The Effect of Experiential Marketing and Player Motivations on Online Game Player Purchase Intention-Product Involvement as a Moderator
碩士 === 實踐大學 === 企業管理學系碩士班 === 98 === Experience plays a key role in the buying product process. Pine II and Gilmore(1998) indicate that experience could be economic goods, and then, experiencial marketing has sensory experience, affective experience, think experience, act Experience and relate exper...
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ndltd-TW-098SCC001210042016-04-25T04:26:49Z http://ndltd.ncl.edu.tw/handle/79590570314759229849 The Effect of Experiential Marketing and Player Motivations on Online Game Player Purchase Intention-Product Involvement as a Moderator 體驗行銷、參與動機對線上遊戲玩家購買意願影響之研究-以產品涉入為干擾變數 LEE CHIEH 李杰 碩士 實踐大學 企業管理學系碩士班 98 Experience plays a key role in the buying product process. Pine II and Gilmore(1998) indicate that experience could be economic goods, and then, experiencial marketing has sensory experience, affective experience, think experience, act Experience and relate experience impact the game player and impress the value of the product(Schmitt, 1999). Attention, when game player use a online game, player always expect the surprise of the game, Yee(2002) indicate player motive include the achievement component, the social component and the immersion component. The player satisfies the gaming motive to use online game. The study takes the product involvement as the moderating variable to verify whether it will have an impact on player purchase intention. The study is conducted by investigating 545 game players in my3q.com with a 91.01% valid response rate of questionnaires. Furthermore, this research uses SPSS17.0 to test hypotheses. The empirical findings are: (1) sensory experience impacts player purchase intention;(2) affective experience impacts player purchase intention;(3) think experience impacts player purchase intention;(4) act experience impacts player purchase intention;(5) relate experience impacts player purchase intention;(6) achievement component impacts player purchase intention;(7) social component impact player purchase intention;(8) immersion component impacts player purchase intention;(9) it is significant effect that the high product involvement×sensory experience greater than the low product involvement in the player purchase intention;(10) it is significant effect that the high product involvement×affective experience greater than the low product involvement in the player purchase intention;(11) it is significant effect that the high product involvement×think experience greater than the low product involvement in the player purchase intention;(12) it is significant effect that the high product involvement×act experience greater than the low product involvement in the player purchase intention;(13) it is significant effect that the high product involvement×relate experience greater than the low product involvement in the player purchase intention;(14) it is significant effect that the high product involvement×achievement component greater than the low product involvement in the player purchase intention;(15) it is significant effect that the high product involvement×social component impact player purchase intention;(16) it is significant effect that the high product involvement×immersion component greater than the low product involvement in the player purchase intention. Yu-Peng Wang 王又鵬 2010 學位論文 ; thesis 102 zh-TW |
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碩士 === 實踐大學 === 企業管理學系碩士班 === 98 === Experience plays a key role in the buying product process. Pine II and Gilmore(1998) indicate that experience could be economic goods, and then, experiencial marketing has sensory experience, affective experience, think experience, act Experience and relate experience impact the game player and impress the value of the product(Schmitt, 1999). Attention, when game player use a online game, player always expect the surprise of the game, Yee(2002) indicate player motive include the achievement component, the social component and the immersion component. The player satisfies the gaming motive to use online game. The study takes the product involvement as the moderating variable to verify whether it will have an impact on player purchase intention.
The study is conducted by investigating 545 game players in my3q.com with a 91.01% valid response rate of questionnaires. Furthermore, this research uses SPSS17.0 to test hypotheses. The empirical findings are: (1) sensory experience impacts player purchase intention;(2) affective experience impacts player purchase intention;(3) think experience impacts player purchase intention;(4) act experience impacts player purchase intention;(5) relate experience impacts player purchase intention;(6) achievement component impacts player purchase intention;(7) social component impact player purchase intention;(8) immersion component impacts player purchase intention;(9) it is significant effect that the high product involvement×sensory experience greater than the low product involvement in the player purchase intention;(10) it is significant effect that the high product involvement×affective experience greater than the low product involvement in the player purchase intention;(11) it is significant effect that the high product involvement×think experience greater than the low product involvement in the player purchase intention;(12) it is significant effect that the high product involvement×act experience greater than the low product involvement in the player purchase intention;(13) it is significant effect that the high product involvement×relate experience greater than the low product involvement in the player purchase intention;(14) it is significant effect that the high product involvement×achievement component greater than the low product involvement in the player purchase intention;(15) it is significant effect that the high product involvement×social component impact player purchase intention;(16) it is significant effect that the high product involvement×immersion component greater than the low product involvement in the player purchase intention.
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author2 |
Yu-Peng Wang |
author_facet |
Yu-Peng Wang LEE CHIEH 李杰 |
author |
LEE CHIEH 李杰 |
spellingShingle |
LEE CHIEH 李杰 The Effect of Experiential Marketing and Player Motivations on Online Game Player Purchase Intention-Product Involvement as a Moderator |
author_sort |
LEE CHIEH |
title |
The Effect of Experiential Marketing and Player Motivations on Online Game Player Purchase Intention-Product Involvement as a Moderator |
title_short |
The Effect of Experiential Marketing and Player Motivations on Online Game Player Purchase Intention-Product Involvement as a Moderator |
title_full |
The Effect of Experiential Marketing and Player Motivations on Online Game Player Purchase Intention-Product Involvement as a Moderator |
title_fullStr |
The Effect of Experiential Marketing and Player Motivations on Online Game Player Purchase Intention-Product Involvement as a Moderator |
title_full_unstemmed |
The Effect of Experiential Marketing and Player Motivations on Online Game Player Purchase Intention-Product Involvement as a Moderator |
title_sort |
effect of experiential marketing and player motivations on online game player purchase intention-product involvement as a moderator |
publishDate |
2010 |
url |
http://ndltd.ncl.edu.tw/handle/79590570314759229849 |
work_keys_str_mv |
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