题名

消費者對互動廣告設計之感受度調查

并列篇名

A Study on Consumer Sensitivity toward Interactive Advertisements

作者

陳凱筠(Chen, Kai-Yun);鄧成連(Teng, Cheng-Lein);陳俊宏(Chen, Jun-Hong)

关键词

傳統廣告 ; 互動廣告 ; 新媒體 ; VR/AR ; 感受度 ; traditional advertisement ; interactive advertisement ; new media ; VR/AR ; sensitivity

期刊名称

商業設計學報

卷期/出版年月

25期(2022 / 01 / 01)

页次

48 - 67

内容语文

繁體中文

中文摘要

本研究旨在瞭解消費者對不同廣告形式之感受度,以期提升廣告主與消費者之間的溝通效率;在資訊超載的今日,廣告局勢日益艱難,媒體形式本就與生活型態息息相關,在傳統廣告型態邁向新媒體、社交媒體之時,全球疫情肆虐,情非得已的居家形態迫使廣告寒冬期驟至,瞬間縮短了廣告媒體的過渡期,疫情衝擊經濟之下,廣告處境更形困頓;然廣告與生活畢竟密切相關,且反映出社會文化,約翰.柏格(John Berger)說過:廣告是消費社會的文化。好的廣告不僅能形成當代流行語言更會沈澱成共同記憶;儘管消費者不會主動去看廣告,但廣告對現代生活而言仍是不可或缺;是以本研究希冀覓得廣告與消費者之間的最佳媒介,以傳統廣告與互動廣告之感受度為視角,探討廣告應以何姿態重整旗鼓,以博得消費者青睞。經本研究問卷調查分析後發現,傳統型戶外看板消費者感受力最低,而具影音優勢的電視廣告消費者的感受度亦不佳,足見消費者對廣告的慣有手法較為無感,而手機互動廣告看似便利且具有一定的誘因(參加汽車抽獎),但或許因參與步驟繁瑣且普遍中獎率低,因此消費者對此廣告的感受度亦不理想;在感受度較高的一群中,則涵括了傳統的平面、戶外、與影音等形式之互動型廣告,顯見廣告加諸互動因素,對消費者而言確實更具吸引力與話題性。

英文摘要

This study is aimed at understanding consumer sensitivity toward different types of advertisements to improve communication efficiency between advertisers and consumers. Nowadays, with the overload of information, advertising is becoming increasingly difficult. The media forms have always been closely related to lifestyles. As traditional advertising moved toward new media and social media, the pandemic began to ravage worldwide, forcing people to stay at home. This caused the advertising industry to enter into a period of winter suddenly and shortened the transitional period for advertisement mediums instantly. Under an economy that has been severely impacted by a pandemic, advertising has become more difficult. However, there is indeed a close relationship between advertising and life, and advertisements do reflect social culture. John Berger said that advertising is a culture of the consumer society. A good advertisement can not only form contemporary popular slang words, but it can also settle in people's minds until it becomes a common memory. Although consumers will not take the initiative to watch advertisements, advertisements are still indispensable to modern life. Therefore, this study hopes to discover the best medium between advertisements and consumers. This study will discuss how advertising should be rejuvenated to win the favor of consumers from the perspective of their sensitivity toward traditional advertisements and interactive advertisements. According to the analysis on the questionnaire responses, it is found that consumer sensitivity toward traditional outdoor billboards is the lowest, and sensitivity toward television advertisements that have the advantage of being audiovisual is not high. These show that consumers have less sensitivity toward typical means of advertising. Interactive mobile advertisements seem to be convenient with certain incentives (joining a lucky draw to win a car), but perhaps the complicated steps to participate in the lucky draw and the low chances of winning have also caused consumer sensitivity toward this type of advertisement to be not ideal too. Advertisements with high degrees of sensitivity include interactive forms of traditional print, outdoor, and audiovisual advertisements, which indicates that advertisements with interactive factors added are indeed more attractive and has topicality for consumers.

主题分类 人文學 > 藝術
社會科學 > 傳播學
参考文献
  1. 2020 1H HOLMES DATA 數據分析報告(2021)。宅經濟下的消費者樣貌-2020 1H 消費者洞察。CLICKFORCE, 取自 https://drive.google.com/file/d/1yDuvBL-UdoNDnuTJ6y_l_0mb3JcOwfEl/view
  2. Barnes, S. J. (2017). Understanding Virtual Reality in Marketing: Nature, Implications and Potential, School. Management and Business, King's College London, (pp.1-59, 10-19).
  3. Bezjian, A. A.,Calder, B.,Iacobucci, D.(1998).New Media Interactive Advertising vs. Traditional Advertising.Journal of Advertising RESERARCH,23-32.
  4. Kotler, P.,Kevin, Keller, L.(2009).Marketing Management.Upper Saddle River, NJ:Pearson Education.
  5. Lister, M.,Dovey, J.,Giddings, S.,Kelly, K.,Grant, I.(2008).New Media: A Critical Introduction.Routledge.
  6. Mangles, C. (2018). Is Marketing ready for VR / AR in 2018? Retrieved from https://www.smartinsights.com/digital-marketing-platforms/video-marketing/is-marketing-ready-for-vr-ar-in-2018/
  7. Mazuryk, T.,Gervautz, M.(1996).Virtual Reality: history, applications, technology and future.Institute of Computer Graphics, Vienna University of Technology.
  8. Newman, N.,Fletcher, R.,Schulz, A.,Andı, S.,Nielsen, R. K.(2020).Reuters Institute Digital News Report 2020.Reuters Institute for the Study of Journalism.
  9. Schmitt, B. H.(1999).Experiential marketing.Journal of Marketing Management,15(1315),53-67.
  10. Shah, M. (2020). Traditional Media vs. New Media: Which is Beneficial, Retrieved from https://www.techfunnel.com/martech/traditional-media-vs-new-media-beneficial/
  11. Szymczak, A.(2019).Will the use of Virtual Reality Lead to a Revolution in Marketing Communication?.Article in Marketing of Scientific and Research Organizations,September,53-69.
  12. Vidal, E. (2014). Are Marketers Seeing the Whole Picture? The Rise of Augmented Reality. Retrieved from https://www.marketingprofs.com/opinions/2014/24758/are-marketers-seeing-the-whole-picture-the-rise-of-augmented-reality
  13. Ximera MEDIA NEXT TRENDS 第四回 (2021)。メディアの次世代トレンド:インタラクティブメディアの到来。株式会社キメラ,取自 https://note.com/ximerainc/n/nabec5fd7e80f からの抜粋
  14. 五十嵐和希(2021)。VR・AR・MR が“リアル”を変える!? バーチャル技術のマーケティング活用例 5 選。取自 https://service.plan-b.co.jp/blog/marketing/2467/
  15. 平野篤(2018)。VR/AR は、パソコン、モバイルに続く「第 3 のプラットフォーム。富士通総研発行の情報誌,2018(2),29-34。
  16. 白璧珍(2020).你今天 AR 了沒?AR 擴增實境創新思維.臺北市:布克文化.
  17. 余秋雨(2006).觀眾心理學.臺北市:天下遠見.
  18. 吳莉君(譯),Berger, J.(2021).觀看的方式.臺北市:麥田出版.
  19. 周宜芳(譯),Leifer, L.,Lewrick, M.,Link, P.,Langensand, N.(2019).設計思考全攻略.臺北市:天下雜誌.
  20. 唐聖凱(2021)。混合實境 - 設計領域的新疆土。IXDA,取自https://ixdtw2021.ixda.org.tw/agenda/section/110/
  21. 桑原健太郎(2020)。VR/AR 時代の広告はどうなる? 米メディアが分析。Mogura VR News. https://www.moguravr.com/vr-advertisement-2/ からの抜粋
  22. 動腦論壇(2021)。如何使顧客「享受」絕佳體驗?人工智慧與數據的雙向成長,幫你擄獲客戶的心。取自 https://www.brain.com.tw/news/articlecontent?ID=50090&sort=#7uTRoUdI
  23. 康建寧(2019)。廣告主應該開始關注AR。動腦雜誌
  24. 張慧心(2019)。數位原生代 VS 網路移民,數位代溝如何解?。大家健康雜誌,385(11、12)
  25. 郭寶蓮(譯),Heller, S.,Pettit, E.(2009).34 位頂尖設計大師的思考術.臺北市:馬可孛羅文化.
  26. 陳雅汝(譯),Calder, B. J.(2011).超媒體時代成功贏得人心的行銷策略.臺北市:商周出版.
  27. 陳瑞武(2020)。2020 年 VR、AR 服務趨勢:重新定義商業廣告體驗模式與價值。DIGITIME,取自https://www.digitimes.com.tw/iot/article.asp?cat=158&cat1=20&cat2=130&id=0000576229_wkf32qhn1v484olegfwgd
  28. 晴天(譯),Verklin, D.,Kanner, B.(2008).新媒體消費革命:行銷人與消費大眾之間的角力遊戲.臺北市:商周.
  29. 黃庭敏(譯),Wu, T.(2018).注意力商人:他們如何操弄人心?揭密媒體、廣告、群眾的角力戰.臺北市:天下雜誌.
  30. 楊思杰(2013)。體驗創造價值-互動廣告應用形式與效果解析。淮北師範大學學報,34(5)
  31. 劉盈君(譯),Kotler, P.,Kartajaya, H.,Setiawan, I.(2017).行銷 4.0:新虛實融合時代贏得顧客的全思維.臺北市:天下雜誌.
  32. 蕭富峰,張佩娟,卓峰志(2010).廣告學.臺北市:智勝文化.
  33. 関真也(2018)。AR 領域における商標の使用-拡張現実技術を用いた新たな使用態様を巡る現行法上の課題。日本知財学会誌,14(3),28。
被引用次数
  1. (2024)。保健食品廣告標語效果的人口學特質差異性研究。運動與遊憩研究,19(1),72-87。
  2. (2024)。室內設計VR預設用途與客製服務意願關係之研究。管理資訊計算,13(2),10-31。