Responsive image
博碩士論文 etd-0106123-040324 詳細資訊
Title page for etd-0106123-040324
論文名稱
Title
獎勵式廣告獎勵類別的知覺價值對廣告態度和遊戲態度之影響:以廣告長度和遊戲類型為干擾變數
The Effect of Different Types of Reward Advertising on Advertising Attitude and Game Attitude through Perceived Value:The Moderating Effect of Advertising Length and Game Genre
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
87
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2023-01-16
繳交日期
Date of Submission
2023-02-06
關鍵字
Keywords
獎勵式廣告、廣告長度、遊戲類型、知覺價值、廣告態度、遊戲態度
Reward advertising, Advertising length, Game genre, Perceived Value, Advertising attitude, Game attitude
統計
Statistics
本論文已被瀏覽 75 次,被下載 13
The thesis/dissertation has been browsed 75 times, has been downloaded 13 times.
中文摘要
隨著消費者娛樂型態轉變,廣告投放標的與樣態也隨之改變,坐擁龐大玩家的行動數位遊戲成為品牌、廣告商的必爭之地,為減少廣告對遊戲的干擾、提升玩家點擊廣告的意願,在廣告播放完畢後贈與玩家虛擬物品獎勵的獎勵式廣告應運而生,然而,獎勵式廣告回饋玩家的獎勵不盡相同,玩家是否會因獲得不同的虛擬獎勵對廣告和遊戲有不同的態度。因此,本研究欲以行動數位遊戲中的獎勵式廣告為基礎,探討不同的虛擬獎勵會如何透過知覺價值,對廣告態度及遊戲態度產生不同影響。同時,本研究也納入可能影響知覺價值的因素─廣告長度和遊戲類型進行探討。
本研究採用實驗法,藉由3 (獎勵類型:遊戲貨幣 vs. 遊戲道具 vs.遊戲角色生命值) X 2(廣告長度:長廣告 vs. 短廣告) X 2(遊戲類型:策略遊戲 vs. 益智遊戲)三因子組間設計,透過廣告長度和遊戲類型組合的12種廣告了解消費者在不同遊戲體驗中點擊不同長度的廣告,是否會對獲得的獎勵有不同的知覺價值,進而因為知覺價值影響廣告態度和遊戲態度。共招募507人參加實驗,研究結果發現,在排除干擾效果之下,不同獎勵式廣告的獎勵類別具有相同的知覺價值,然而當玩家點擊長廣告後,遊戲道具獎勵會有最高的知覺價值;當玩家點擊短廣告後,遊戲道具獎勵卻有最低的知覺價值。在策略遊戲時,遊戲道具獎勵有最高的知覺價值,但在益智遊戲時,遊戲角色生命值卻有較高的知覺價值。最後,獎勵式廣告的獎勵類別將不會透過知覺價值影響廣告態度和遊戲態度,但在加入廣告長度和遊戲類型的干擾效果,獎勵式廣告的獎勵類別則會透過知覺價值影響廣告態度和遊戲態度。
Abstract
In order to reduce the interference of advertisements with games and to increase players' willingness to click on advertisements, bonus advertisements that reward players with virtual items after the advertisements have been played have emerged. However, the rewards of reward advertising are different, and players have different attitudes towards advertisings and games due to different virtual rewards. Therefore, this study aims to investigate how different virtual rewards have different effects on advertising and game attitudes through perceived value, based on the rewards ads in mobile digital game. At the same time, this study also includes the factors that may affect the perceived value, such as ad length and game genre, to investigate.
This study adopts an experimental method to find out whether consumers have different perceived value of the rewards they receive by clicking on different length of advertisements in different game experiences through an inter-group design of 3 (reward type: game currency vs. game character life vs. game props) X 2 (advertising length: long advertisement vs. short advertisement) X 2 (game genre: strategy game vs. puzzle game). The study was conducted to find out whether consumers have different perceived value of the rewards they get when they click on different length of advertisements in different game experiences, and then the perceived value affect their attitudes towards advertising and game. A total of 507 participants were recruited to participate in the experiment, and the results showed that, excluding the interference effect, the reward categories of different reward advertisings have the same perceived value, however, when players clicked on long advertisings, the game prop rewards had the highest perceived value; when players clicked on short advertisings, the game prop rewards had the lowest perceived value. In strategy game, the game item bonus has a higher perceived value, but in puzzle games, the game character life value has a higher perceived value. Finally, the perceived value effect alone does not affect advertising attitude and game attitude, but the advertising attitude and game attitude of the reward category of the reward advertising are mediated by perceived value under the interaction effect of advertising length and game genre.
目次 Table of Contents
論 文 審 定 書 i
謝 誌 ii
摘 要 iii
目 錄 v
圖 次 vi
表 次 vii
第壹章、 緒論 1
第一節、 研究背景 1
第二節、 研究動機 6
第三節、 研究問題 8
第四節、 研究目的 8
第貳章、 文獻回顧 9
第一節、 獎勵式廣告(Reward Advertisements) 9
第二節、 知覺價值(Perceived Value) 15
第三節、 廣告長度(Advertising Length) 17
第四節、 數位遊戲類型(Game Genre) 20
第五節、 廣告態度與遊戲態度(Advertising Attitude and Game Attitude) 23
第參章、 研究架構與研究假說 25
第一節、 研究架構 25
第二節、 假說推論 25
第肆章、 研究方法 30
第一節、 實驗 30
第伍章、 研究結果 36
第一節、 實驗分析結果 36
第陸章、 結論與建議 50
第一節、 主要研究發現與討論 50
第二節、 理論意涵 53
第三節、 實務意涵 55
第四節、 研究限制與未來方向 56
參考文獻 57
附錄一、正式實驗問卷 64
參考文獻 References
湯夢涵、林慧斐、林佩錡. (2019). 行動遊戲應用程式廣告呈現形式與社交元素之廣告效果研究. 電子商務學報, 21(1), 29-76.
簡育詮. (2021). 因禍得福!2020全球遊戲市場突破1,266億美元. 新頭殼newtalk. Retrieved from https://newtalk.tw/news/view/2021-01-08/520696
Anderson, J. R., Bothell, D., Lebiere, C., & Matessa, M. (1998). An integrated theory of list memory. Journal of Memory and Language, 38(4), 341-380.
Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation & gaming, 37(1), 6-23.
Baddeley, A. D. (2004). The psychology of memory. The essential handbook of memory disorders for clinicians, 1-13.
Bardzell, J., Bardzell, S., & Pace, T. (2008). Player engagement and in-game advertising. OTO Insights. New Media Research. Recuperado de www. onetooneinteractive. com.
Barnes, M. (1982). Public attitudes to advertising. International Journal of Advertising, 1(2), 119-128.
Batra, R., & Ray, M. L. (1986). Situational effects of advertising repetition: The moderating influence of motivation, ability, and opportunity to respond. Journal of Consumer Research, 12(4), 432-445.
Bucher, E., Fieseler, C., & Lutz, C. (2016). What's mine is yours (for a nominal fee)–Exploring the spectrum of utilitarian to altruistic motives for Internet-mediated sharing. Computers in human behavior, 62, 316-326.
Campbell, C., & Pearson, E. (2021). Strategies for More Effective Six-Second Video Advertisements: Making the Most Of 144 Frames. Journal of Advertising Research, 61(3), 260-275.
Chaney, I., Hosany, S., Wu, M.-S. S., Chen, C.-H. S., & Nguyen, B. (2018). Size does matter: Effects of in-game advertising stimuli on brand recall and brand recognition. Computers in human behavior, 86, 311-318.
Chaney, I. M., Lin, K.-H., & Chaney, J. (2004). The effect of billboards within the gaming environment. Journal of Interactive Advertising, 5(1), 37-45.
Chang, Y., Yan, J., Zhang, J., & Luo, J. (2010). Online in-game advertising effect: Examining the influence of a match between games and advertising. Journal of Interactive Advertising, 11(1), 63-73.
Chiong, K., Chen, R., & Yang, S. (2017). Incentivized advertising: Treatment effect and adverse selection. arXiv preprint arXiv:1709.00197.
Cho, C.-H., & as-, U. o. T. a. A. i. a. (2004). Why do people avoid advertising on the internet? Journal of Advertising, 33(4), 89-97.
Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. CyberPsychology & behavior, 7(1), 11-24.
Coelho, F. J., Bairrada, C. M., & de Matos Coelho, A. F. (2020). Functional brand qualities and perceived value: The mediating role of brand experience and brand personality. Psychology & Marketing, 37(1), 41-55.
Cohen-Aslatei, A. (2016). The case for reward-based advertising. Mobile Marketer.
Colwell, J. (2007). Needs met through computer game play among adolescents. Personality and Individual Differences, 43(8), 2072-2082. doi:https://doi.org/10.1016/j.paid.2007.06.021
Dabbous, A., & Tarhini, A. (2019). Assessing the impact of knowledge and perceived economic benefits on sustainable consumption through the sharing economy: A sociotechnical approach. Technological Forecasting and Social Change, 149, 119775.
De Pelsmacker, P., Dens, N., & Verberckmoes, S. (2019). HOW AD CONGRUITY AND INTERACTIVITY AFFECT FANTASY GAME PLAYERS' ATTITUDE TOWARD IN-GAME ADVERTISING. Journal of Electronic Commerce Research, 20(1), 55-74. Retrieved from https://search.ebscohost.com/login.aspx?direct=true&db=bth&AN=134921329&lang=zh-tw&site=ehost-live
DeLorme, D. E., & Reid, L. N. (1999). Moviegoers' experiences and interpretations of brands in films revisited. Journal of Advertising, 28(2), 71-95.
Deng, J., & Lee, S. (2019). A Hidden Markov Model of Mobile Game-play Volume and Reward Ads Watching Behavior.
Fabian, G. S. (1986). 15-SECOND COMMERCIALS-THE INEVITABLE EVOLUTION. In (Vol. 26, pp. RC3-RC5): ADVERTISING RES FOUNDATION 641 LEXINGTON AVE, NEW YORK, NY 10022.
FacebookGaming. (2020). Genre and Great Games.
Fulgoni, G. M. (2018). Why Marketers Need New Measures Of Consumer Engagement: How Expanding Platforms, the 6-Second Ad, And Fewer Ads Alter Engagement and Outcomes. Journal of Advertising Research, 58(3), 259-262.
Gadeikiene, A., & Svarcaite, A. (2021). Impact of Consumer Environmental Consciousness on Consumer Perceived Value from Sharing Economy. Engineering Economics, 32(4), 350-361.
Games. (2021). Statista. Retrieved from https://www.statista.com/outlook/amo/media/games/worldwide#revenue
Ghosh, T. (2016). Winning versus not losing: exploring the effects of in-game advertising outcome on its effectiveness. Journal of Interactive Marketing, 36, 134-147.
Grodal, T. (2000). Video games and the pleasures of control. Media entertainment: The psychology of its appeal, 197-213.
Guo, H., Zhao, X., Hao, L., & Liu, D. (2019). Economic analysis of reward advertising. Production and Operations Management, 28(10), 2413-2430.
Ha, L., & McCann, K. (2008). An integrated model of advertising clutter in offline and online media. International Journal of Advertising, 27(4), 569-592.
Hairong, L., Edwards, S. M., & Lee, J.-H. (2002). Measuring the intrusiveness of advertisements: scale development and validation. Journal of Advertising, 31(2), 37-47.
Hamari, J., & Keronen, L. (2016). Why do people buy virtual goods? A literature review. Paper presented at the 2016 49th Hawaii International Conference on System Sciences (HICSS).
Hamari, J., Sjöklint, M., & Ukkonen, A. (2016). The sharing economy: Why people participate in collaborative consumption. Journal of the association for information science and technology, 67(9), 2047-2059.
Hayes, A. F. (2022). Introduction to Mediation, Moderation, and Conditional Process Analysis: A Regression‐Based Approach. (3rd.). Guilford publications.
Heine, C. (2013). Rewards-based mobile ads perform best, per study. In: Adweek.
Herrewijn, L., & Poels, K. (2013). Putting brands into play: How game difficulty and player experiences influence the effectiveness of in-game advertising. International Journal of Advertising, 32(1), 17-44. doi:10.2501/IJA-32-1-017-044
Hsiao, K.-L., & Chen, C.-C. (2016). What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty. Electronic Commerce Research and Applications, 16, 18-29.
Hsu, C.-L., & Lin, J. C.-C. (2015). What drives purchase intention for paid mobile apps? – An expectation confirmation model with perceived value. Electronic Commerce Research and Applications, 14(1), 46-57. doi:https://doi.org/10.1016/j.elerap.2014.11.003
Kim, E., & Tang, L. R. (2020). The role of customer behavior in forming perceived value at restaurants: A multidimensional approach. International Journal of Hospitality Management, 87, 102511.
Kuo, Y.-F., Wu, C.-M., & Deng, W.-J. (2009). The relationships among service quality, perceived value, customer satisfaction, and post-purchase intention in mobile value-added services. Computers in human behavior, 25(4), 887-896.
Lang, A. (2000). The limited capacity model of mediated message processing. Journal of communication, 50(1), 46-70.
Lee, J., & Shin, D.-H. (2017). Positive side effects of in-app reward advertising: free items boost sales: a focus on sampling effects. Journal of Advertising Research, 57(3), 272-282.
Lee, M., & Faber, R. J. (2007). Effects of product placement in on-line games on brand memory: A perspective of the limited-capacity model of attention. Journal of Advertising, 36(4), 75-90.
Lehdonvirta, V. (2009). Virtual item sales as a revenue model: identifying attributes that drive purchase decisions. Electronic commerce research, 9(1), 97-113.
Lewis, B., & Porter, L. (2010). In-game advertising effects: Examining player perceptions of advertising schema congruity in a massively multiplayer online role-playing game. Journal of Interactive Advertising, 10(2), 46-60.
Li, H., Edwards, S. M., & Lee, J.-H. (2002). Measuring the intrusiveness of advertisements: Scale development and validation. Journal of Advertising, 31(2), 37-47.
Li, H., & Lo, H.-Y. (2015). Do you recognize its brand? The effectiveness of online in-stream video advertisements. Journal of Advertising, 44(3), 208-218.
Lovelock, C., & Patterson, P. (2015). Services marketing: Pearson Australia.
Lu, H.-P., & Hsiao, K.-L. (2010). The influence of extro/introversion on the intention to pay for social networking sites. Information & Management, 47(3), 150-157.
Lutz, R. J. (1985). Affective and cognitive antecedents of attitude toward the ad: A conceptual framework. Psychological process and advertising effects: Theory, research, and application, 45-63.
Mackay, T., Ewing, M., Newton, F., & Windisch, L. (2009). The effect of product placement in computer games on brand attitude and recall. International Journal of Advertising, 28(3), 423-438.
Malliet, S. (2006). An exploration of adolescents’ perceptions of videogame realism. Learning, media and technology, 31(4), 377-394.
Martín-Santana, J. D., Reinares-Lara, P., & Reinares-Lara, E. (2016). Spot length and unaided recall in television: Optimizing media planning variables in advertising breaks. Journal of Advertising Research, 56(3), 274-288.
Mehta, A. (2000). Advertising attitudes and advertising effectiveness. Journal of Advertising Research, 40(3), 67-72.
Mehta, A., & Purvis, S. C. (1995). When attitudes towards advertising in general influence advertising success. Paper presented at the Conference of the American academy of advertising.
Mishra, S., & Malhotra, G. (2021). The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness. International Journal of Information Management, 61, N.PAG-N.PAG. doi:10.1016/j.ijinfomgt.2020.102245
Mobile Marketing Association, M. (2009, November 17). MMA Updates Definition of Mobile Marketing. Mobile Marketing Association. Retrieved from https://www.mmaglobal.com/news/mma-updates-definition-mobile-marketing
Mobile Marketing Association, M. (2011, February). Mobile Advertising Guidelines Version 5.0. Retrieved from https://www.mmaglobal.com/files/mobileadvertising.pdf
Moore, D. L., Hausknecht, D., & Thamodaran, K. (1986). Time compression, response opportunity, and persuasion. Journal of Consumer Research, 13(1), 85-99.
Mord, M. S., & Gilson, E. (1985). Shorter units-risk responsibility reward. Journal of Advertising Research, 25(4), 9-19.
Nebenzahl, I. D., & Secunda, E. (1993). Consumers' attitudes toward product placement in movies. International Journal of Advertising, 12(1), 1-11.
Nelson, M. R., Keum, H., & Yaros, R. A. (2004). Advertainment or adcreep game players’ attitudes toward advertising and product placements in computer games. Journal of Interactive Advertising, 5(1), 3-21.
Nelson, M. R., Yaros, R. A., & Keum, H. (2006). Examining the influence of telepresence on spectator and player processing of real and fictitious brands in a computer game. Journal of Advertising, 35(4), 87-99.
Newstead, K., & Romaniuk, J. (2009). The relative effectiveness of fifteen-and thirty-second television advertisements. Journal of Advertising Research, 49(December), 1-9.
Newzoo. (2021). 2021 Global Games Market Report. Newzoo. Retrieved from https://newzoo.com/insights/articles/the-games-markets-bright-future-player-numbers-will-soar-past-3-billion-towards-2024-as-yearly-revenues-exceed-200-billion/
Nunnally, J. C., & Nunnaly, J. C. (1978). Psychometric Theory: McGraw-Hill.
O'Donohoe, S. (1995). Playtime TV: advertising literate audiences and the commercial game. Marketing Communications in Ireland, 585-603.
Obermiller, C., & Spangenberg, E. R. (2000). On the origin and distinctness of skepticism toward advertising. Marketing Letters, 11(4), 311-322.
Patzer, G. L. (1991). Multiple Dimensions of Performance for 30-Second and 15-Second Commercials. Journal of Advertising Research, 31(4), 18-25.
Peters, R. G., & Bijmolt, T. H. (1997). Consumer memory for television advertising: A field study of duration, serial position, and competition effects. Journal of Consumer Research, 23(4), 362-372.
Peterson, S. (2011). Games With Advertising: The Way Forward. INSIDER. Retrieved from https://www.businessinsider.com/games-with-advertising-the-way-forward-2011-9
Petrick, J. F. (2002). Development of a multi-dimensional scale for measuring the perceived value of a service. Journal of leisure research, 34(2), 119-134.
Poels, K., De Kort, Y., & IJsselsteijn, W. (2012). Identification and categorization of digital game experiences: a qualitative study integrating. Westminster Papers in Communication and Culture.-Harrow, 2004, currens, 9(1), 107-129.
Poels, K., Hoogen, W. v. d., Ijsselsteijn, W., & de Kort, Y. (2012). Pleasure to play, arousal to stay: the effect of player emotions on digital game preferences and playing time. Cyberpsychology, behavior, and social networking, 15(1), 1-6.
Poels, K., Janssens, W., & Herrewijn, L. (2013). Play buddies or space invaders? Players’ attitudes toward in-game advertising. Journal of Advertising, 42(2-3), 204-218.
Pollay, R. W., & Mittal, B. (1993). Here's the beef: factors, determinants, and segments in consumer criticism of advertising. Journal of marketing, 57(3), 99-114.
Rauyruen, P., Miller, K. E., & Groth, M. (2009). B2B services: linking service loyalty and brand equity. Journal of Services Marketing.
Rethans, A. J., Swasy, J. L., & Marks, L. J. (1986). Effects of television commercial repetition, receiver knowledge, and commercial length: A test of the two-factor model. Journal of Marketing Research, 23(1), 50-61.
Rossiter, J. R., & Percy, L. (2017). Methodological guidelines for advertising research. Journal of Advertising, 46(1), 71-82.
Rothwell, J. (2018). NEW RESEARCH: THE SIX-SECOND AD EXPERIENCE. AdAge. Retrieved from https://adage.com/article/the-freewheel-council/research-ad-experience/313369
Shanker, A. (2012). A customer value creation framework for businesses that generate revenue with open source software. Technology Innovation Management Review, 2(3).
Sheng, L., Ryan, C. T., Nagarajan, M., Cheng, Y., & Tong, C. (2022). Incentivized actions in freemium games. Manufacturing & Service Operations Management, 24(1), 275-284.
Singh, S. N., & Cole, C. A. (1993). The effects of length, content, and repetition on television commercial effectiveness. Journal of Marketing Research, 30(1), 91-104.
Singh, S. N., Linville, D., & Sukhdial, A. (1995). Enhancing the efficacy of split thirty-second television commercials: An encoding variability application. Journal of Advertising, 24(3), 13-23.
Smith, J. B., & Colgate, M. (2007). Customer value creation: a practical framework. Journal of marketing Theory and Practice, 15(1), 7-23.
Stanton, J. L., & Burke, J. (1998). Comparative effectiveness of executional elements in TV advertising: 15-versus 30-second commercials. Journal of Advertising Research, 38(6), 7-8.
Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of communication, 42(4), 73-93.
Sung, E., Kim, H., & Lee, D. (2018). Why do people consume and provide sharing economy accommodation?—A sustainability perspective. Sustainability, 10(6), 2072.
Tang, A. K. (2016). Mobile app monetization: app business models in the digital era. International Journal of Innovation, Management and Technology, 7(5), 224.
Terlutter, R., & Capella, M. L. (2013). The gamification of advertising: analysis and research directions of in-game advertising, advergames, and advertising in social network games. Journal of Advertising, 42(2-3), 95-112.
Valaei, N., Bressolles, G., Khan, H., & Low, Y. M. (2022). Ads in gaming apps: experiential value of gamers. Industrial Management & Data Systems, 122(1), 78-106. doi:10.1108/IMDS-11-2020-0660
Varan, D., Nenycz-Thiel, M., Kennedy, R., & Bellman, S. (2020). The effects of commercial length on advertising impact: what short advertisements can and cannot deliver. Journal of Advertising Research, 60(1), 54-70.
Wei, P.-S., & Lu, H.-P. (2014). Why do people play mobile social games? An examination of network externalities and of uses and gratifications. Internet research.
Wheatley, J. J. (1968). Influence of commercial's length and position. Journal of Marketing Research, 5(2), 199-202.
Wise, K., Bolls, P. D., Kim, H., Venkataraman, A., & Meyer, R. (2008). Enjoyment of advergames and brand attitudes: The impact of thematic relevance. Journal of Interactive Advertising, 9(1), 27-36.
Wolf, H. G., & Donato, P. (2019). Six-second advertisements on television: Best practices for capturing visual attention. Journal of Advertising Research, 59(2), 196-207.
Yang, M., Roskos-Ewoldsen, D. R., Dinu, L., & Arpan, L. M. (2006). The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names. Journal of Advertising, 35(4), 143-152. doi:10.2753/JOA0091-3367350410
Zhang, T. C., Gu, H., & Jahromi, M. F. (2019). What makes the sharing economy successful? An empirical examination of competitive customer value propositions. Computers in human behavior, 95, 275-283.
電子全文 Fulltext
本電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。
論文使用權限 Thesis access permission:校內校外完全公開 unrestricted
開放時間 Available:
校內 Campus: 已公開 available
校外 Off-campus: 已公開 available


紙本論文 Printed copies
紙本論文的公開資訊在102學年度以後相對較為完整。如果需要查詢101學年度以前的紙本論文公開資訊,請聯繫圖資處紙本論文服務櫃台。如有不便之處敬請見諒。
開放時間 available 已公開 available

QR Code