研究生: |
蘇郁珊 Su, Yu-Shan |
---|---|
論文名稱: |
青少年接觸數位行銷經驗初探 Exploring Adolescents’ Experiences of Digital Marketing Exposure |
指導教授: |
張鳳琴
Chang, Fong-Ching |
學位類別: |
碩士 Master |
系所名稱: |
健康促進與衛生教育學系健康促進與衛生教育碩士在職專班 Department of Health Promotion and Health Education_Continuing Education Master's Program of Health Promotion and Health Education |
論文出版年: | 2021 |
畢業學年度: | 109 |
語文別: | 中文 |
論文頁數: | 71 |
中文關鍵詞: | 青少年 、數位行銷 |
英文關鍵詞: | teenagers, digital marketing |
DOI URL: | http://doi.org/10.6345/NTNU202100226 |
論文種類: | 學術論文 |
相關次數: | 點閱:212 下載:49 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
本研究目的為探討青少年接觸數位行銷經驗,研究方法採質性訪談研究,在 2020 年訪談 6 名新北市國中學生,研究結果如下:
一、 青少年接觸數位科技經驗:青少年在學齡期接觸行動科技,因觀察模仿家人使用,或家中長輩所淘汰的手機,所以青少年多在國小四、五年級時擁有行動科技,花更多時間在手機上,對健康、學習及親子關係有影響。
二、 青少年數位行銷接觸與購用經驗:青少年較常在觀看 YouTube 及FB 時接觸各種數位行銷,觀看 YouTube 時接觸到網紅,青少年覺得網紅是分享者亦是被贊助者,接觸數位行銷讓青少年產生購用的想法,然家長管教提供購用的約束力。
三、 青少年使用線上遊戲與課金經驗:青少年玩線上遊戲時,常因好奇心、接觸遊戲內促銷,進而產生課金行為,青少年長時間玩線上遊戲,對青少年身體、心理及學習也造成影響。本研究建議家長需多關心青少年使用手機後的社交互動、身心變化及金錢使用模式,學校提供青少年辨識數位行銷觀念。
This study aims to explore teenagers’ digital marketing exposure experiences. The qualitative research method was conducted. Six junior high school students from New Taipei City were interviewed in 2020. The results were as follows.
1. Teenagers’ digital technology and internet usage experiences: Teenagers were exposed to mobile technologies during their primary school years by observing and imitating family members using their mobile devices. Most teengers had their own mobile devices by fourth or fifth grade. Teenagers spent more time on mobile devices had adverse effects to their health, learning, and parent-child relationships.
2. Digital marketing exposure and online purchasing experiences: YouTube and Facebook were most popular platforms exposing teenagers to digital marketing. While watching YouTubers on YouTube, teenagers think that YouTubers are sharing the sponsored contents. By exposing to digital
marketing like this, teenagers were motivated to buy the products promoted by the YouTubers. However, their parents can restrict them from purchasing.
3. Online gaming and in-app purchasing experiences: Teenagers often made in-app purchases while playing online games due to online in-game advertisements exposure and out of curiousity. Teenagers spent more time playing online games had adverse effects to their physical and psychological health as well as their learning. It was suggested that parents should pay more attention to their teengers’
social activities, physical and mental states stability, as well as how they spend money after their mobile devices usage, while schools should implement educational interventions to enhance teengers’ digital marketing literacy
一、中文部分
王嵩音(2016)。家長介入行為影響青少年網路正負面使用行為之研究。中華傳播學刊(30),31-59。doi:10.6195/cjcr.2016.30.02
吳淑蓉(2018)。青少年智慧型手機遊戲成癮因素之探討(未出版之碩士論文)。樹德科技大學,高雄市。
吳啟誠、張瓊云(2019)。主題分析在教育研究上的應用。特殊教育發展期刊,69,29-42。
李佳玲 (2017)。如何避免孩童沉溺網路遊戲。臺灣教育評論月刊,6(8),74-76。
胡宗鳳、江文鉅(2016)。行動科技興起對年輕族群數位閱讀新聞行為影響之研究。正修學報(29),117-132。
財團法人中華民國兒童福利聯盟文教基金會(2019)。2019 兒少使用社群軟體狀況調查報告。取自 doi:https://www.children.org.tw/research/detail/67/1525
財團法人中華民國兒童福利聯盟文教基金會(2020)。2020 年兒少網路隱私與網友互動調查報告。取自doi:https://www.children.org.tw/news/advocacy_detail/2406
財團法人台灣網路資訊中心(2019)。台灣網路報告。取自 https://www.children.org.tw/research/detail/67/1525
國家發展委員會(2019)。108 年個人家戶數位機會調查報告。中文摘要 (一○八年十二月)。取自
https://ws.ndc.gov.tw/Download.ashx?u=LzAwMS9hZG1pbmlzdHJhdG9yLzEwL2NrZmlsZS9mZTg2MGMxNS0yZDAyLTRhMjEtODM5ZS1hODVmZjY3ODkyYzYucGRm&n=6ZmE5Lu2NC0xMDjlubTlgIvkurrlrrbmiLbmlbjkvY3mqZ%2FmnIPoqr%2Fmn6XkuK3mlofmkZjopoEt5YW64s5ZGK54mILnBkZg%3D%3D&icon=.pdf
許家銘(2019)。國中生手機遊戲使用行為之研究(未出版之碩士論文)。健行科技大學,桃園市。
許瓊月、吳瓊洳.(2019)。國中生網路成癮行為之研究:以雲林縣國中生為例。學生事務與輔導,58(2), 43-61。doi:10.6506/sagc.201909_58(2).0005
許艷、李慶章、曹譽、顏克典(2020)。通過遊戲化增強消費者網上購物行為。資訊管理學報,27(3),291-310。
陳伯璋 (2000)。質性研究方法的理論基礎。高雄市:麗文書局。
陳欽雨、張書豪、張卿儀(2013)。網路口碑、社群認同與知覺利益對網購意願之影響:以台灣區 Facebook 粉絲專頁為例。電子商務研究,11(4),403-429。
曾威舜、劉潔心(2018)。學齡前兒童的行動科技使用行為現況和親子互動行為的相關性探討:以雙北市為例。健康促進暨衛生教育雜誌,(42),85-107。
黃小玲(2019)。國中生網路使用、網路纖瘦意象暴露、身體意象與不健康體重控制行為相關之研究。(未出版之碩士論文)。國立臺灣師範大學,台北市。
黃紹綺 (2018)。認知需求、角色取替對於廣告識讀、廣告批判態度、品牌態度及購買意願之影響(未出版之碩士論文)。健行科技大學,桃園市。
劉雨涵(2018)。你 follow 她了嗎?Instagram 網紅的人類學觀察。中央研究院民族學研究所資料彙編,(26),1-34。
潘淑滿(2009)。質性研究:理論與應用。新北市:心理出版社。
賴明政、陳佳君.(2016)。行動通訊應用軟體的溝通特質對親子關係維持65與家庭滿意之影響。東吳經濟商學學報,(93),53-91。
TWNIC 財團法人台灣網路資訊中心 (2019)。台灣網路報告。取自https://report.twnic.tw/2019/66
二、英文部分
Berlo, Z. M. C., van Reijmersdal, E. A., & Rozendaal, E. (2020). Adolescents and handheld advertising: The roles of brand familiarity and smartphone
attachment in the processing of mobile advergames. Journal of Consumer Behaviour, 19(5), 438-449. doi:10.1002/cb.1822
Brian A. S. (1998). The problem drinker’s lived experience of suffering: An exploration using hermeneutic phenomenology. Journal of Advanced
Nursing, 27, 213–222.
Buchanan, L., Kelly, B., Yeatman, H., & Kariippanon, K. (2018). The Effects of Digital Marketing of Unhealthy Commodities on Young People: A
Systematic Review. Nutrients, 10(2). doi:10.3390/nu10020148
Coates, A. E., Hardman, C. A., Halford, J. C. G., Christiansen, P., & Boyland,E. J. (2019). The effect of influencer marketing of food and a "protective"
advertising disclosure on children's food intake. Pediatric obesity, 14(10),e12540.
Critchlow, N., Moodie, C., Bauld, L., Bonner, A., & Hastings, G. (2016). Awareness of, and participation with, digital alcohol marketing, and the association with frequency of high episodic drinking among young adults. Drugs: Education, Prevention & Policy, 23(4), 328-336.doi:10.3109/09687637.2015.1119247
Dagar, A., & Falcone, T. (2020). High Viewership of Videos About Teenage Suicide on YouTube. Journal of the American Academy of Child and Adolescent Psychiatry, 59(1), 1. doi:10.1016/j.jaac.2019.10.012
De Jans, S., Vanwesenbeeck, I., Cauberghe, V., Hudders, L., Rozendaal, E., & van Reijmersdal, E. A. (2018). The Development and Testing of a
Child-inspired Advertising Disclosure to Alert Children to Digital and Embedded Advertising. Journal of Advertising, 47(3), 255-269. doi:10.1080/00913367.2018.146358067
Desimpelaere, L., Hudders, L., & Van de Sompel, D. (2020). Knowledge as a strategy for privacy protection: How a privacy literacy training affects children's online disclosure behavior. Computers in Human Behavior, 110, N.PAG-N.PAG. doi:10.1016/j.chb.2020.106382 Folkvord, F., Lupiáñez-Villanueva, F., Codagnone, C., Bogliacino, F., Veltri,
G., & Gaskell, G. (2017). Does a 'protective' message reduce the impact of an advergame promoting unhealthy foods to children? An experimental study in Spain and The Netherlands. Appetite, 112, 117-123. doi:10.1016/j.appet.2017.01.026
Griffiths, R., & Casswell, S. (2010). Intoxigenic digital spaces? Youth, social networking sites and alcohol marketing. Drug & Alcohol Review, 29(5), 525-530. doi:10.1111/j.1465-3362.2010.00178.x
Hernandez, M. D., & Chapa, S. (2010). Adolescents, advergames and snack foods: Effects of positive affect and experience on memory and choice. Journal of Marketing Communications, 16(1/2), 59-68.
doi:10.1080/13527260903342761
Huang, Z. (2020). TikTok, Douyin's In-App Revenue Surges Tenfold During Lockdowns. Bloomberg.com, N.PAG-N.PAG. URL: http://search.ebscohost.com/login.aspxdirect=true&AuthType=ip,shib&db=bth&AN=143414751&lang=zh-tw&site=ehost-live&custid=s5650286
Hudders, L., Cauberghe, V., & Panic, K. (2016). How advertising literacy training affect children's responses to television commercials versus advergames. International Journal of Advertising, 35(6), 909-931. doi:10.1080/02650487.2015.1090045
Jernigan, D. H., Padon, A., Ross, C., & Borzekowski, D. (2017). Self-Reported Youth and Adult Exposure to Alcohol Marketing in Traditional and Digital Media: Results of a Pilot Survey. Alcoholism, clinical and experimental research, 41(3), 618-625.68 doi:10.1111/acer.13331
Krossbakken, E., Pallesen, S., Mentzoni, R. A., King, D. L., Molde, H., Finserås, T. R., & Torsheim, T. (2018). A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health. Front Psychol, 9, 2239. doi:10.3389/fpsyg.2018.02239 Lapierre, M. A., Fleming-Milici, F., Rozendaal, E., McAlister, A. R., &
Castonguay, J. (2017). The Effect of Advertising on Children and Adolescents. Pediatrics, 140, S152-S156. doi:10.1542/peds.2016-1758V
Liu, S.-F., Liu, H.-H., Chang, J.-H., & Chou, H.-N. (2019). Analysis of a New Visual Marketing Craze: The Effect of LINE Sticker Features and User Characteristics on Download Willingness and Product Purchase Intention. Asia Pacific Management Review, 24(3), 263-277.
Neyens, E., Smits, T., & Boyland, E. (2017). Transferring game attitudes to the brand: persuasion from age 6 to 14. International Journal of
Advertising, 36(5), 724-742. doi:10.1080/02650487.2017.1349029 O'Connor, E. L., Longman, H., White, K. M., & Obst, P. L. (2015). Sense of Community, Social Identity and Social Support Among Players of Massively Multiplayer Online Games (MMOGs): A Qualitative Analysis. Journal of Community & Applied Social Psychology, 25(6), 459-473. doi:10.1002/casp.2224
Radesky, J., Chassiakos, Y. L. R., Ameenuddin, N., & Navsaria, D. (2020).Digital Advertising to Children. Pediatrics, 146(1).doi:10.1542/peds.2020-1681
Romer, D., & Moreno, M. (2017). Digital Media and Risks for Adolescent Substance Abuse and Problematic Gambling. Pediatrics, 140, S102-S106. doi:10.1542/peds.2016-1758L
Smith, R., Kelly, B., Yeatman, H., Moore, C., Baur, L., King, L., . . . Bauman, A. (2020). Advertising Placement in Digital Game Design Influences
Children's Choices of Advertised Snacks: A Randomized Trial. J Acad69 Nutr Diet, 120(3), 404-413. doi:10.1016/j.jand.2019.07.017
Sungjun, P., & Byungho, P. (2020). Advertising on Mobile Apps Versus the Mobile Web: Which Delivers Better Advertisement Recognition and Willingness to Buy? Journal of Advertising Research, 60(4), 381-393. doi:10.2501/JAR-2019-044
Tan, L., Ng, S. H., Omar, A., & Karupaiah, T. (2018). What's on YouTube? A Case Study on Food and Beverage Advertising in Videos Targeted at Children on Social Media. Childhood obesity (Print), 14(5), 280-290. doi:10.1089/chi.2018.0037
Tascioglu, M. (2019). Dijital Korsanliga Karsi Lisans Ogrencilerinin Olumsuz Tutumlarini Etkileyen Faktorler. (Factors Affecting Negative
Attitudes of Undergraduate Students against Digital Piracy. With English summary.). Oneri, 14(52), 340-355.
UNICEF. (2017). Children in a Digital World. URL:https://files.eric.ed.gov/fulltext/ED590013.pdf van Reijmersdal, E. A., Rozendaal, E., Hudders, L., Vanwesenbeeck, I., Cauberghe, V., & van Berlo, Z. M. C. (2020). Effects of Disclosing Influencer Marketing in Videos: An Eye Tracking Study Among Children in Early Adolescence. Journal of Interactive Marketing (Elsevier), 49, 94-106. doi:10.1016/j.intmar.2019.09.001
Vanwesenbeeck, I., Ponnet, K., & Walrave, M. (2017). Young adolescents' advertising literacy and purchase intention in social network games: Influence of perspective taking and need for cognition. Journal of Consumer Behaviour, 16(1), 23-33. doi:10.1002/cb.1596
Willett, R. (2016). Online Gaming Practices of Preteens: Independent Entertainment Time and Transmedia Game Play. Children & Society,30(6), 467-477. doi:10.1111/chso.12155