跳到主要內容

簡易檢索 / 詳目顯示

研究生: 吳瑀綺
Wu, Yu-Chi
論文名稱: 參與遊戲化廣告的核心動力、效果與玩樂性—以MBTI心理測驗為例
Exploring Core Drives, Effects, and Playfulness in Gamified Advertising: The Case of the MBTI Personality Test
指導教授: 陳聖智
Chen, Sheng-Chih
口試委員: 蔣旭政
林慧斐
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: 2025
畢業學年度: 114
語文別: 中文
論文頁數: 121
中文關鍵詞: MBTI測驗遊戲化廣告八角框架核心動力玩樂性效果階層
外文關鍵詞: MBTI, Gamified Advertising, Octalysis, Core Drives, Playfulness, Hierarchy of Effect
相關次數: 點閱:25下載:4
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 隨著「你是什麼形狀的人?」、「你混什麼圈?」、「你內心住著什麼小怪物?」等心理測驗在社群中流傳並引發高度討論,以心理測驗作為遊戲化廣告工具的案例於近5年迅速崛起,本研究篩選出以MBTI人格類型為測驗結果分類基礎的相關心理測驗案例(以下簡稱「MBTI測驗遊戲化廣告」),從大眾參與MBTI測驗遊戲化廣告的動機、參與過程中體驗到的玩樂性,及參與後所產生之廣告效果進行探討,試圖解析此新興的廣告手法,並期望能從本案例補充學術上的知識,且在未來的實務應用提供相關設計建議。

    本研究之架構以Chou(2015)提出之遊戲化八角框架為基礎,選擇五項核心動力(好奇心、所有權、社會影響、迫切性、錯失恐懼)作為自變項,探討其對Lavidge與Steiner(1961)所提出之三大廣告效果(認知、情感、意動)之影響,同時納入玩樂性為調節變項。研究透過問卷調查法進行,並邀請參與者實際體驗「圈內人集合!測測你是什麼屬性的人?」心理測驗後填答問卷,有效樣本共376份。研究結果顯示,五項核心動力中僅「錯失恐懼」較不被大眾認同為參與MBTI測驗遊戲化廣告之原因,而參與MBTI測驗遊戲化廣告能顯著產生認知、情感、意動三大廣告效果。多數核心動力對廣告效果具顯著正向影響,惟「好奇心」對認知效果、「社會影響」對情感效果之影響不顯著;玩樂性對三種廣告效果皆具正向預測力,但僅在「錯失恐懼」與廣告效果間具有部分調節效果。


    In recent years, psychological tests such as “What Shape Are You?”, “What Squad Do You Belong To?”, and “What kind of little monster lives inside you?” have gone viral on social media and sparking widespread discussions. This trend has led to the rapid emergence of gamified advertising strategies using psychological tests. This study focuses on gamified advertising campaigns based on MBTI personality types (hereafter referred to as “MBTI gamified advertising”), examining the core drives for public participation, the perceived playfulness during engagement, and the resulting advertising effects. The aim is to analyze this emerging advertising approach, contribute to academic understanding, and provide practical design recommendations for future applications.
    The research framework is based on Chou’s (2015) Octalysis gamification model. Five core drives—curiosity, ownership, social influence, urgency, and fear of missing out—were selected as independent variables, while advertising effects were measured using Lavidge and Steiner’s (1961) hierarchy-of-effects model, which includes cognitive, affective, and conative outcomes. Playfulness was included as a moderating variable. The study employed a questionnaire survey method and invited participants to experience the psychological test titled “Insider Squad: What Type Are You?” before completing the survey, yielding 376 valid responses. The findings revealed that among the five core drives, only fear of missing out was not widely recognized as a core drive for participating in MBTI gamified advertising. Nevertheless, the campaign effectively generated cognitive, affective, and conative advertising effects. Most core drives had a significantly positive impact on advertising outcomes, except curiosity (on cognition) and social influence (on affect). Playfulness positively predicted all three advertising effects, though it only moderated the relationship between fear of missing out and advertising outcomes.

    摘要 I
    Abstract II
    圖目錄 VIII
    表目錄 IX
    第一章、緒論 1
    第一節、研究背景與動機 1
    第二節、研究目的與問題 4
    第二章、文獻探討 7
    第一節、MBTI 7
    第二節、遊戲化 13
    一、動機理論與遊戲化 15
    二、遊戲化核心動力—八角框架 21
    第三節、廣告效果階層 29
    第四節、玩樂性 32
    第三章、研究方法 35
    第一節、研究架構與假設 35
    第二節、問卷設計與研究變項 37
    一、基本資料與一般心理測驗經驗 37
    二、參與MBTI測驗遊戲廣告之經驗與動機 38
    三、MBTI測驗遊戲化廣告範例遊玩 39
    四、MBTI測驗遊戲化廣告之體驗 42
    五、MBTI測驗遊戲化廣告之效果 43
    第三節、信度分析 45
    第四章、研究分析 49
    第一節、效度分析 49
    第二節、敘述性資料統計分析 54
    一、基本資料 54
    二、參與MBTI測驗遊戲化廣告之動機 58
    三、參與MBTI測驗遊戲化廣告之玩樂性 60
    四、參與MBTI測驗遊戲化廣告之效果 61
    第三節、一般線性迴歸分析 64
    一、動機如何影響MBTI測驗遊戲化廣告的效果 64
    二、玩樂性如何影響MBTI測驗遊戲化廣告的效果 67
    第四節、迴歸——二階交互作用(調節效果) 69
    第五節、研究假設分析整理 79
    第五章、研究結論與建議 85
    第一節、研究討論與結論 85
    一、基本資料與心理測驗經驗 85
    二、參與MBTI測驗遊戲化廣告之動機 86
    三、參與MBTI測驗遊戲化廣告之玩樂性 89
    四、參與MBTI測驗遊戲化廣告之效果 90
    五、動機如何影響MBTI測驗遊戲化廣告的效果 91
    六、玩樂性如何影響MBTI測驗遊戲化廣告的效果 92
    七、玩樂性對動機影響MBTI心理測驗遊戲化廣告效果的調節作用 93
    八、結論 94
    第二節、研究貢獻 95
    第三節、研究限制與建議 97
    參考資料 99
    附錄、問卷內容 114

    王鼎鈞譯(2017)。《遊戲化實戰全書:遊戲化大師教你把工作、教學、健身、行銷、產品設計……變遊戲,愈好玩就愈有吸引力!》。城邦文化。(原書 Yu-kai, Chou. [2015]. Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media.)
    余心彤(2022年10月27日)。<發起 Hashtag 挑戰、打造心理測驗互動!社群時代必學的 UGC 行銷怎麼玩?>,《未來商務》。https://fc.bnext.com.tw/articles/view/2521
    《你內心住著什麼小怪物》(無日期)。上網日期: 2024年7月1日,取自https://ooopenlab.cc/example/11oAASvoprjwb1gwu2N5
    吳岱芸(2015)。〈從遊戲到遊戲化:行銷溝通遊戲化理論初探〉,《新聞學研究》,124,215-251。https://doi.org/10.30386/MCR.201507_(124).0006
    吳明隆(2013)。《問卷統計分析實務:以 SPSS 為例(五版)》。五南圖書出版公司。
    吳曉雯(2023年9月28日)。〈你混什麼圈?台灣設計展:圈內人集合」心理測驗:16種人格屬性、12 道題目,測出與你相吸相剋的人〉,《Shopping Design》。https://www.shoppingdesign.com.tw/post/view/9483
    李定宇(2023年10月12日)。〈全球兩億人瘋玩此心理測驗 台灣設計展圈內人分類神準引轟動〉,《經濟日報》。https://money.udn.com/money/story/122328/7500775?from=edn_related_storybottom
    林桂華(2022)。《元宇宙中的使用者體驗研究》。國立政治大學資訊管理學系碩士論文。
    林紹煒(2020)。《電子遊戲消費者動機之研究:遊戲化理論觀點》。國立中山大學企業管理學系碩士論文。
    邱意婷諮商心理師/不務正業邱總監(2022年5月1日)。〈網路爆紅的MBTI到底是什麼?真的有那麼準嗎?──心理師現身說法〉《換日線》。取自https://crossing.cw.com.tw/article/16158
    邱意婷諮商心理師/不務正業邱總監(2022年8月4日)。〈你是什麼形狀的人?文博會:旅行心理測驗」爆紅原因分析──你也 FOMO 了嗎?〉《換日線》。取自https://crossing.cw.com.tw/article/16574
    張可君(2023)。《社群媒體上的心理測驗使用者接收分析—以IG 為例》。世新大學新聞學系碩士論文。
    張卿卿(2025)。〈傳播調查資料庫 第三期第二次(2023):網路調查(D00261_3)【原始數據】〉《中央研究院人文社會科學研究中心調查研究專題中心學術調查研究資料庫》。https://doi.org/10.6141/TW-SRDA-D00261_3-1
    連宜萍譯(2013)。《從思考、設計到行銷,都要玩遊戲!》。時報。(原書 井上名人 [2012]. Gamification: ゲームがビジネスを変える. NHK)
    陳偉航(2015)。《互聯網巨變下,行銷不變的10句話》。大雁出版。
    游筑雅(2022)。《手機應用程式遊戲化機制與價值曲線-以連鎖餐飲為例》。朝陽科技大學行銷與流通管理系碩士論文。
    超開放實驗室(2023年6月6日)。〈透過心理測驗行銷的秘訣是什麼?剖析心理測驗爆紅的3大關鍵與5大要素〉。取自:https://ooopenlab.cc/blog/post/how-to-design-psychometric-test
    超開放實驗室(2023年11月24日)。〈【Hahow】搭配節慶吸引媒體自主報導,9 天突破 300 萬瀏覽的 MBTI 測驗〉。取自:https://ooopenlab.cc/blog/post/hahow-halloween-2023
    超開放實驗室(2023年12月21日)。〈MBTI 測驗是什麼?測出你的 16 型人格〉。取自:https://ooopenlab.cc/blog/post/mbti-test-example
    超開放實驗室(2025年7月4日)。〈品牌搜尋量成長 55%!「反差萌心理測驗」怎麼做出來的?〉。取自:https://ooopenlab.cc/blog/post/simply-gap-moe-2025
    聖依/踏上韓國旅夢(2022年7月15日)。〈不只戀愛、找工作,連:選總統」都要報上 MBTI?──韓國新興的:真實與偏見」〉《換日線》。取自https://crossing.cw.com.tw/article/16492
    廖芳妤(2023年12月18日)。〈「圈內人」心理測驗爆紅!!你是哪種圈內人?-設計養分實驗室〉。取自:https://design-lab.tw/page/231107-test-mbti16
    臺灣文博會 Creative Expo Taiwan(2022年8月4日)。〈今夏必做形狀測驗,你跟上了嗎?〉。【動態更新】。取自https://www.facebook.com/creativexpo.tw/photos/pb.100064850971584.-2207520000/5945735848788499/?type=3&locale=zh_TW
    蔣濬浩(2022年8月11日)。<30小時百萬流量,文博會:旅伴召集令」為何一夕爆紅?>《遠見雜誌》。取自https://www.gvm.com.tw/article/92941
    蘇蘅(2019)。《傳播研究方法新論》。雙葉書廊。
    Achar, C., So, J., Agrawal, N., & Duhachek, A. (2016). What we feel and why we buy: the influence of emotions on consumer decision-making. Current Opinion in Psychology, 10, 166–170. https://doi.org/10.1016/j.copsyc.2016.01.009
    Aggarwal, P., & Vaidyanathan, R. (2003). Use of relative and absolute scarcity appeals in advertising. Journal of Consumer Psychology, 13(4), 447–458. https://doi.org/10.1207/S15327663JCP1304_08
    Atkinson, J. W., & Litwin, G. H. (1960). Achievement motive and test anxiety conceived as motive to approach success and motive to avoid failure. Journal of Abnormal and Social Psychology, 60(1), 52–63. https://doi.org/10.1037/h0041119
    Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change. Psychological Review, 84(2), 191–215. https://doi.org/10.1037/0033-295X.84.2.191
    Barnett, L. A. (2007). The nature of playfulness in young adults. Personality and Individual Differences, 43(4), 949–958. https://doi.org/10.1016/j.paid.2007.02.018
    Barnett, L. A. (2018). The education of playful boys: class clowns in the classroom. Frontiers in Psychology, 9, 232–232. https://doi.org/10.3389/fpsyg.2018.00232
    Bravo, R., Catalán, S., & Pina, J. M. (2023). The impact of gamified loyalty programmes on customer engagement behaviours. A hotel industry application. Journal of Hospitality and Tourism Technology, 14(5), 925–940. https://doi.org/10.1108/JHTT-02-2022-0033
    Changchit, C., Cutshall, R., & Pham, A. (2022). Personality and demographic characteristics influence on consumers’ social commerce preference. The Journal of Computer Information Systems, 62(1), 98–108. https://doi.org/10.1080/08874417.2019.1709229
    Chen, C. M., Li, M. C., & Kuo, C. P. (2023). A game-based learning system based on octalysis gamification framework to promote employees’ Japanese learning. Computers and Education, 205. https://doi.org/10.1016/j.compedu.2023.104899
    Cheng, S., Chang, W. Y., & Chen, Y. N. (2025, May). Exploring personality-aware interactions in salesperson dialogue agents. Proceedings of the 15th International Workshop on Spoken Dialogue Systems Technology, 60-71.
    Chick, G. (2001). What is play for? Sexual selection and the evolution of play. Play and Culture Studies, 3, 3-26.
    Chiu, C. M., Wang, E. T. G., Shih, F. J., & Fan, Y. W. (2011). Understanding knowledge sharing in virtual communities: An integration of expectancy disconfirmation and justice theories. Online Information Review, 35(1), 134–153. https://doi.org/10.1108/14684521111113623
    Currier, J. (2008, November 5). Gamification: game mechanics is the new marketing. Ooga Labs. https://blog.oogalabs.com/2008/11/05/gamification-game-mechanics-is-the-new-marketing/
    Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. https://doi.org/10.1145/2181037.2181040
    Emami, M. R., Bazzocchi, M. C., & Hakima, H. (2020). Engineering design pedagogy: a performance analysis. International Journal of Technology and Design Education, 30(3), 553-585. https://doi.org/10.1007/s10798-019-09515-7
    Feng, Q., & Zhang, Y. (2024). Marketing strategy based on personality types of the Myers Briggs type indicator. SHS Web of Conferences, 207, 01017. https://doi.org/10.1051/shsconf/202420701017
    Feng, Y., Ye, H. J., Yu, Y., Yang, C., & Cui, T. (2018). Gamification artifacts and crowdsourcing participation: examining the mediating role of intrinsic motivations. Computers in Human Behavior, 81, 124–136. https://doi.org/10.1016/j.chb.2017.12.018
    Festinger, L. (1954). A theory of social comparison processes. Human Relations, 7(2), 117-140. https://doi.org/10.1177/001872675400700202
    Folkvord, F., Anschütz, D. J., Wiers, R. W., & Buijzen, M. (2015). The role of attentional bias in the effect of food advertising on actual food intake among children. Appetite, 84, 251-258.
    Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39–50. https://doi.org/10.2307/3151312
    Gerber, J. P., Wheeler, L., & Suls, J. (2018). A social comparison theory meta-analysis 60+ years on. Psychological Bulletin, 144(2), 177–197. https://doi.org/10.1037/bul0000127
    Gil-Or, O., Levi-Belz, Y., & Turel, O. (2015). The “Facebook-self”: Characteristics and psychological predictors of false self-presentation on Facebook. Frontiers in Psychology, 6, 99. https://doi.org/10.3389/fpsyg.2015.00099
    Granzin, K. L., & Mason, M. J. (1999). Motivating participation in exercise: using personal investment theory. Advances in Consumer Research, 26, 101-.
    Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2010). Multivariate data analysis (7th ed.). Pearson.
    Hautala, T. M. (2006). The relationship between personality and transformational leadership. The Journal of Management Development, 25(8), 777–794. https://doi.org/10.1108/02621710610684259
    Hernandez, M. D., & Chapa, S. (2010). Adolescents, advergames and snack foods: Effects of positive affect and experience on memory and choice. Journal of Marketing Communications, 16(1-2), 59-68. https://doi.org/10.1080/13527260903342761
    Hsee, C. K., & Ruan, B. (2016). The Pandora effect: The power and peril of curiosity. Psychological Science, 27(5), 659–666. https://doi.org/10.1177/0956797616631733
    Hu, L. T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling: A Multidisciplinary Journal, 6(1), 1–55. https://doi.org/10.1080/10705519909540118
    Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21–31. https://doi.org/10.1007/s12525-015-0212-z
    Islam, A. K. M. N., Mäntymäki, M., & Laato, S. (2020). Instagram use and abuse: Exploring the roles of psychological well-being and information overload. Telematics and Informatics, 53, 101431.
    Judge, T. A., & Ilies, R. (2002). Relationship of personality to performance motivation: a meta-analytic review. Journal of Applied Psychology, 87(4), 797–807. https://doi.org/10.1037/0021-9010.87.4.797
    Kaplan, A. M., & Haenlein, M. (2011). Two hearts in three-quarter time: How to waltz the social media/viral marketing dance. Business Horizons, 54(3), 253–263. https://doi.org/10.1016/j.bushor.2011.01.006
    Karać, J., & Stabauer, M. (2017). Gamification in e-commerce: a survey based on the octalysis framework. HCI in Business, Government and Organizations. Supporting Business, 41–54. https://doi.org/10.1007/978-3-319-58484-3_4
    Karrh, J. A. (1998). Brand placement: a review. Journal of Current Issues and Research in Advertising, 20(2), 31–49. https://doi.org/10.1080/10641734.1998.10505081
    Kaur, J., Lavuri, R., Parida, R., & Singh, S. V. (2023). Exploring the impact of gamification elements in brand apps on the purchase intention of consumers. Journal of Global Information Management, 31(1), 1–30. https://doi.org/10.4018/JGIM.317216
    Kemp, E., Bui, M., & Chapa, S. (2012). The role of advertising in consumer emotion management. International Journal of Advertising, 31(2), 339–353. https://doi.org/10.2501/IJA-31-2-339-353
    Krämer, N. C., & Winter, S. (2015). impression management 2.0: the relationship of self-esteem, extraversion, self-efficacy, and self-presentation within social networking sites. Journal of Media Psychology, 27(2), 56-68. https://doi.org/10.1027/1864-1105.20.3.106
    Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018). Gamification science, its history and future: definitions and a research agenda. Simulation & Gaming, 1, 23. https://doi.org/10.1177/1046878118774385
    Lavidge, R. J., & Steiner, G. A. (1961). A model for predictive measurements of advertising effectiveness. Journal of Marketing, 25(6), 59-. https://doi.org/10.2307/1248516
    Lee, H., & Shin, Y. (2024). A study on MBTI perceptions in south Korea: big data analysis from the perspective of applying MBTI to contribute to the sustainable growth of communities. Sustainability, 16(10), 4152. https://doi.org/10.3390/su16104152
    Li, C. J., Zhang, J., Tang, Y., & Li, J. (2024). Automatic item generation for personality situational judgment tests with large language models. arXiv, https://doi.org/10.48550/arxiv.2412.12144
    Lieberman, J. N. (1977). Playfulness: its relationship to imagination and creativity. Academic Press.
    Locke, E. A., Shaw, K. N., Saari, L. M., & Latham, G. P. (1981). Goal setting and task performance: 1969-1980. Psychological Bulletin, 90(1), 125–152. https://doi.org/10.1037/0033-2909.90.1.125
    Loewenstein, G. (1994). The psychology of curiosity: a review and reinterpretation. Psychological Bulletin, 116(1), 75–98. https://doi.org/10.1037/0033-2909.116.1.75
    Lü, A., & Wu, F. (2020). The influence of time pressure on decision-making ability. Frontiers in Psychology, 11, 596162. https://doi.org/10.3389/fpsyg.2020.596162
    Marisa, F., Agustina, T., Rusvitawati, D., Andarwati, M., Hariyanto, R., Esti Handayani, E. T., & Sukić, E. (2023). Potential customer analysis based on gender, age, retention, motivation using k-means and octalysis gamification approach. TEM Journal, 12(4), 2541–2551. https://doi.org/10.18421/TEM124-66
    Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370–396. https://doi.org/10.1037/h0054346
    McCormick, T. (2013). Anthropology of an idea: gamification. Foreign Policy, 201, 26-27.
    McGee, H. M., & Johnson, D. A. (2015). Performance motivation as the behaviorist views it. Performance Improvement, 54(4), 15-21. https://doi.org/10.1002/pfi.21472
    Meder, M., Jain, B. J., Plumbaum, T., & Hopfgartner, F. (2015). Gamification of workplace activities. In Frank Hopfgartner (Eds.) Smart information systems: Computational intelligence for real-life applications (pp. 239-268). Springer International. https://doi.org/10.1007/978-3-319-14178-7_9
    Mike Hawkins (2025). 2024 quiz marketing report–Riddle’s quiz maker. https://www.riddle.com/blog/lab/2024-quiz-marketing-report/
    Moon, J. W., & Kim, Y. G. (2001). Extending the TAM for a World-Wide-Web context. Information & Management, 38(4), 217–230. https://doi.org/10.1016/S0378-7206(00)00061-6
    Myers, I. B. & McCaulley, M. H. (1985). Manual: a guide to the development and use of the Myers-Briggs type indicator (Most, R., Ed.). Consulting Psychologists Press.
    Nakamura, J., & Csikszentmihalyi, M. (2001). The concept of flow. In S. J. Lopez & C. R. Snyder (Eds.), Handbook of Positive Psychology. Oxford University Press. https://doi.org/10.1093/oso/9780195135336.003.0007
    Oh, H. J. (2002). MBTI 성격유형에 따른 의복관여와 의복정보원. Journal of Global Academy of Marketing Science, 9(1), 1–17. https://doi.org//10.1080/12297119.2002.9707307
    Ouariachi, T., Li, C. Y., & Elving, W. J. L. (2020). Gamification approaches for education and engagement on pro-environmental behaviors: searching for best practices. Sustainability, 12(11), 4565-. https://doi.org/10.3390/su12114565
    Palmer, D., Lunceford, S., & Patton, A. J. (2012). The engagement economy: how gamification is reshaping businesses. Deloitte Review, 11(2012), 52-69.
    Park, M. H., Yi, H., & Ha, T. G. (2006). Differential effects of humor advertising by expression type. Asia-Pacific Advances in Consumer Research, 7, 223-230.
    Pelling, N. (2011, August 9). The (short) prehistory of “gamification”…. Funding Startups (& other impossibilities). https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/
    Phua, J., Jin, S. V., & Kim, J. J. (2017). Uses and gratifications of social networking sites for bridging and bonding social capital: A comparison of Facebook, Twitter, Instagram, and Snapchat. Computers in Human Behavior, 72, 115-122. https://doi.org/10.1016/j.chb.2017.02.041
    Poels, K., & Dewitte, S. (2019). The role of emotions in advertising: a call to action. Journal of Advertising, 48(1), 81–90. https://doi.org/10.1080/00913367.2019.1579688
    Price, P. M., & Harrison, N. J. (2009). Purchasing and personality: a review of the literature and a case for further research. International Journal of Procurement Management, 2(1), 62-78. https://doi.org/10.1504/IJPM.2009.02173
    Proyer, R. T. (2014). Playfulness over the lifespan and its relation to happiness: Results from an online survey. Zeitschrift Für Gerontologie Und Geriatrie, 47(6), 508–512. https://doi.org/10.1007/s00391-013-0539-z
    Proyer, R. T., Gander, F., Bertenshaw, E. J., & Brauer, K. (2018). The positive relationships of playfulness with indicators of health, activity, and physical fitness. Frontiers in Psychology, 9, 1440. https://doi.org/10.3389/fpsyg.2018.01440
    Przybylski, A. K., Murayama, K., DeHaan, C. R., & Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29(4), 1841–1848. https://doi.org/10.1016/j.chb.2013.02.014
    Ray, M. L., Sawyer, A. G., Rothschild, M. L., Heeler, R. M., Strong, E. C., & Reed, J. B. (1973). Marketing communication and the hierarchy-of-effects. In P. Clarke (Ed.), New models for mass communication research. Sage.
    Reinecke, L., Tamborini, R., Grizzard, M., Lewis, R., Eden, A., & David Bowman, N. (2012). Characterizing mood management as need satisfaction: the effects of intrinsic needs on selective exposure and mood repair. Journal of Communication, 62(3), 437–453. https://doi.org/10.1111/j.1460-2466.2012.01649.
    Rey, G. D. (2012). A review of research and a meta-analysis of the seductive detail effect. Educational Research Review, 7(3), 216–237. https://doi.org/10.1016/j.edurev.2012.05.003
    Rialti, R., Filieri, R., Zollo, L., Bazi, S., & Ciappei, C. (2022). Assessing the relationship between gamified advertising and in-app purchases: a consumers’ benefits-based perspective. International Journal of Advertising, 41(5), 868–891. https://doi.org/10.1080/02650487.2022.2025735
    Richter, G., Raban, D. R., & Rafaeli, S. (2014). Studying gamification: the effect of rewards and incentives on motivation. In Gamification in Education and Business (pp. 21–46). Springer International Publishing AG. https://doi.org/10.1007/978-3-319-10208-5_2
    Rolstad, S., Adler, J., & Rydén, A. (2011). Response burden and questionnaire length: Is shorter better? A review and meta-analysis. Value in Health, 14(8), 1101–1108. https://doi.org/10.1016/j.jval.2011.06.003
    Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. The American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68
    Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860
    Sailer, M., Hense, J., Mandl, H., & Klevers, M. (2013). Psychological perspectives on motivation through gamification. Interaction Design & Architecture(s), 19, 28–37. https://doi.org/10.55612/s-5002-019-002
    Savci, M., & Aysan, F. (2017). Technological addictions and social connectedness: Predictors of perceived social support. Addicta: The Turkish Journal on Addictions, 4(3), 491–507. https://doi.org/10.15805/addicta.2017.4.3.0064
    Schunk, D. H., & DiBenedetto, M. K. (2020). Motivation and social cognitive theory. Contemporary Educational Psychology, 60, 101832. https://doi.org/10.1016/j.cedpsych.2019.101832
    Sharma, A., & Sharma, R. R. K. (2019). Influence of marketing mavens on consumer switching: Role of personality. Journal of Marketing Development and Competitiveness, 13(2), 62–72. https://doi.org/10.33423/jmdc.v13i2.2009
    Skinner, B. F. (2012). The experimental analysis of behavior. American Scientist, 100(1), 54–59.
    Smith, R. E., Chen, J., & Yang, X. (2008). The impact of advertising creativity on the hierarchy of effects. Journal of Advertising, 37(4), 47–62. https://doi.org/10.2753/JOA0091-3367370404
    Stein, R., & Swan, A. B. (2019). Evaluating the validity of Myers‐Briggs Type Indicator theory: A teaching tool and window into intuitive psychology. Social and Personality Psychology Compass, 13(2). https://doi.org/10.1111/spc3.12434
    Suwarno, A., Deli, M., & Christian, R. (2024). Exploring the impact of Octalysis gamification in Japanese M-learning using the Technology Acceptance Model. Journal of Language Teaching and Research, 15(2), 310–318. https://doi.org/10.17507/jltr.1502.14
    Terlutter, R., & Capella, M. L. (2013). The gamification of advertising: Analysis and research directions of in-game advertising, advergames, and advertising in social network games. Journal of Advertising, 42(2–3), 95–112. https://doi.org/10.1080/00913367.2013.774610
    Tsai, P.-H. (2024). Exploring consumer purchase intention in cross-boundary retail alliances with gamified OMO virtual-physical fusion services. Journal of Retailing and Consumer Services, 77, 103698-. https://doi.org/10.1016/j.jretconser.2023.103698
    van Berlo, Z. M. C., van Reijmersdal, E. A., & Eisend, M. (2021). The gamification of branded content: a meta-analysis of advergame effects. Journal of Advertising, 50(2), 179–196. https://doi.org/10.1080/00913367.2020.1858462
    Vera, J., & Espinosa, M. (2019). Consumer involvement as a covariant effect in rethinking the affective cognitive relationship in advertising effectiveness. Journal of Business Economics and Management, 20(2), 208–224. https://doi.org/10.3846/jbem.2019.8099
    Webster, J., & Martocchio, J. J. (1992). Microcomputer playfulness: Development of a measure with workplace implications. MIS Quarterly, 16(2), 201–226. https://doi.org/10.2307/249576
    Weiner, B. (2014). The attribution approach to emotion and motivation: History, hypotheses, home runs, headaches/heartaches. Emotion Review, 6(4), 353–361. https://doi.org/10.1177/175407391453450
    Werbach, K. (2014). (Re)Defining gamification: a process approach. In L. Gamberini, A. Spagnolli, & L. Chittaro (Eds.), Persuasive Technology (pp. 266–272). Springer International Publishing. https://doi.org/10.1007/978-3-319-07127-5_23
    Wigfield, A., & Eccles, J. S. (2000). Expectancy–value theory of achievement motivation. Contemporary Educational Psychology, 25(1), 68–81. https://doi.org/10.1006/ceps.1999.1015
    Wu, W., Hao, W., Zeng, G., & Du, W. (2024). From personality types to social labels: the impact of using MBTI on social anxiety among Chinese youth. Frontiers in Psychology, 15, 1419492. https://doi.org/10.3389/fpsyg.2024.1419492
    Yang, X., Yang, J., Hou, Y., Li, S., & Sun, S. (2023). Gamification of mobile wallet as an unconventional innovation for promoting Fintech: An fsQCA approach. Journal of Business Research, 155, 113406-. https://doi.org/10.1016/j.jbusres.2022.113406
    Yeung, J. & Seo, Y. (2022, July 27). How Koreans fell in love with an American World War ii era personality test. CNN. Retrieved from https://edition.cnn.com/2022/07/22/asia/south-korea-mbti-personality-test-dating-briggs-myers-intl-hnk-dst/index.html
    Zárate-Torres, R., & Correa, J. C. (2023). How good is the Myers-Briggs Type Indicator for predicting leadership-related behaviors? Frontiers in Psychology, 14, 940961. https://doi.org/10.3389/fpsyg.2023.940961
    Zhao, C., Wang, J., Feng, X., & Shen, H. (2020). Relationship between personality types in MBTI and dream structure variables. Frontiers in Psychology, 11, 1589. https://doi.org/10.3389/fpsyg.2020.01589

    QR CODE
    :::