簡易檢索 / 詳目顯示

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:110下載:15
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
  • 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

    Yahoo奇摩。(2022)。〈Yahoo奇摩元宇宙世代白皮書〉。
    2023年中嘉學院第一屆新媒體時代高峰論壇-口頭論文發表(2)-AI時代媒體素養的因應與對策。(2023)。高雄都會台 CH4 - 中嘉寬頻。 https://www.youtube.com/watch?v=zM_XsQc3iKI 。
    中央研究院人文社會科學研究中心。(2022)。學術調查研究資料庫。傳播調查資料庫第二期第四次(2020):新傳播科技與生活延伸。 https://srda.sinica.edu.tw/datasearch_detail.php?id=3311 。
    台灣沉浸式體驗白皮書。(2021)。Verizon Media. https://drive.google.com/uc?export=download&id=1TKFenw_5lDHeCQ2byCtRrnPwUECU7h6H 。
    任玲(2021)。〈探討Instagram限時動態贊助型廣告中廣告格式、訊息類型、訊息負荷量對消費者行為之影響—以來源可信度為中介變項〉。臺北市:國立臺灣師範大學大眾傳播研究所。
    江虹儒(2022)。〈沉浸式元宇宙科技之產品推廣行銷對於新世代族群購買意願之研究〉。高雄市:國立高雄科技大學資訊管理系。https://ndltd.ncl.edu.tw/cgi-bin/gs32/gsweb.cgi/login?o=dnclcdr&s=id=%22110NKUS0396040%22.&searchmode=basic 。
    光電協進會(2021)。全球元宇宙議題掀起AR/VR熱潮。光連月刊,167,035–038。
    吳祥盛(2018)。〈虛擬實境體驗對旅遊消費者使用意願之影響〉。新竹市:中華大學企業管理學系碩士論文。https://ndltd.ncl.edu.tw/cgi-bin/gs32/gsweb.cgi?o=dnclcdr&s=id=%22106CHPI0321149%22.&searchmode=basic。
    陳年興、謝盛文(2006)。手機上行動廣告表現方式與個人短期記憶能力導向對廣告溝通效果之影響。Electronic Commerce Studies,4(2),157–180。
    林晏竹(2022)。AI客服聊天機器人與媒介豐富度對消費者態度與行為意圖之影響—以電商平台為例。臺北市:國立臺灣師範大學大眾傳播研究所。
    周軒逸、任容(2016)。外來語更有吸引力?日語符碼轉化廣告之效果。Marketing Review/Xing Xiao Ping Lun,13(3)。
    翁品莉(2022)。〈實境體驗科技與數位消費影響探討:以元宇宙空間為例〉。新竹縣:明新學校財團法人明新科技大學企業管理系管理碩士班。https://ndltd.ncl.edu.tw/cgi-bin/gs32/gsweb.cgi/ccd=MgGqcr/record?r1=1&h1=1 。
    財團法人台灣網路資訊中心。(2022)。歷年個人上網行為趨勢分析。https://www.twnic.tw/doc/twrp/202207f.pdf 。
    財團法人台灣網路資訊中心。(2023)。2023年台灣網路報告。https://report.twnic.tw/2023/assets/download/TWNIC_TaiwanInternetReport_2023_CH_all.pdf 。
    陳君毅、程倚華、陳建鈞、隋昱嬋、高敬原、陳映璇、林美欣&張庭銉。(2019)。深度解讀元宇宙。數位時代,334,042–047。
    陳盈秀(2006)。網路書店瀏覽者之產品涉入、知覺風險影響其購買意願之研究。嘉義縣。南華大學出版事業管理研究所。
    戚海峰。(2008)。消費者行為學。上海財經大學出版社。
    馮勃翰,& 盧廷羲。(2022)。善用元宇宙的「空間感」,發展新型態的內容體驗。經理人,209,116–117。
    愛立信(2022)。2030年十大消費者趨勢。
    廖秀容(2011)。〈探討產品知識、資訊豐富度及訊息來源可信度對購買意願之影響〉。桃園市:萬能科技大學經營管理研究所。
    榮泰生(2000)。消費者行為。五南圖書。
    臺灣傳播調查資料庫。(2022)。「您也被『網』住了嗎?」- 全臺民眾上網行為概況。https://crctaiwan.dcat.nycu.edu.tw/ResultsShow_detail.asp?RS_ID=155 。
    劉呈逸(2018)。〈虛擬實境會是新聞的未來嗎?以實證研究探討虛擬實境新聞對閱聽人的影響〉。臺北市:國立政治大學傳播學院傳播碩士學位學程碩士論文。 https://ndltd.ncl.edu.tw/cgibin/gs32/gsweb.cgi?o=dnclcdr&s=id=%22106NCCU5375014%22.&searchmode=basic 。
    鍾守沂(2020)。Youtube之品牌熟悉度、自我揭露程度、訂閱數對消費者行為之影響。臺北市:國立臺灣師範大學大眾傳播研究所。
    顧長芸(2023)。什麼是元宇宙?-從XR相關虛實整合之應用案例談起。經濟前瞻, 205, 135–142。
    46% of Gen Z Believes They Will Work in the Metaverse in the Future. (2022). The Adecco Group. https://www.adeccogroup.com/future-of-work/latest-insights/46of-gen-z-believes-they-will-work-in-the-metaverse-in-the-future/
    Anderson, J., & Rainie, L. (2022). The metaverse in 2040. Pew Research Centre, 30. https://www.pewresearch.org/internet/2022/06/30/the-metaverse-in-2040/
    Arghashi, V., & Yuksel, C. A. (2022). Interactivity, Inspiration, and Perceived Usefulness! How retailers’ AR-apps improve consumer engagement through flow. Journal of Retailing and Consumer Services, 64, 102756. https://www.sciencedirect.com/science/article/abs/pii/S0969698921003222
    Arti. (2022). BTS to BlackPink: How Asia’s Idols Became a Gateway to the Metaverse? Artificial Intelligence. https://www.analyticsinsight.net/bts-to-blackpink-how-asias-idols-became-a-gateway-to-the-metaverse/
    Atta, M. T., Romli, A., & Majid, M. A. (2021, August). The Impact of AR/VR on Spatial Memory Performance of Learners: A review. In 2021 International Conference on Software Engineering & Computer Systems and 4th International Conference on Computational Science and Information Management (ICSECS-ICOCSIM) (pp. 75-79). IEEE. https://ieeexplore.ieee.org/document/9537083
    Azmi, E. (2022). CoinGecko Axie Infinity Survey 2021. CoinGecko. https://www.coingecko.com/research/publications/coingecko-axie-infinity-survey-2021
    Bhandari, P. (2017). Consumer Decision Process. SlideShare. https://www.slideshare.net/PuspanjaliBhandari/consumer-decision-process-78482836
    Bloomberg intelligence (Ed.). (2021). Metaverse May Be $800 Billion Market, next Tech Platform. Bloomberg Professional Services. https://www.bloomberg.com/professional/blog/metaverse-may-be-800-billion-market-next-tech-platform/
    Bobier, J. F., Mérey, T., Robnett, S., Grebe, M., Feng, J., Rehberg, B., Woolsey, K., & Hazan, J. (2022). The Corporate Hitchhiker’s Guide to the Metaverse. Boston Consulting Group. https://www.bcg.com/publications/2022/a-corporate-guide-to-enter-the-metaverse-explained
    Boerman, S. C., Tessitore, T., & Müller, C. M. (2021). Long-term effects of brand placement disclosure on persuasion knowledge and brand responses. International Journal of Advertising, 40(1), 26-48. https://www.tandfonline.com/doi/full/10.1080/02650487.2020.1775036
    Bryman, A. and Cramer, D. (1997) Quantitative Data Analysis with SPSS for Windows: A Guide for Social Scientists. Routledge, London.
    Chaiken, J. M. (1978). Transfer of emergency service deployment models to operating agencies. Management Science, 24(7), 719-731. https://www.jstor.org/stable/2630513
    Chandon, P. (2003). Note on Measuring Brand Awareness, Brand Image, Brand Equity and Brand Value. INSEAD.
    Chattopadhyay, A., & Basu, K. (1990). Humor in advertising: The moderating role of prior brand evaluation. Journal of Marketing Research, 27(4), 466-476.https://www.jstor.org/stable/3172631
    Chaudhuri, A. (1999). Does brand loyalty mediate brand equity outcomes?. Journal of Marketing Theory and Practice, 7(2), 136-146.
    Chen, C. C., & Chang, Y. C. (2018). What drives purchase intention on Airbnb? Perspectives of consumer reviews, information quality, and media richness. Telematics and Informatics, 35(5), 1512-1523
    Choudhurs, A(n.d.)。Involvement of Consumers in Decision Making. Your Article Library。2023年9月29日,取自 https://www.yourarticlelibrary.com/consumer-behaviour/decision-making-consumer-behaviour/involvement-of-consumers-in-decision-making/64198
    Clegg, N. (2022). How the Metaverse Can Transform Education. Meta. https://about.fb.com/news/2023/04/how-the-metaverse-can-transform-education/
    Conjoined Twins Separated with the Help of Virtual Reality. (2022). BBC. https://www.bbc.com/news/technology-62378452
    Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row
    Dodds, W. B., Monroe, K. B., & Grewal, D. (1991). Effects of price, brand, and store information on buyers’ product evaluations. Journal of marketing research, 28(3), 307-319.
    Etgar, M., & Goodwin, S. A. (1982). One-sided versus two-sided comparative message appeals for new brand introductions. Journal of Consumer Research, 8(4), 460-465.
    Fan, X., Jiang, X., & Deng, N. (2022). Immersive technology: A meta-analysis of augmented / virtual reality applications and their impact on tourism experience. Tourism Management, 91, 104534. https://www.sciencedirect.com/science/article/pii/S0261517722000474
    Fennimore, J. (2017). Roblox: 5 Fast Facts You Need to Know. Heavy. https://heavy.com/games/2017/07/roblox-youtube-free-download-corporation-baszucki-cassel-nerfmodder/
    Gaming Commerce; It’s More than Just a Game! (2021). Wunderman Thompson. https://www.wundermanthompson.com/insight/gaming-commerce-its-more-than-just-a-game
    Gartner. (2022). Gartner Predicts 25% of People Will Spend At Least One Hour Per Day in the Metaverse by 2026. https://www.gartner.com/en/newsroom/press-releases/2022-02-07-gartner-predicts-25-percent-of-people-will-spend-at-least-one-hour-per-day-in-the-metaverse-by-2026
    Gasimova, N. (2015). The impact of information overload on consumer purchase intention toward health insurance products.https://www.netspar.nl/en/publication/the-impact-of-information-overload-on-consumer-purchase-intention-toward-health-insurance-products/
    Gauquier, L. D., Brengman, Malaika, Willems, Kim, & Kerrebroeck , H. V. (2019). Leveraging Advertising to a Higher Dimension: Experimental Research on the Impact of Virtual Reality on Brand Personality Impressions. Virtual Reality, 23, 235–253. https://link.springer.com/article/10.1007/s10055-018-0344-5?utm_source=getftr&utm_medium=getftr&utm_campaign=getftr_pilot
    Grewal, D., Monroe, K. B., & Krishnan, R. (1998). The effects of price-comparison advertising on buyers’ perceptions of acquisition value, transaction value, and behavioral intentions. Journal of marketing, 62(2), 46-59.
    GUCCI Garden On ROBLOX. (2022). GUCCI. https://www.gucci.com/hk/en_gb/st/stories/inspirations-and-codes/article/gucci-gaming-roblox
    Gustafson, T., & Chabot, B. (2007). Brand awareness. Cornell Maple Bulletin, 105(1), 1-5.
    Hahn, J. (2021). Gucci Releases First Virtual Sneaker That Can Only Be Worn in Digital Environments. Dezeen. https://www.dezeen.com/2021/03/19/virtual-25-gucci-wanna-digital-sneaker/
    Hsiao, K. L., Chen, C. C., Lin, K. Y., & Hsu, H. Y. (2023). What drives online-to-offline purchase intention in a VR store? An examination of affective and cognitive factors. Quality & Quantity, 57(4), 3499-3521.https://link.springer.com/article/10.1007/s11135-022-01510-w
    Hwang, K., & Zhang, Q. (2018). Influence of parasocial relationship between digital celebrities and their followers on followers’ purchase and electronic word-of-mouth intentions, and persuasion knowledge. Computers in human behavior, 87, 155-173. https://www.sciencedirect.com/science/article/pii/S0747563218302553#bib130
    Immersive Media Technologies: The Acceleration of Augmented and Virtual Reality in the Wake of COVID-19. (2022). World Economic Forum. https://www.weforum.org/reports/immersive-media-technologies-the-acceleration-of-augmented-and-virtual-reality-in-the-wake-of-covid-19/
    Immersive Technology and COVID-19: The Beginning of an Era. (2021). Ediiie. https://www.ediiie.com/blog/immersive-technology-and-covid-19/
    Jacoby, J. (1984). Perspectives on information overload. Journal of Consumer research, 10(4), 432–435. https://www.jstor.org/stable/2488912
    Jacoby, J., Speller, D. E., & Berning, C. K. (1974). Brand choice behavior as a function of information load: Replication and extension. Journal of consumer research, 1(1), 33-42. https://www.jstor.org/stable/2488952
    Jacoby, J. (1984). Perspectives on information overload. Journal of consumer research, 10(4), 432-435.
    Jacoby, J., Speller, D. E., & Kohn, C. A. (1974). Brand choice behavior as a function of information load. Journal of marketing research, 11(1), 63-69. https://www.jstor.org/stable/3150994
    Janssens, W., & Pelsmacker, P. D. (2005). Emotional or informative? Creative or boring? The effectiveness of different types of radio commercial. International Journal of Advertising, 24(3), 373-394.https://www.tandfonline.com/doi/abs/10.1080/02650487.2005.11072930
    J. clement. (2022). Business Point of View Regarding the Metaverse According to Companies Worldwide That Have Already Invested in the Metaverse as of March 2022. Statista. https://www.statista.com/statistics/1302156/business-point-of-view-regarding-the-metaverse-worldwide/
    Jhala, K. (2021). Crypto-Crazed Sotheby’s Launches First Virtual Gallery in Digital Metaverse Decentraland. The Art Newspaper. https://www.theartnewspaper.com/2021/06/07/crypto-crazed-sothebys-launches-first-virtual-gallery-in-digital-metaverse-decentraland
    John, S. (2007). A Metaverse Roadmap: Pathways to the 3D Web.
    Keller, K. L. (1993). Conceptualizing, measuring, and managing customer-based brand equity. Journal of marketing, 57(1), 1-22. https://www.jstor.org/stable/1252054
    Kim, D., & Ko, Y. J. (2019). The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction. Computers in human behavior, 93, 346-356. https://www.sciencedirect.com/science/article/abs/pii/S0747563218306265
    Kim, J. U., Kim, W. J., & Park, S. C. (2010). Consumer perceptions on web advertisements and motivation factors to purchase in the online shopping. Computers in human behavior, 26(5), 1208-1222.
    Kim, S. (2021). Metaverse Is a Multitrillion-Dollar Opportunity, Epic CEO Says. Bloomberg. https://www.bloomberg.com/news/articles/2021-11-17/metaverse-is-a-multitrillion-dollar-opportunity-epic-ceo-says?sref=f8taTPHn&leadSource=uverify%20wall#xj4y7vzkg
    Kim, W. G., Ma, X., & Kim, D. J. (2006). Determinants of Chinese hotel customers’e-satisfaction and purchase intentions. Tourism management, 27(5), 890-900.
    Kotler, P., & Keller, K. (2011). Marketing management 14th edition. prentice Hall.
    Lavidge, R. J., & Steiner, G. A. (1961). A model for predictive measurements of advertising effectiveness. Journal of marketing, 25(6), 59-62.https://www.jstor.org/stable/1248516
    Lawler, R. (2020). Travis Scott’s “Fortnite” Concert Drew 12.3 Million Concurrent Viewers. Engadget. https://www.engadget.com/fortnite-travis-scott-astronomical-051908825.html
    Lin, X. (2021). Metaverse: What? Why? When? Solactive. https://www.solactive.com/metaverse-what-why-when/
    Li, P., Fang, Z., & Jiang, T. (2022, February). Research Into improved Distance Learning Using
    VR Technology. In Frontiers in Education (Vol. 7, p. 757874). Frontiers.
    Macdonald, E. K., & Sharp, B. (2003). Management Perceptions of the Importance of Brand Awareness as an Indication of Advertising Effectiveness. Business, 14(2).
    Maruyama, G., Beaber, R. J., & Valone, K. (1976). Speed of speech and persuasion. Journal of Personality and Social Psychology, 34(4), 615-624. https://www.semanticscholar.org/paper/Speed-of-speech-and-persuasion.-Miller-Maruyama/3231eb72791766c5c9e86a180c00f918984e5f90
    Match group. (2021). Match Group Closes Acquisition of Hyperconnect. Pr Newswire. https://www.prnewswire.com/news-releases/match-group-closes-acquisition-of-hyperconnect-301314582.html
    Mckinsey & company. (2022). Value Creation in the Metaverse. https://www.mckinsey.com/~/media/mckinsey/business%20functions/marketing%20and%20sales/our%20insights/value%20creation%20in%20the%20metaverse/value-creation-in-the-metaverse.pdf
    Mehta, A., & Purvis, S. C. (2006). Reconsidering recall and emotion in advertising. Journal of Advertising research, 46(1), 49-56.
    Metaverse Fashion Week Is Here! (2022). Decentraland. https://decentraland.org/blog/%20announcements/metaverse-fashion-week-is-here
    Morehouse college. (2022). Morehouse College Digital Twin Results. VictoryXR. https://www.victoryxr.com/morehouse-results/
    Nelson, M. R. (2002). Recall of brand placements in computer/video games. Journal of advertising research, 42(2), 80-92. https://www.journalofadvertisingresearch.com/content/42/2/80
    Nike Buys Virtual Sneaker Maker RTFKT in Metaverse Push. (2021). CNBC. https://www.cnbc.com/2021/12/14/nike-buys-virtual-sneaker-maker-rtfkt-in-metaverse-push.html
    Nunnally, J. C. (1978). Psychometric Theory. New York: McGraw-Hill.
    O’brien, M., & Chan, K. (2021). What Is the Metaverse and How Will It Work? TAIPEI TIMES.https://www.taipeitimes.com/News/feat/archives/2021/11/01/2003767103?fbclid=IwAR1Jc2qQ8fqMCovm0BpDPsOnaAy3Zo8aazeLNkExbAGj519QFSJGSXHRSjk
    Oommen, A. (2022). Dubai’s Metaverse Sector to Support 42,000 Virtual Jobs and Add $4 Billion to Its Economy by 2030. Arabian Business. https://www.arabianbusiness.com/industries/technology/dubais-metaverse-sector-to-support-42000-virtual-jobs-and-add-4-billion-to-its-economy-by-2030
    Pandemic Blues: Small Music Labels Struggle despite Roaring K-Pop Boom. (2020). The Korea Times. http://www.koreatimes.co.kr/www/news/nation/2020/09/732_296126.html
    Qin, Y. (2021). Attractiveness of game elements, presence, and enjoyment of mobile augmented reality games: The case of pokémon go. Telematics and Informatics, 62. https://www.sciencedirect.com/science/article/abs/pii/S0736585321000599
    Rehman, A., Ahmad, I., Amin, K., Noor, N., & Rehman, A. (2023). Marketing Overload: The Impact of Information Overload on Brand Recall (A Case Study of Students of the University of Swat). Journal of Social Sciences Review, 3(2), 70-78. https://ojs.jssr.org.pk/index.php/jssr/article/view/184/187
    Remmel, A. (2021). Scientists Want Virtual Meetings to Stay after the COVID Pandemic. Nature. https://www.nature.com/articles/d41586-021-00513-1
    Rese, A., Baier, D., Geyer-Schulz, A., & Schreiber, S. (2017). How augmented reality apps are accepted by consumers: A comparative analysis using scales and opinions. Technological Forecasting and Social Change, 124, 306-319.
    Resnik, A., & Stern, B. L. (1977). An analysis of information content in television advertising. Journal of marketing, 41(1), 50-53.https://www.jstor.org/stable/1250490
    Richards, N. C. (2018). How Virtual Reality Can Influence Consumer Behaviour. Linkedin. https://www.linkedin.com/pulse/how-virtual-reality-can-influence-consumer-behaviour-neale-langille/
    Rossiter, J. R. (2014). ‘Branding’explained: Defining and measuring brand awareness and brand attitude. Journal of Brand Management, 21, 533-540.
    Sallam, M. A. A., & Wahid, N. A. (2012). Endorser credibility effects on Yemeni male consumer's attitudes towards advertising, brand attitude and purchase intention: The mediating role of attitude toward brand. International Business Research, 5(4), 55. https://www.ccsenet.org/journal/index.php/ibr/article/view/15897
    Scammon, D. L. (1977). “Information load” and consumers. Journal of consumer research, 4(3), 148-155. https://www.researchgate.net/publication/24099252_Information_Load_and_Consumers
    Sillence, E., Briggs, P., Fishwick, L., & Harris, P. (2004, April). Trust and mistrust of online health sites. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 663-670). https://www.researchgate.net/publication/221516871_Trust_and_mistrust_of_online_health_sites
    Simon, S. J. (2001). The impact of culture and gender on web sites: an empirical study. ACM SIGMIS Database: The Database for Advances in Information Systems, 32(1), 18-37. https://dl.acm.org/doi/10.1145/506740.506744
    Song, K., Fiore, A. M., & Park, J. (2007). Telepresence and fantasy in online apparel shopping experience. Journal of Fashion Marketing and Management: An International Journal, 11(4), 553-570. https://www.researchgate.net/publication/235251537_Telepresence_and_fantasy_in_online_apparel_shopping_experience
    Soundwave Series. (2021). Fortnite. https://fortnite.fandom.com/wiki/Soundwave_Series
    Spears, N., & Singh, S. N. (2004). Measuring attitude toward the brand and purchase intentions. Journal of current issues & research in advertising, 26(2), 53-66.
    Stanford Medicine(n.d.)。Stanford Neurosurgical Simulation and Virtual Reality Center。2023年5月24日,取自 https://med.stanford.edu/neurosurgery/divisions/vr-lab.html
    Suh, K. S., & Lee, Y. E. (2005). The effects of virtual reality on consumer learning: An empirical investigation. Mis Quarterly, 673-697. https://www.jstor.org/stable/25148705
    Tabachnick, B. G., & Fidell, L. S. (2007). Using Multivariate Statistics, 5th Ed. Allyn & Bacon/ Pearson Education.
    Talukdar, N., & Yu, S. (2021). Breaking the psychological distance: The effect of immersive virtual reality on perceived novelty and user satisfaction. Journal of Strategic Marketing, 1-25.
    Taufik, D., Kunz, M. C., & Onwezen, M. C. (2021). Changing consumer behaviour in virtual reality: A systematic literature review. Computers in Human Behavior Reports, 3, 100093. https://www.sciencedirect.com/science/article/pii/S2451958821000415
    Tsiotsou, R. (2006). The role of perceived product quality and overall satisfaction on purchase intentions. International journal of consumer studies, 30(2), 207-217.
    van Berlo, Z. M., van Reijmersdal, E. A., Smit, E. G., & van der Laan, L. N. (2021). Brands in virtual reality games: Affective processes within computer-mediated consumer experiences. Journal of Business Research, 122, 458-465. https://www.sciencedirect.com/science/article/pii/S0148296320305774
    Van Reijmersdal, E. A., Fransen, M. L., Van Noort, G., Opree, S. J., Vandeberg, L., Reusch, S., ... & Boerman, S. C. (2016). Effects of disclosing sponsored content in blogs: How the use of resistance strategies mediates effects on persuasion. American Behavioral Scientist, 60(12). https://doi.org/10.1177/0002764216660141
    Vanwesenbeeck, I., Walrave, M., & Ponnet, K. (2016). Children and Advergames: The role of product involvement, prior brand attitude, persuasion knowledge and game attitude in purchase intentions and changing attitudes. International Journal of Advertising, 36(4). https://www.researchgate.net/publication/302400973_Children_and_advergames_The_role_of_product_involvement_prior_brand_attitude_persuasion_knowledge_and_game_attitude_in_purchase_intentions_and_changing_attitudes
    What Is the Metaverse? (2022). McKinsey. https://www.mckinsey.com/featured-insights/mckinsey-explainers/what-is-the-metaverse
    Winter, F. W. (1975). Laboratory measurement of response to consumer information. Journal of Marketing Research, 12(4), 390-401. https://www.jstor.org/stable/3151087
    World economic forum. (2022). Immersive Media Technologies: The Acceleration of Augmented and Virtual Reality in the Wake of COVID-19 WHITE PAPER. World Economic Forum. https://www3.weforum.org/docs/WEF_Immersive_Media_Technologies_2022.pdf
    Wunderman thompson intelligence. (2021). Into the Metaverse
    Xi, N., & Hamari, J. (2021). Shopping in virtual reality: A literature review and future agenda. Journal of Business Research, 134, 37-58. https://www.sciencedirect.com/science/article/pii/S0148296321003209
    Yee, L. (2022). NEXT BIG THING? Signals of the Metaverse. Mckinsey & Company. https://www.mckinsey.com/~/media/mckinsey/email/rethink/2022/04/06/2022-04-06d.html
    Zachary j. peters, m.p.h, christopher cairns, m.p.h., and danielle davis, m.p.h. (2022). Experiences Related to the COVID-19 Pandemic Among U.S. Physicians in Office-Based Settings, 2020–2021. Centers for Disease Control and Prevention. https://www.cdc.gov/nchs/data/nhsr/nhsr175.pdf
    Zaichkowsky, J. L. (1994). The personal involvement inventory: Reduction, revision, and
    application to advertising. Journal of advertising, 23(4), 59-70. https://doi.org/10.1080/00913367.1943.10673459
    Zaltman, G. (2000). Consumer researchers: take a hike!. Journal of Consumer Research, 26(4), 423-428. https://www.jstor.org/stable/10.1086/209573
    Zarantonello, L., & Schmitt, B. H. (2009). The Impact of Event Marketing on Brand Equity. International Journal of Advertising, 32(2), 1–44.
    Zemborain, M. R., & Johar, G. V. (2007). Attitudinal ambivalence and openness to persuasion: A framework for interpersonal influence. Journal of Consumer Research, 33(4), 506-514. https://academic.oup.com/jcr/article-abstract/33/4/506/1790358?redirectedFrom=fulltext

    下載圖示
    QR CODE