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題 名 | 免費線上遊戲產品置入效果之研究=Effects of Product Placement in Free Online Game |
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作 者 | 劉忠陽; 王柏蓁; 徐也翔; | 書刊名 | 傳播管理學刊 |
卷 期 | 10:2 2009.12[民98.12] |
頁 次 | 頁58-85 |
分類號 | 497.468 |
關鍵詞 | 免費線上遊戲; 產品置入; 結構方程模式; Free online game; Product placement; Structural equation modeling; |
語 文 | 中文(Chinese) |
中文摘要 | 線上遊戲在這幾年發展迅速,市場也起了重大變化,免費線上遊戲已成了目前市場上的主流,這類遊戲藉由販賣遊戲中的道具和寶物來獲利。虛擬交易的寶物是否適合進行實體產品的置入式行銷?其所達成的廣告效果是一個值的討論的問題。產品置入行之有年,大部分的研究都著重在電影、電視或是雜誌的置入效果,近年來開始有針對線上遊戲進行研究。為了研究免費線上遊戲中產品置入的效果為何,本文以免費線上遊戲 Free Style與置入產品 Adidas TS球鞋為研究對象,以「遊戲涉入」、「產品涉入」及「產品置入態度」三個構面,分別來探討其對廣告效果中「品牌回憶」、「品牌態度」以及「購買意願」的影響。研究方法上,針對網路遊戲使用者,本文採用網路問卷調查法來了解遊戲中使用產品置入的成效,並輔以對業者的深度訪談,了解業者對免費線上遊戲產品置入的看法以及未來展望。研究結果發現,「產品置入態度」對「品牌回憶」以及「品牌態度」皆有顯著影響,但呈現負相關;廣告效果中的「品牌回憶」跟「品牌態度」皆會影響「購買意願」。但是,在商品品牌回憶上,卻僅 3.7%的使用者正確地回答出置入的品牌,此項結果和業者的預估有極大的差距,可見免費線上遊戲的產品置入方式有很大的調整空間。 |
英文摘要 | In recent years, online game has developed rapidly. The market of online game industry has also changed significantly. There are multiple categories of online games for different market segment of players. In addition, free online game has become the mainstream business model in the market to attract players. The revenue of the on-line game company is obtained by selling items and gems in games. The advertising effectiveness of product placement for trading the virtual items and gems in games is a worthy study issue. Product placement has been utilized for a long time. The effects on the environment of movie, TV, and magazine are considered mostly. Recently, the effects on online game environment start being studied. Because the model of trading virtual items in free online game is confirmable, product placement is therefore considered suitable to be utilized in free online game. To clarify the effects of product placement in free online game, hierarchy of effect model theory is adopted with considering several factors, including “game involvement”, “product involvement” and “attitude toward product placement”. In addition, the factors of “brand recall”, “brand attitude” and “intention of buying” are included to investigate the impact on advertising effectiveness. The result shows that “attitude toward product placement” is negative influence factor to gamers’ “brand recall” and “brand attitude”. But, the users’ “intention of buying” can be influenced by “brand recall” and “brand attitude”. |
本系統中英文摘要資訊取自各篇刊載內容。