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研究生: 柴涵真
Chai, Han-Chen
論文名稱: 以實證研究探究元宇宙體驗中訊息負荷量高低對品牌記憶、品牌態度、購買意願的影響
The Influence of Information Load Levels on Brand Recall, Brand Attitude, Purchase Intention in Metaverse Experiences: An Empirical Study
指導教授: 蔣旭政
Chiang, Hsu-Cheng
口試委員: 林日璇
Lin, Jih-Hsuan
林慧斐
Lin, Hui-Fei
蔣旭政
Chiang, Hsu-Cheng
口試日期: 2023/12/20
學位類別: 碩士
Master
系所名稱: 大眾傳播研究所
Graduate Institute of Mass Communication
論文出版年: 2024
畢業學年度: 112
語文別: 中文
論文頁數: 110
中文關鍵詞: 元宇宙訊息負荷量品牌記憶品牌態度購買意願消費者行為
英文關鍵詞: Metaverse, Information Load, Brand Memory, Brand Attitude, Purchase Intention, Consumer Behavior
研究方法: 實驗設計法
DOI URL: http://doi.org/10.6345/NTNU202400076
論文種類: 學術論文
相關次數: 點閱:107下載:15
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  • 2021年10月,社交軟體臉書(Facebook)母公司正式宣告更名為Meta,此舉開啟「元宇宙」一詞廣為各界關注的序幕,盼能透過科技的輔助,以元宇宙高沉浸度之特性,為各領域帶來前所未見的影響。於此同時,為提供消費者有別於過往的全新購物體驗,各大品牌、企業也隨之爭相進入元宇宙市場中進行探索,望能藉此創建品牌的全新銷售通路渠道,促使消費者得以嘗試獨特消費體驗感受。然而,若欲於元宇宙中進行產品資訊呈現,了解沉浸式科技於產品資訊推廣上是否有一定的潛力,及於其中應如何拿捏訊息呈現方式,以促成消費者行為之正向影響變得至關重要,由此,本研究採 2(介面沉浸度:元宇宙/高沉浸度 vs. 網頁/低沉浸度)x 2(訊息負荷量:高訊息負荷量 vs. 低訊息負荷量)的二因子組間實驗設計,以探討兩自變項對於依變項消費者行為(品牌記憶、品牌態度、購買意願)的影響。
    本研究結果證實:(1)元宇宙介面相較於網頁介面,對於消費者行為有較佳的影響;(2)雖然於消費者行為中,訊息負荷量對其並無顯著影響,但低訊息負荷量較高訊息負荷量能使消費者產生更佳之品牌記憶,而高訊息負荷量相比於低訊息負荷量,更能促使消費者產生較佳之品牌態度及購買意願;(3)無論為高或低之訊息負荷量,不同沉浸度之介面對於品牌記憶並不會有差異;(4)在低訊息負荷量中,元宇宙介面相較於網頁介面,更能使消費者展現較佳的品牌態度及購買意願。

    In October 2021, the social media software company Facebook officially announced its rebranding as Meta. This move marked the beginning of widespread interest in the "Metaverse." It aims to bring unprecedented impacts to various fields through its immersive nature. At the same time, major brands and businesses have been actively exploring the metaverse market to provide consumers with a unique shopping experience, aiming to create new channels for brand promotion and enabling consumers to enjoy distinct retail experiences. Effectively presenting product information within the metaverse and comprehending the potential of immersive technology for product promotion are essential factors for positively impacting consumer behavior. Therefore, this study adopts a 2 (Interface Immersion: Metaverse / High Immersion vs. Web / Low Immersion) x 2 (Information Load: High Information Load vs. Low Information Load) two-factor between-subjects experimental design to investigate the impact of these two independent variables on consumer behavior (brand memory, brand attitude, purchase intention) as dependent variables.
    The results of this study confirm the following findings: (1) Metaverse interfaces have a more favorable impact on consumer behavior compared to web interfaces; (2) While information load does not significantly affect consumer behavior, low information load leads to better brand memory, whereas high information load leads to better brand attitude and purchase intention; (3) Regardless of whether information load is high or low, interfaces with different levels of immersion do not significantly differ in terms of brand memory; (4) In the case of low information load, metaverse interfaces generate a more favorable brand attitude and purchase intention compared to web interfaces.

    謝誌 I 摘要 II Abstract III 目錄 IV 表目錄 VIII 圖目錄 IX 第壹章 緒論 1 第一節、研究背景與動機 1 第二節、研究目的與研究問題 6 第貳章 文獻回顧 7 第一節、元宇宙介紹及其發展 7 一、元宇宙背景 7 二、元宇宙實踐領域 11 (一)、 遊戲互動 12 (二)、 休閒娛樂 12 (三)、 社交行為 13 (四)、 商業行為 13 (五)、 教育實踐 14 (六)、 醫療 14 三、沉浸式體驗當前研究 15 四、小結 18 第二節、訊息負荷量(Information Load) 18 一、訊息負荷量定義 18 二、訊息負荷量過往研究 19 三、小結 22 第三節、消費者行為(Consumer Behavior) 23 一、消費者行為定義 23 二、消費者行為衡量標準 24 (一)、 品牌記憶(Brand recall) 24 (二)、 品牌態度(Brand Attitude) 24 (三)、 購買意願(Purchase Intention) 25 三、小結 26 第四節、假設推導 27 一、介面沉浸度與品牌記憶、品牌態度、購買意願的關係 27 二、產品訊息負荷量與品牌記憶、品牌態度、購買意願的關係 28 三、介面沉浸度、產品訊息負荷量與品牌記憶、品牌態度、購買意願的關係 29 四、假設總結 31 第參章 研究方法 32 第一節、研究架構與實驗流程 32 一、研究架構 32 二、實驗流程 33 第二節、實驗設計與自變項定義及操弄 34 一、實驗設計 34 二、自變項的定義與操弄 34 (一)、 介面沉浸度:元宇宙與網頁 34 (二)、 產品資訊之訊息負荷量:高負荷量與低負荷量 35 第三節、前測一:實驗產品挑選 36 一、實驗產品挑選 36 二、產品涉入度測量問項 36 三、前測一信度檢測 37 四、前測一結果 37 第四節、前測二:自變項操弄(訊息負荷量) 38 一、訊息負荷量問項 38 二、前測二結果 40 第五節、主實驗刺激物呈現 41 第六節、依變項測量 47 一、品牌記憶(Brand recall) 47 二、品牌態度(Brand Attitude) 48 三、購買意願(Purchase Intention) 49 第七節、實驗程序 50 第肆章 研究結果 53 第一節、樣本結構與敘述統計 53 第二節、信度分析 55 第三節、訊息負荷量操弄檢定 55 第四節、研究假設之驗證 56 一、介面沉浸度對消費者行為的影響 58 (一)、 介面沉浸度對品牌記憶的影響 58 (二)、 介面沉浸度對品牌態度的影響 59 (三)、 介面沉浸度對購買意願的影響 59 二、訊息負荷量對消費者行為的影響 60 三、介面沉浸度與訊息負荷量對消費者行為的影響 60 (一)、 介面沉浸度與訊息負荷量對品牌記憶的影響 60 (二)、 介面沉浸度與訊息負荷量對品牌態度的影響 61 (三)、 介面沉浸度與訊息負荷量對購買意願的影響 62 第五節、研究假設檢定及研究問題結果 63 第伍章 討論與結論 65 第一節、研究發現與討論 65 一、介面沉浸度對消費者行為的影響 66 二、訊息負荷量對消費者行為的影響 68 三、介面沉浸度與訊息負荷量對消費者行為的影響 69 四、小結 71 第二節、學術貢獻與實務建議 72 一、學術貢獻 72 二、實務建議 73 第三節、研究限制 74 一、實驗設計限制 74 二、實驗進行限制 74 三、問卷發放限制 75 四、品牌記憶衡量限制 75 五、自變項訊息負荷量設計限制 75 第四節、未來研究方向與建議 76 一、探討不同涉入度之體驗介面對消費者行為之影響 76 二、探討不同沉浸度之體驗介面對消費者行為之影響 76 三、探討加入其他元宇宙功能對消費者行為之影響 77 四、探討不同背景之受測者於元宇宙中對消費者行為之影響 77 參考文獻 78 中文文獻 78 英文文獻 80 附錄一、前測一 產品涉入度問卷 89 附錄二、訊息負荷量問卷 96 附錄三、主實驗問卷(組別A、組別B) 100 附錄四、主實驗問卷(組別C、組別D) 105

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