标题: | 探索提升参与者对社会创新解决方案分享意图与接受度之游戏化设计因素 Design Factors for Gamification to Enhance Sharing and Acceptance of Social Innovation. |
作者: | 王君汝 Wang, Chun-Ju 许尚华 工业工程与管理系所 |
关键字: | 社会创新 体验行销 游戏化 设计特征;social innovation experiential marketing gamification design features |
公开日期: | 2015 |
摘要: | 社会创新乃是透过社群成员以协同合作的方式了解未确认过的社会需求,并藉集体智慧产生创意来满足社会需求,在社会创新扩散与传播发展中,需将解决方案推广以满足更多人的需求或解决社会问题,然而目前在进行社会创新推广过程中,由于缺乏有效机制凝聚参与者,且未考量到人们面对不同解决方案的接受度,导致参与度不佳而阻碍社会创新发展,因此在扩散与传播发展中透过探讨促进参与者对方案的接受度与分享意愿的机制,有利于社会创新的发展。过去有学者提出体验行销的概念,体验行销强调以使用者为中心的体验,重视与使用者的互动和参与,透过体验感受某些刺激而诱发其动机,创造令人满意与难忘的体验,进而产生使用者认同,增强产品价值;而游戏化是体验行销的一种方法,游戏化是指将游戏设计元素应用于非游戏情境中,它是一种新的参与模式能够促进使用者参与并持续贡献的方法,对于社会创新的发展也有许多益处。然而,如何将游戏化应用于社会创新的扩散与传播历程中,如何设计游戏化体验以促进社会创新解决方案的分享意愿与接受度是目前存在的重要问题。因此,本研究目的是透过体验行销与游戏化结合,探讨当游戏化应用于行销策略中重要的关键设计因素。 本研究透过体验行销的体验策略解构出12项游戏化设计特征,采用实验方式及问卷调查法搜集资料,实验工具是以养老院为主题的游戏,其中有2种为本研究自行开发的游戏,另1种是透过网路搜集的游戏,本研究共招募105位45岁以上的受试者,并透过多元回归分析与路径分析建立系统性完整架构,实验结果显示:游戏化系统对分享意图有显着影响,其中游戏化特征包括感官体验的“游戏场景真实性”、情感体验的“挑战感”、思考体验的“提供解决方案知识”与行动体验的“角色扮演”可提升分享意图与方案接受度,本研究也发现其之间的因果关系,角色扮演会透过沉浸感为中介影响分享意图。 本研究贡献在于证实游戏化系统可作为社会创新解决方案的行销工具,并归纳出影响社会创新扩散与传播历程中重要的游戏化设计特征,提供未来探讨社会议题解决方案的行销策略时,可将本研究证实的游戏化设计特征纳入考量,帮助设计师采用合适的策略发展社会创新平台,使社会创新永续发展。 Social innovation is a collaborative process to create value accrues primarily to whole society rather than private individuals. Social innovation cannot be successful because there is not have an effective mechanism to agglomerate participants and participants do not understand the solution or idea in the development of scaling up and diffusion in social innovation. This paper is focus on investigates sharing and acceptance of social innovation. Experiential marketing is a concept that moves beyond the traditional features-and-benefits marketing. By appealing to participants on multiple levels, experiential marketing gives participants in-depth experiences with products or idea in order to give them enough information to make the decision. With the explosive adoption of new technologies driven by disrupting factors as social networking a new system of engagement was created, leveraging gamification concepts. Gamification is one of the method in experiential marketing. Applying game mechanics and design elements to non-gaming contexts brings a new model of engagement that increases the point of interaction stickiness and quality of engagement. This paper investigates the important design factors of gamification in marketing. In this paper, the concept of development of gamification design features is based on experiential marketing and using questionnaire to collect data. We used multiple regression analysis to find the relationship between design feature, sharing and acceptance and used path analysis to know the causal relationship between design feature, mediator variable, sharing and acceptance in social innovation. The results showed that the authentic game scene, challenge, role play and the knowledge of social innovation solution can enhance sharing and acceptance of social innovation. The results not only can used to help participants of social innovation focus on the most important gamification feature and propose specific guidelines for designing social games, but also can identify the design strategy to enhance sharing and acceptance of social innovation platform in the future. |
URI: | http://140.113.39.130/cdrfb3/record/nctu/#GT070253349 http://hdl.handle.net/11536/127790 |
显示于类别: | Thesis |