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研究生: 貝筱蔚
Christy Vianda
論文名稱: 驅動商業效益之遊戲化研究
Driving Business Performance through Gamification: A Strategic Framework
指導教授: 張欣綠
Chang, Hsin-Lu
口試委員: 王凱
Wang, Kai
李怡慧
Joyce Lee
學位類別: 碩士
Master
系所名稱: 商學院 - 企業管理研究所(MBA學位學程)
Master of Business Administration Program(MBA)
論文出版年: 2026
畢業學年度: 115
語文別: 英文
論文頁數: 55
中文關鍵詞: 遊戲化八角框架自我決定論用戶參與品牌權益
外文關鍵詞: Gamification, Octalysis Framework, Self-Determination Theory, Customer Engagement, Brand Equity
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  • 企業日益廣泛採用遊戲化,以提升並維持使用者參與度。然而,現有應用往往依賴過於簡化的設計邏輯,顯示對遊戲化機制在不同情境中運作方式的理解仍顯不足。本研究採用多案例研究方法,選取三個常見遊戲化產業中的八個知名案例,以辨識有效的設計模式。 本研究以八角框架為基礎,並輔以自我決定論之心理學基礎,對各案例底層的動機機制進行結構化解析。研究結果顯示,成功的遊戲化並非一套固定的設計規則,而是一種高度依賴情境的價值創造過程。基於上述洞察,本研究進一步提出四種序列動機策略,以對齊使用者動機與組織目標。 最終,本研究建構出一個策略性框架,為遊戲化設計提供具理論依據的指南,協助管理者進行更具資訊基礎的決策,並有助於提升持續性參與與長期品牌權益。


    Gamification is increasingly adopted by firms as a means of enhancing and sustaining user engagement. However, existing applications often rely on oversimplified design logics, reflecting a limited understanding of how gamification mechanisms operate across contexts. Drawing on a multiple case study approach, this study examines eight high-profile cases across three commonly gamified sectors to identify effective design patterns. Grounded in the well-established Octalysis Framework and supported by psychological foundations in Self-Determination Theory, the study provides a structured interpretation of the motivational mechanisms underlying each case. The findings indicate that successful gamification is a context-dependent process of value creation rather than a fixed set of design rules. Building on these insights, the study proposes four sequenced motivational strategies that align user motivation with organizational objectives. This results in a strategic framework that offers rationale-based guidance for gamification design, supporting more informed managerial decision-making and contributing to sustained engagement and long-term brand equity.

    Acknowledgments ii
    摘要 iii
    Abstract iv
    List of Figures vi
    List of Tables vii
    Chapter 1. Introduction 1
    Chapter 2. Literature Review 3
    2.1 Defining Gamification 3
    2.2 Self-Determination Theory 3
    2.3 The Octalysis Framework 4
    2.4 Business Performance 6
    2.5 Research Gaps and Objectives 7
    Chapter 3. Research Methodology 9
    3.1 Research Design 9
    3.2 Data Collection 9
    Chapter 4. Case Analysis 11
    4.1 Individual Case Analysis 11
    4.1.1 Retail and E-commerce 11
    4.1.1.1 Pop Mart 13
    4.1.1.2 McDonald’s Monopoly 15
    4.1.1.3 Amazon 18
    4.1.1.4 Shopee 20
    4.1.2 Health and Fitness 23
    4.1.2.1 Nike Run Club 24
    4.1.2.2 Strava 27
    4.1.3 Learning and Education 30
    4.1.3.1 Duolingo 30
    4.1.3.2 Codecademy 33
    4.2 Cross-Case Analysis 36
    Chapter 5. Discussion 39
    5.1 Proposed Framework and Design Rationale 39
    5.2 Theoretical and Practical Implications 45
    Chapter 6. Conclusion 46
    6.1 Research Summary 46
    6.2 Limitations and Future Research 46
    References 48

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