| 研究生: |
潘忻妤 Pan, Hsin-Yu |
|---|---|
| 論文名稱: |
擴增實境廣告互動次數之娛樂性、新穎性感受對廣告效果的影響 The Effects of the Number of Interactions in Augmented Reality Advertising on Perceived Entertainment, Perceived Novelty, and Advertising Effectiveness |
| 指導教授: | 鄭霈絨 |
| 學位類別: |
碩士
Master |
| 系所名稱: |
傳播學院 - 傳播學院傳播碩士學位學程 Master's Program of Communication |
| 論文出版年: | 2026 |
| 畢業學年度: | 114 |
| 語文別: | 中文 |
| 論文頁數: | 78 |
| 中文關鍵詞: | 擴增實境廣告 、重複互動程度 、娛樂性感受 、新穎性感受 、廣告效果 |
| 外文關鍵詞: | Augmented Reality Advertising, Repeated Interaction Level, Perceived Entertainment, Perceived Novelty, Advertising Effectiveness |
| 相關次數: | 點閱:10 下載:0 |
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隨著擴增實境(Augmented Reality, AR)技術逐漸應用於行銷領域,互動式廣告提供消費者主動探索品牌與沉浸式體驗的機會,進而提升廣告溝通效果,而相關研究亦逐漸受到重視。然而,現有AR廣告研究多聚焦於消費者態度、使用動機及互動反應,對於不同互動次數的AR廣告是否會如同傳統廣告般產生廣告磨損效應,以及技術熟悉度如何影響廣告效果的探討仍相對有限。因此,本研究旨在探討消費者體驗AR廣告時,不同互動次數是否會影響其娛樂性感受與新穎性感受,並進一步影響廣告效果。此外,為了探討消費者對擴增實境的「熟悉度」差異,是否也會因為「互動程度」而影響他們在廣告體驗上的娛樂性及新穎性感受,進而影響他們對廣告效果的評估,因此,本研究設定5項研究假設來探究其間關係。本研究以1997年至2012年間出生之Z世代消費者為研究對象,將其隨機分配至「適度重複互動」與「過度重複互動」兩組,透過擴增實境廣告體驗與線上問卷填寫,最後回收200份有效樣本,以獨立樣本T檢定、PROCESS模型及Pearson相關分析進行研究資料分析,以驗證各項研究假設。
研究結果顯示,相較於「過度重複互動」,「適度重複互動」能使消費者產生較高的娛樂性感受與新穎性感受,說明與AR互動廣告「過度重複互動」亦如同傳統單向廣告般,會產生廣告磨損效應而降低消費者的正向體驗。此外,「娛樂性感受」在AR廣告重複互動程度與廣告效果間具有中介效果。亦即,當消費者的互動程度所引起的娛樂性感受愈高時,其對廣告效果的評價也愈高。而他們的「新穎性感受」則未於其間產生顯著的中介效果。然而,消費者對AR技術的「熟悉度」雖與他們對廣告效果的評價呈現正向關聯,但並不會因此而調節不同重複互動程度的消費者對廣告效果之評價。換言之,消費者AR技術熟悉度高、低並不會調節「重複互動次數組別」對廣告效果的評斷。
整體而言,本研究結果除了補足擴增實境廣告情境在廣告磨損理論方面的研究缺口外,亦提出擴增實境廣告互動機制與重複互動次數以供相關實務規劃之參考,並建議未來研究可納入不同產業類別、不同擴增實境形式廣告及多元族群,以提升研究結果之可延伸性與外部效度。
As Augmented Reality (AR) technology has become increasingly adopted in the field of marketing, interactive advertisements provide consumers with opportunities to actively explore brands and engage in immersive experiences, thereby enhancing advertising effectiveness. Consequently, research on AR advertising has attracted growing scholarly attention. However, existing studies have primarily focused on consumer attitudes, usage motivations, and interactive responses, while relatively little attention has been paid to whether different levels of interaction frequency in AR advertising may produce an advertising wear-out effect similar to that observed in traditional advertising, or to how consumers’ familiarity with AR technology influences advertising effectiveness. Therefore, this study aims to investigate whether different levels of interaction frequency in AR advertising affect consumers’ perceptions of entertainment and novelty, and subsequently influence advertising effectiveness. In addition, this study examines whether consumers’ familiarity with AR technology moderates the relationship between interaction frequency and advertising effectiveness.
This study targeted Generation Z consumers born between 1997 and 2012. Participants were randomly assigned to either a moderate repeated interaction group or an excessive repeated interaction group. After experiencing an AR advertisement and completing an online questionnaire, 200 valid responses were collected. Independent-samples t-tests, PROCESS analyses, and Pearson correlation analyses were conducted to test the proposed hypotheses.
The results indicate that, compared with excessive repeated interaction, moderate repeated interaction leads to higher levels of perceived entertainment and perceived novelty among consumers. This finding suggests that excessive repeated interaction with AR advertisements, much like repeated exposure to traditional one-way advertisements, may result in advertising wear-out and consequently diminish consumers’ positive experiences. Furthermore, perceived entertainment was found to mediate the relationship between the level of repeated interaction with AR advertisements and advertising effectiveness. In other words, the greater the entertainment consumers experience during repeated interactions, the more positively they evaluate the effectiveness of the advertisement. However, perceived novelty did not exhibit a significant mediating effect. In addition, although consumers’ familiarity with AR technology was positively associated with their evaluations of advertising effectiveness, it did not moderate the relationship between the level of repeated interaction and advertising effectiveness. In other words, regardless of whether consumers had high or low familiarity with AR technology, familiarity did not alter the effect of repeated interaction level on advertising effectiveness.
Overall, the findings not only address a research gap regarding advertising wear-out in the context of AR advertising, but also provide practical implications concerning AR advertising interaction mechanisms and appropriate levels of repeated interaction. Future studies are encouraged to incorporate different industry categories, various forms of AR advertising, and more diverse participant groups to enhance the generalizability and external validity of the findings.
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的 3
第三節 名詞釋義 5
第四節 研究範圍與限制 7
第二章 文獻探討 9
第一節 互動廣告 9
第二節 擴增實境廣告及其特性 10
第三節 廣告效果 19
第四節 小結 20
第三章 研究方法 23
第一節 研究架構及假設 23
第二節 研究刺激物 24
第三節 前測 31
第四節 正式實驗 36
第五節 調查工具 38
第六節 資料分析方法 41
第四章 研究結果 43
第一節 受測者資料 43
第二節 信效度分析 43
第三節 AR廣告互動次數對娛樂性與新穎性之影響 45
第四節 娛樂性與新穎性之中介效果 49
第五節 AR技術熟悉度之調節效果 51
第六節 綜合討論 52
第五章 研究結論與建議 58
第一節 研究結論 58
第二節 未來研究建議 58
參考文獻 61
附錄 72
附錄一 前測問卷 72
附錄二 正式實驗問卷 75
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全文公開日期 2031/08/07