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研究生: 盧如法
Nuzulfah, Varah
論文名稱: The Influence of Siddiq Value to the Muslim Consumers' Attitude in Advergame: A Case of Indonesia
The Influence of Siddiq Value to the Muslim Consumers' Attitude in Advergame: A Case of Indonesia
指導教授: 陳正忠
Chen, Jeng-Chung (Victor)
學位類別: 碩士
Master
系所名稱: 管理學院 - 國際經營管理研究所
Institute of International Management
論文出版年: 2016
畢業學年度: 104
語文別: 英文
論文頁數: 110
外文關鍵詞: Advergame, Elaboration Likelihood Model (ELM), Flow, Islam, Muslim, Siddiq, Trust, Ad Attitude
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  • The advertising effectiveness is considered declining day-by-day. The advertiser has to find new ways to advertise as an effort to improve the effectiveness of ads. Advergame currently used as a new digital advertising formats, a custom-built game that was made intentionally and specifically to promote a product or brand to the consumer while they are enjoyed playing the game. This study finds that Web design can help the formation of consumers' trust and attitude. A clear product information will influence consumers' trust and attitude through result demonstrability. For the advergame itself, the result of this study shows that experiencing high flow while playing a game can positively influence players' attitude. Furthermore, it appears that religious values play a role in affecting consumer attitude. The finding of this study also shows that one of the Islamic value which is siddiq value, also capable of influencing consumers’ trust and attitude through assurance perception. Specifically, in the advergame context, siddiq value is able to moderate the relationship between flow and ad attitude. This finding implies that siddiq value has capabilities to influencing the amount of flow that is felt by Muslim consumers until this has an impact on ad attitude formation.

    ABSTRACT I ACKNOWLEDGEMENTS II TABLE OF CONTENS III LIST OF TABLES VI LIST OF FIGURES IX CHAPTER ONE INTRODUCTION 1 1.1 Research Background. 1 1.1.1 Advergame in Indonesia. 3 1.1.2 Muslim in Indonesia. 6 1.2 Research Objective. 7 1.3 Research Flow. 8 1.4 Research Structure. 9 CHAPTER TWO LITERATURE REVIEW 11 2.1 Advergame. 11 2.2 Islamic Value. 12 2.3 Islamic Value and Product Information Quality on Ad Attitude Formation in the Advergame. 13 2.3.1 Elaboration Likelihood Model (ELM) and Attitude Formation in the Advergame. 13 2.3.2 Hypothesis Development. 15 2.3.3 Research Framework. 17 2.4 Flow in the Advergame. 17 2.4.1 Flow. 17 2.4.2 Hypothesis Development. 20 2.4.3 Research Framework. 21 CHAPTER THREE RESEARCH DESIGN AND METHODOLOGY 22 3.1 Qualitative Study. 22 3.1.1 Interview. 22 3.1.2 Open Coding Results. 24 3.1.3 Axial Coding Results. 31 3.2 Empirical Study. 37 3.2.1 Empirical Study 1: The Influence of Siddiq Value for Non-Game-Related Element to the Trust and Ad Attitude Building in the Advergame. 37 3.2.2 Empirical Study 2: The Interaction Effect of Siddiq Value for Game-Related-Element and Flow in the Advergame. 47 CHAPTER FOUR RESEARCH RESULTS 56 4.1 Exploratory Factor Analysis (EFA) for Siddiq Value. 56 4.2 Empirical Study 1: The Influence of Siddiq Value for Non-Game-Related Element to the Trust and Ad Attitude Building in the Advergame. 59 4.2.1 Respondents’ Characteristics. 59 4.2.2 Manipulation Check. 60 4.2.3 Descriptive Statistics. 63 4.2.4 Confirmatory Factor Analysis and Reliability Test. 65 4.2.5 Hypothesis Testing. 68 4.3 Empirical Study 2: The Interaction Effect of Siddiq Value for Game-Related-Element and Flow in the Advergame. 79 4.3.1 Respondents’ Characteristics. 79 4.3.2 Manipulation Check. 80 4.3.3 Descriptive Statistics. 82 4.3.4 Confirmatory Factor Analysis and Reliability Test. 84 4.3.5 Hypothesis Testing. 86 CHAPTER FIVE CONCLUSION AND SUGGESTIONS 93 5.1 Research Conclusion. 93 5.1.1 Islamic Value and Ad Attitude. 94 5.1.2 Flow in the Ad Attitude. 95 5.2 Theoretical Implications. 96 5.3 Managerial Implications. 97 5.4 Limitations and Recommendations. 98 REFERENCES 100 APPENDICES 107 Appendix 1: Example of the stimuli for experimental study (The Effect of Siddiq Value to the Trust and Ad Attitude Building) 107 Appendix 2: Example of the stimuli for experimental study (The Interaction Effect of Siddiq Value and Flow in the Advergame) 109

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