引爆話題?3 個工作方法,讓你也能打造爆紅內容. 經理人月刊.
    陳立儀. (2018). 蝦皮24h購物中心上線!24小時到貨、客服不打烊. 聯合報.
    韓培爾. (1998). 社會科學方法論. 台北: 風雲論壇.

    無法下載圖示 校內:2021-08-05公開
    校外:不公開
    電子論文尚未授權公開,紙本請查館藏目錄
    QR CODE