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研究生: 孫光雄
MunirSukoco, Badri
論文名稱: 利用聯合分析檢驗遊戲廣告屬性偏好
Advergame Attribute Preferences Using Conjoint Analysis
指導教授: 渥頓
Warden, Clyde A.
吳萬益
Wu, Wann-Yih
學位類別: 碩士
Master
系所名稱: 管理學院 - 國際管理碩士在職進修專班(IMBA)
International Master of Business Administration(IMBA)
論文出版年: 2006
畢業學年度: 94
語文別: 英文
論文頁數: 95
外文關鍵詞: advergame, reward, realistic sound, attitude toward the advertisement, character development, conjoint analysis
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      The study purposed to understand the attribute preferences of internet users in the advergame. The attributes were used are realistic sound, reward and character develop-ment and manipulated on two levels. The pre-test results indicated that participants can distinguish significantly the manipulation check variables. It was used to arrange the 8 advergames based on the full-profile design of conjoint analysis. Through a series of ex-periment, the study reported that realistic sound is the most important attributes, followed by character development and winning-losing features. The further results indicated that realistic sound valued highly for Asian participants (exclude Taiwan). The second attrib-utes which should be present in the advergame is points accumulation as reward features. Male participants preferred on point’s accumulation, while female participants valued highly on finding bonuses.   Surprisingly, this study found that participants do not prefer any character development in the advergame for any demographic variables. Based on the current findings, marketers have opportunity to tailor their advergames in order to fit their target market, which enhance the likelihood and value of participation. The practical implications as well as academic contributions are discussed.

    ACKNOWLEDGEMENTS I ABSTRACT II TABLE OF CONTENTS III LIST OF TABLES VI LIST OF FIGURES VII CHAPTER ONE INTRODUCTION 1 1.1 Research Background 1 1.2 Research Objectives and Contributions 4 1.3 Research Project and Scope of the Study 5 1.4 Research Procedures 6 1.5 The Structure of this Study 7 CHAPTER TWO LITERATURE REVIEW 9 2.1. History of Computer Game 9 2.1.1 Action Games 10 2.1.2 Adventure Games 10 2.1.3 Strategy Games 10 2.1.4 Simulation Games 10 2.2. Online Game 12 2.3. Brand Placements 14 2.4. Advergame 16 2.5. Realistic Sound 18 2.6. Settings 19 2.7. Character Development 21 2.8. Reward 24 2.9. Attitude toward the Advertisement 25 2.10. Hypotheses Development 27 CHAPTER THREE RESEARCH DESIGN AND METHODOLOGY 30 3.1 Research Design 30 3.3. Participants 31 3.4. Procedure 31 3.5. Variables 32 3.5.1 Independent Variables 32 3.5.2 Dependent Variables 33 3.5.3. Control Variables 33 3.5.4 The Information of Respondents 34 3.6. Data Analysis Procedures 35 3.6.1 Descriptive Statistic Analysis 35 3.6.2 Reliability of the Measurement Variables 35 3.6.3 Interrelationships between Research Variables 35 CHAPTER FOUR RESEARCH RESULTS 37 4.1. Pre-test Results 37 4.2 Experiment 40 4.2.1 Data Collection 40 4.2.2 Characteristics of Respondents 41 4.2.3 Utility Scores 42 4.2.4 Average Important Results 49 4.3 Comparison among Different Demographic Variables 51 4.3.1 Comparison of Realistic Sound Utility Values 51 4.3.2 Comparison of Reward Utility Values 52 4.3.3 Comparison of Character Development Utility Values 54 4.4 The Interaction Effects of Control Variables 55 4.4.1 Product Involvement 55 4.4.2 Computer Anxiety Scales 57 4.4.3 Experience 57 CHAPTER FIVE RESEARCH FINDINGS 58 5.1 Discussion 58 5.2 Conclusion 60 5.3 Limitations and Directions of Future Research 62 REFERENCES 64 APPENDIXES 77 Appendix-1: Questionnaire for Pre-test 78 Appendix-2: Questionnaire for Experiment 77 LIST OF TABLES Table 1-1 Scope of the Study 6 Table 3-1 Design Factors of Advergame Used in this Study 33 Table 4-1 Pre-test Results 39 Table 4-2 Experimental Design 40 Table 4-3 Characteristics of the Respondents 42 Table 4-4 Part-Worth Utility Values for Question no. 1 43 Table 4-5 Part- Worth Utility Values for Question no. 2 45 Table 4-6 Part- Worth Utility Values for Question no. 3 47 Table 4-7 Comparison of Realistic Sound’s Utility Values among Different Demographic Variables 52 Table 4-8 Comparison of Reward’s Utility Values among Different Demographic Variables 53 Table 4-9 Comparison of Character’s Utility Values among Different Demographic Variables 54 Table 4-10 Pair Sample t-test Among Products 56 LIST OF FIGURES Figure 1-1. The flow chart of this research. 7 Figure 2-1. Elaboration likelihood model (ELM). 27 Figure 4-1. Part-worth utility values of question 1. 44 Figure 4-2. Part-worth utility values of question 2. 46 Figure 4-3. Part-worth utility values of question 3. 48 Figure 4-4. Utility score for all three questions. 49 Figure 4-5. Conjoint averaged important result for 3 questions. 50

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