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研究生: 莊上緯
Chuang, Ken
論文名稱: 遊戲化設計如何幫助新創公司行銷-以貓暇村為例
How to launch a successful marketing startup with gamification – a case study of cat village
指導教授: 吳文傑
Wu, Jack
口試委員: 彭喜樞
Peng, Shi-Shu
楊子霆
Yang, Tzu-Ting
學位類別: 碩士
Master
系所名稱: 商學院 - 國際經營管理英語碩士學位學程(IMBA)
International MBA Program College of Commerce(IMBA)
論文出版年: 2019
畢業學年度: 107
語文別: 英文
論文頁數: 78
中文關鍵詞: 遊戲化事業貓飯店貓暇村消費者行為
外文關鍵詞: Gamification, Business, Cat Hotel, Cat Village, Consumer behavior
DOI URL: http://doi.org/10.6814/NCCU201900132
相關次數: 點閱:84下載:0
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  • Gamification has been used in our daily life for some time now. It is so versatile that it applies to almost all kinds of business. It is a business tool that represents a whole new direction for achieving the goals set for a business.
    Using the gamification techniques to boost Cat Village’s business (a cat hotel) is the main goal of this case study. Gamification is used to make cat owners know their cats better, strengthen the bond between them. When designed correctly, gamification has proven to be very successful in engaging customers and motivating them to change their consuming behaviors. Leveraging some of the features used in real games, gamification can turn many other types of activities into games. For instance, each customer will get a Cat Village adventure report when their cats board in Cat Village and gamification is used to make them gain a sense of achievement when accomplishing goals and at the same time earn actual feedbacks (discount, merchandises). This will allure them to shop in Cat Village regularly and recommend Cat Village to other cat owners.
    Gamification is not only applied to customer engagement but also employee performance, training and education, innovation, personal development, and the list continues to grow.

    1. Executive Summary 1
    1.1. Background 1
    1.2. Goal 5
    2. About Gamification 6
    2.1. Definition and Meaning 6
    2.2. Examples 9
    3. Gamification Framework 14
    3.1. The 8 Core Drives of Gamification 14
    4. Design and Execution 20
    4.1. Epic Meaning & Calling used in Cat Village 20
    4.2. Development& Accomplishment in Cat Village 38
    4.3. Empowerment of Creativity & Feedback in Cat Village 47
    4.4. Ownership & Possession in Cat Village 54
    4.5. Social Influence & Relatedness in Cat Village 58
    4.6. Scarcity & Impatience in Cat Village 63
    4.7. Unpredictability & Curiosity in Cat Village 65
    4.8. Loss & Avoidance in Cat Village 68
    5. Results of Implementing Gamification into Cat Village Business 73
    5.1. Main Cost 73
    5.2. Outcomes 74
    Reference 78

    https://www.facebook.com/cathotelpet
    https://www.cat-hotel.com.tw/
    https://en.wikipedia.org/wiki/Gamification
    https://octalysisgroup.com/
    https://octalysisgroup.com/how-we-work/
    https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/
    https://yukaichou.com/start-here/
    https://yukaichou.com/gamification-examples/

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