輔仁大學
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記錄編號6207
狀態NC094FJU00023007
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學校名稱輔仁大學
系所名稱大眾傳播學研究所
舊系所名稱
學號492096025
研究生(中)康耕輔
研究生(英)Gengfu Kang
論文名稱(中)不同點選目標與動畫節奏對於遊戲式廣告傳播效果的影響
論文名稱(英)Communication Effects of Advergame Under Different Goals and Pacing of Animation
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指導教授(中)張郁敏
指導教授(英)Yuhmiin Chang
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學位類別碩士
畢業學年度94
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語文別中文
關鍵字(中)遊戲式廣告 網路廣告 置入式行銷 目標 動畫 資訊處理
關鍵字(英)advergame internet advertising product placement goal animation information processing
摘要(中)本研究採用2 × 2受測者組間設計的多因子實驗法,檢驗當暴露於不同節奏的動畫時,不同點選目標的玩家,如何注意和處理遊戲式廣告內的產品訊息和動畫,及形成廣告態度和品牌態度的強弱。研究結果顯示,有別於玩家在線上電玩遊戲中,採取如情感轉移機制等經驗處理策略,遊戲式廣告的玩家,反而傾向經由認知處理的過程,形成對於置入產品的態度。因此,本研究發現,遊戲式廣告的傳播效果,不應以置入式行銷的觀點來說明。 其次,玩家處理遊戲式廣告的過程,可從基於獲得新產品資訊並滿足娛樂的目標,和出於單純娛樂的目標兩種論點進行討論。當玩家出於單純娛樂的目標點選遊戲,傾向經由簡單處理路徑形成態度。當玩家基於獲得新產品資訊並滿足娛樂的目標點選遊戲,傾向經由雙重中介假設預測的處理路徑形成態度。因此,有別於過去學者的建議,本研究發現,傳統雙重路徑的資訊處理模式,可能仍適合解釋網路媒體廣告的傳播效果。 最後,節奏愈緊湊的動畫,傾向影響玩家注意遊戲式廣告的方向和強度,但較不影響處理遊戲內產品訊息或動畫等執行元素的深度。節奏較適中的動畫,可能提高玩家處理產品訊息或動畫的機會,但較不影響分配注意力的焦點。由此可知,除了點選目標和動機因素之外,動畫的呈現節奏,也可能增加玩家處理產品訊息的機會,影響遊戲的傳播效果。
摘要(英)
論文目次第壹章、研究動機 .................................................... 1 第一節 遊戲式廣告有別於置入式行銷 .................................... 1 第二節 問題陳述與研究目的 ........................................... 3 第貳章、理論回顧 .................................................... 5 第一節 玩家涉入遊戲式廣告的類型和程度 ................................. 5 第二節 點選目標對於資訊處理和傳播效果的影響 ........................... 7 第三節 動畫和產品訊息整合對於資訊處理過程的影響 ...................... 10 第四節 動畫節奏對於資訊處理和傳播效果的影響 .......................... 11 第?章、研究方法 ................................................... 15 第一節 研究架構 ................................................... 15 第二節 前測 ....................................................... 16 第三節 正式實驗 ................................................... 22 第四節 實驗施測物 .................................................. 26 第五節 實驗樣本 ................................................... 29 第肆章、研究結果 ................................................... 31 第一節 受訪者輪廓 ................................................. 31 第二節 效度檢驗 .................................................. 32 第三節 信度檢驗 .................................................. 33 第四節 操弄檢定 .................................................. 35 第五節 研究假設檢驗 ............................................... 37 第伍章、結論 ....................................................... 43 第一節 研究發現與解釋 .............................................. 43 第二節 實務應用 .................................................. 47 第三節 研究限制與未來建議 ......................................... 48 附錄一、前測問卷 ................................................... 49 附錄二、正式實驗問卷 ................................................ 56 附錄三、遊戲式廣告畫面擷錄 ........................................... 67 參考書目 .......................................................... 78
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異動記錄M admin Y2008.M7.D3 23:18 61.59.161.35