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作者(中):徐孟凡
作者(英):Hsu, Meng-Fan
論文名稱(中):「遊戲改編之電影」之消費者觀影後行為
論文名稱(英):Consumers' Post-viewing Behavior of “Films Based on Video Games”
指導教授(中):陳建維
口試委員:練乃華
鄭鴻章
學位類別:碩士
校院名稱:國立政治大學
系所名稱:國際經營與貿易學系
出版年:2020
畢業學年度:108
語文別:中文
論文頁數:110
中文關鍵詞:遊戲改編之電影品牌延伸觀影後行為
英文關鍵詞:The films based on video gamesBrand extensionPost-viewing behavior
Doi Url:http://doi.org/10.6814/NCCU202000738
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電影是人們日常生活中的娛樂來源之一,也是人們實現夢想與想像的媒介。近年來,台灣的電影片商以小成本、低風險為製片原則的情況,加上好萊塢電影的佔據,導致電影產業在惡性循環下一直萎靡不振。
《返校》於2019年上映,其劇情改編自同名電腦遊戲,值得注意的是好萊塢之賣座電影,大多也都是改編自其他作品。本研究基於改編之風潮,探討台灣電影市場是否可以朝改編之方向發展,並聚焦於消費者對於遊戲改編之電影的接受度。本研究之實證結果可歸納為以下:
1.消費者對電影的涉入度愈強,會愈重視電影的屬性,進而正向影響對遊戲改編之電影的滿意度。
2.消費者認為電影之原版遊戲與遊戲改編之電影的產品類別契合度愈高,對於遊戲改編之電影的滿意度也會愈高。
3.消費者對於遊戲改編之電影的滿意度愈高,會愈樂意推薦及重複觀看該遊戲改編之電影。
4.消費者普遍對遊戲改編之電影的滿意度及樂意推薦、重複觀看的意願高,亦即消費者對改編遊戲之電影接受度高。
Films are one of the entertainments in our daily lives, and also a medium for people to fulfill their dreams and imaginations. In recent years, film producers in Taiwan make films on the principle of low costs and low risks and the Hollywood blockbuster films occupy the list which cause the film industry to be sluggish under a vicious circle.
“Detention” is a film of Taiwan released in 2019 and based on the video game of same name. It is worth noting that the Hollywood blockbuster films are mostly adapted from other works nowadays. Based on the trend of adaptation, the thesis tries to discuss whether the film market in Taiwan can follow the trend of adaptation and develop. Furthermore, the thesis focuses on the consumer’s acceptance of films based on video games. The induced conclusions of the thesis are summarized as follow:
1.The higher the consumers' involvement in the films, the more attention will be paid to the attributes of the films, which will positively affect the satisfaction of the films based on video games.
2.Consumers consider that the higher the degree of product category fit between the video game of the film and the film based on the video game, the higher the satisfaction with the film based on the video game.
3.The higher the consumers' satisfaction with the film based on the video game, the more willing to recommend and watch it repeatedly.
4.Generally speaking, consumers' satisfaction with the films based on the video games and their willingness to recommend and watch them repeatedly are high, that is, consumers' acceptance of the films based on video games is high.
第一章 緒論 5
第一節 研究背景與動機 5
第二節 研究目的 9
第三節 研究流程 10
第二章 文獻探討 11
第一節 品牌延伸 11
第二節 涉入程度 17
第三節 品牌忠誠度 21
第四節 顧客滿意與購後行為 22
第五節 電影屬性與觀影動機 25
第三章 研究方法 29
第一節 研究架構與假設 29
第二節 研究變數與操作性定義 35
第三節 問卷資料蒐集與分析方法 42
第四章 資料分析 45
第一節 敘述性統計分析 45
第二節 因素分析 59
第三節 問卷信度分析與效度分析 70
第四節 迴歸分析 72
第五節 獨立樣本T檢定 82
第五章 研究結論與建議 83
第一節 研究結論 83
第二節 針對電影產業予以建議 93
第三節 研究限制與未來研究方向探討 94
參考文獻 96
研究問卷 106
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