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  • 學位論文

遊客對主題樂園產品屬性偏好之研究

A Study of Tourists’ Preference for Product Attributes of Theme Park

指導教授 : 陳翰紳
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摘要


隨著經濟成長以及國民所得提高,國人從事休閒旅遊的風氣蓬勃發展,其中主題遊樂園每年遊客人數約1,100萬人次,是目前觀光遊樂服務業之主流之一。隨著主題樂園的普及化,開始面臨著需與其他樂園或是娛樂產業競爭的壓力。過去有關主題樂園之研究,包括主題意象認知、遊客行為、服務品質、品牌價值、旅遊動機、忠誠度及滿意度等,然而缺乏針對各項旅遊屬性,如遊樂設施、主題特性、等候時間、快速通關抽獎、價格等作一探討,遂引發本研究動機。本研究應用選擇實驗法(CE)建構「主題樂園屬性效用模型」,其次,建立「主題樂園屬性與水準」的評估組合以探討遊客對主題樂園屬性選擇偏好;進一步應用條件式羅吉特(CL)與隨機參數羅吉特(RPL)模型推估隨機效用函數,從受訪遊客的社經背景、旅遊認知與行為的角度,探討各屬性邊際願付價值(MWTP)之差異性,本研究採立意抽樣法,共發放680份問卷,有效問卷為549份,有效問卷回收率為80.7%。研究結果顯示:(1)遊客最重視主題樂園屬性為遊樂設施,其次依序為主題特性、快速通關抽獎;(2)遊客對各屬性之願付價格最高者為刺激型遊樂設施 (53.8元),其次為無限設施快速通關(33.1元)及卡通人物主題(26.3元);(3)遊客認為若能同時擁有刺激型遊樂設施及快速通關抽獎則能提升整體效用;(4)遊客對於快速通關抽獎較無購買意願。藉由上述研究結果,本研究貢獻為補足臺灣對於主題樂園消費偏好之研究缺口,希望更廣泛探討影響遊客選擇主題樂園之偏好,藉由研究結果分析主題樂園之經濟效益,並提供旅遊業者或管理單位作為規劃決策參考之依據。

並列摘要


Previous relevant studies on theme parks lack an exploration of various tourism attributes, e.g., recreational facilities, themes, wait times, fast pass drawings, and pricing, etc., all of which inspired the research motivation of this study. First, Choice Experiment (CE) method explores tourists’ preferences for theme park attributes. Second, the Conditional Logit (CL) and Random Parameter Logit (RPL) models explore the differences in tourists’ willingness to pay (WTP) for various attributes from the perspective of their socioeconomic background. This study adopts purposive sampling, and a total of 680 questionnaires were issued, of which, 549 copies are valid, with an effective re-covery rate of 80.7%. The research findings suggest the following: (1) The most valued theme park attributes for consumers are the recreational facilities, followed by theme characteristics, and fast pass drawing. (2) Regarding the respondents’ WTP for various attributes, they are willing to pay the highest price for thrilling recreational facilities, then for unlimited fast pass services, and cartoon character themes. (3) Respondents believe that if thrilling recreational facilities and fast pass drawing are available at the same time, then the overall effectiveness will be improved. (4) Respondents relatively have no purchase intention for fast pass drawing. It is hoped that the research findings can provide theme park operators reference basis for making plans and decisions.

參考文獻


參考文獻
一、中文文獻
王照明、蔡東真、彭仲萱(2016)。結合互動科技與智慧型手機多元互動介面於主題樂園應用之研究。國際數位媒體設計學刊,8(1),12-24。http://dx.doi.org/10.29465/IJDMD
吳淑鶯、林庭如(2013)。顧客關係聯結與創新行銷策略對主題遊樂園消費者行為之影響。創新與經營管理學刊,4(2),45-67。http://dx.doi.org/10.6270%2fJIBM.2013.4(2)45
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