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研究生: 李盈瑩
Lee, Ying-Ying
論文名稱: 共同體驗、背景音樂與內容一致性對擴增實境廣告效果影響之研究—以音樂專輯為例
The Effect on Co-experience and Music-Content Congruency on the Augmented Reality Advertising : A Case Study of Music Album
指導教授: 林慧斐
Lin, Hui-Fei
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: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 157
中文關鍵詞: 擴增實境音樂專輯行動廣告推敲可能性模型共同體驗背景音樂與內容一致性心流體驗
英文關鍵詞: augmented reality advertising, music album, mobile advertising, elaboration likelihood model, co-experience, music-content congruency, flow experience
DOI URL: http://doi.org/10.6345/THE.NTNU.GMC.002.2019.F05
論文種類: 學術論文
相關次數: 點閱:278下載:40
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  • 數位時代的變革影響了大眾聆聽音樂的習慣,使得實體唱片急速衰落、產業迫切轉型,如何發揮實體專輯持有的特色和優勢成為產業課題。近年虛實技術的革新成為行銷領域新的風潮,又以擴增實境廣告最為熱門,藉著虛實互動帶給消費者新的體驗。在科技日新月異的今日,若結合數位與傳統,以擴增實境廣告行銷音樂專輯,是否能夠再次吸引消費者的目光?因此,本研究採2(廣告類型:擴增實境廣告vs非擴增實境廣告)x2(體驗類型:共同體驗vs單獨體驗)x2(背景音樂與內容一致性:一致vs不一致)三因子組內實驗設計,探討其對消費者在音樂專輯購買行為與認知態度的影響,以及心流體驗對自變項(廣告類型、體驗類型、背景音樂與內容一致性類型)與依變項(廣告記憶、廣告態度、品牌態度、購買意願)之間的中介效果。

    研究結果顯示,(1)相較於非擴增實境廣告,擴增實境廣告會產生較佳的廣告效果;(2)在擴增實境廣告情境下,共同體驗以及背景音樂與內容一致會產生較佳的廣告效果;(3)在非擴增實境廣告情境下,背景音樂與內容不一致會產生較佳的廣告效果;(4)心流體驗在廣告類型和廣告效果、體驗類型和廣告效果中具有中介效果,在背景音樂與內容一致性類型和廣告效果則不具有中介效果。

    The change of the digital age has affected public's habit of listening to music. This has caused the music industry to decline rapidly and transformation to the industry is needed. Today, the innovation of virtual reality technology has become a new trend in the marketing field, especially augmented reality advertising. It brings a new interaction experience to consumers through virtual reality. Thus, ''How to exert to the features and advantages of the CD album'' has become an industrial topic. By implying the current technology, will it be able to attract consumers' attention again if music album uses augmented reality advertising in promoting an album? Will the combination of digital and traditional way works? A 2 (Advertisement type: augmented reality advertising vs. non-augmented reality advertising) x 2 (Experience type: single experience vs. co-experience) x 2 (Music-Content congruency: congruence vs. non-congruence) between-subject design was conducted to see if the compatibility among advertisement type, experience type and music-content congruency could affect the advertising effects (brand recall, brand attitude, advertising attitude and purchase intention) of music album, and tested to see if the flow experience mediate the relationship between advertisement type and advertising effects, experience type and advertising effects, and music-content congruency and advertising effects.

    The experiment results show that (1) compared to the non-augmented reality advertising, augmented reality advertising leads to better advertising effects; (2) under augmented reality advertising condition, co-experience and music-content congruence results in better advertising effects; (3) under non-augmented reality advertising condition, non-congruence music-content has better advertising effects; (4) the flow experience was a significant factor mediating the relationship between the advertisement type and the advertising effect, so did the experience type and the advertising effect. However, it wasn’t a significant factor mediating the relationship between the music-content congruency and the advertising effect.

    第壹章 緒論 1 第一節 研究背景 1 第二節 研究目的 4 第三節 研究問題 8 第貳章 文獻探討 9 第一節 音樂專輯 9 一、音樂專輯定義 9 二、音樂專輯發展 9 三、音樂專輯困境與轉機 11 四、音樂專輯之相關研究 12 五、小結 13 第二節 行動廣告 14 一、行動廣告定義 14 二、行動廣告的特色與類型 14 三、行動廣告效果與衡量方式 16 四、小結 20 第三節 推敲可能性模型 21 一、推敲可能性模型定義 21 二、小結:推敲可能性模型與音樂專輯 23 第四節 擴增實境 24 一、擴增實境定義與特色 24 二、擴增實境的應用 26 三、擴增實境與音樂專輯 27 四、擴增實境與行動廣告 30 五、擴增實境之相關研究 31 六、小結 33 第五節 共同體驗 34 一、共同體驗定義 34 二、共同體驗的研究發展 34 三、共同體驗之相關研究 35 四、小結 37 第六節 背景音樂與內容一致性 38 一、背景音樂定義與研究發展 38 二、背景音樂與內容一致性 39 三、背景音樂與內容一致性之相關研究 41 四、小結 43 第七節 心流體驗 44 一、心流體驗定義與特性 44 二、心流體驗與廣告效果 45 三、心流體驗與擴增實境廣告 46 四、心流體驗與共同體驗 46 五、心流體驗與背景音樂與內容一致性 47 六、小結:心流體驗與中介效果 47 第八節 研究問題與假設之推導 48 一、廣告類型與廣告效果 48 二、體驗類型與廣告效果 49 三、背景音樂與內容一致性與廣告效果 50 四、廣告類型與體驗類型之交互作用 51 五、廣告類型與背景音樂與內容一致性之交互作用 52 六、體驗類型與背景音樂與內容一致性之交互作用 52 七、廣告類型、體驗類型與背景音樂與內容一致性類型之交互作用 53 八、中介效果 54 第參章 研究方法 56 第一節 研究架構 56 第二節 實驗設計 57 第三節 前測 58 一、前測一 58 二、前測二 61 第四節 主實驗刺激物之呈現與實驗程序 63 一、音樂專輯之選擇 63 二、主實驗刺激物之呈現:廣告遊戲 63 三、實驗程序 65 第五節 變數衡量 67 一、自變項 67 二、依變項 68 三、中介變項 70 第肆章 研究結果 71 第一節 樣本結構與敘述統計 71 第二節 信度分析 73 第三節 正式實驗之操弄檢定 74 第四節 研究假設之驗證 75 一、廣告類型對廣告效果之影響 78 二、體驗類型對廣告效果之影響 79 三、背景音樂與內容一致性類型對廣告效果之影響 80 四、廣告類型與體驗類型對廣告效果之影響 81 五、廣告類型與背景音樂與內容一致性類型對廣告效果之影響 84 六、體驗類型與背景音樂與內容一致性類型對廣告效果之影響 86 七、廣告類型、體驗類型與背景音樂與內容一致性類型對廣告效果之影響 87 八、中介效果 88 第五節 研究假設檢定結果 109 第伍章 研究結論與建議 113 第一節 研究結果討論 113 一、擴增實境廣告對廣告效果有顯著較佳的影響 113 二、擴增實境廣告搭配共同體驗對廣告效果有顯著較佳的影響 115 三、廣告類型和背景音樂與內容一致性類型對廣告效果有顯著交互作 用效果 116 四、共同體驗、背景音樂與內容一致對廣告效果有顯著較佳的影響, 而體驗類型與背景音樂與內容一致性類型的交互作用則未達顯 著 118 五、廣告類型、體驗類型以及背景音樂與內容一致性類型對廣告效 果的交互作用沒有顯著影響 119 六、心流體驗在廣告類型、體驗類型對廣告效果的影響中具有中介效 果,背景音樂與內容一致類型則無 120 七、音樂專輯在「擴增實境廣告x共同體驗」、「擴增實境廣告x背景 音樂與內容一致」以及「非擴增實境廣告x背景音樂與內容不一 致」情境中有較佳的廣告效果 120 第二節 研究貢獻 122 一、學術貢獻 122 二、實務貢獻 122 第三節 研究限制 124 一、實驗情境之限制 124 二、廣告遊戲呈現之限制 124 三、音樂專輯選擇之限制 124 四、變項操弄方式之限制 125 五、變項考量之限制 125 參考文獻 126 附錄一:前測一問卷 148 附錄二:前測二問卷 152 附錄三:主實驗問卷 154

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