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研究生: 陳靜怡
Chen, Ching-Yi
論文名稱: 遊戲直播中的產品置入:置入形式、產品關聯性與實況主正向特質對觀眾購買相關行為意圖的影響
Product placement in game live streaming: The effects of placement type, product relevance, and streamer’s positive traits on viewers’ purchase-related behavioral intentions
指導教授: 林日璇
Lin, Jih-Hsuan
口試委員: 施琮仁
Shih, Tsung-Jen
楊孟潔
Yang, Meng-Chieh
學位類別: 碩士
Master
系所名稱: 創新國際學院 - 全球傳播與創新科技碩士學位學程
Master’s Program in Global Communication and Innovation Technology
論文出版年: 2025
畢業學年度: 114
語文別: 英文
論文頁數: 63
中文關鍵詞: 遊戲直播產品置入購買意圖點擊意圖實況主特質置入形式產品關聯性
外文關鍵詞: Game live streaming, Product placement, Purchase intention, Click intention, Streamer traits, Placement format, Product relevance
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  • 本研究以遊戲直播中的產品置入為研究背景,旨在探討人口統計變項、置入形式、產品關聯性及實況主正向特質等因素對觀眾購買意圖與點擊意圖之影響。研究採用問卷調查法,共回收376份有效問卷。

    研究結果顯示,性別對產品置入的態度具有顯著影響,男性觀眾對此行銷方式的接受度高於女性觀眾。在不同置入情境下,互動置入對18-34歲的年輕觀眾更具吸引力,能有效提升即時購買意圖。在靜態置入和產品內容低相關這兩種情境下,可支配收入較高的觀眾,其購買意圖並不隨收入增加而提升。在產品內容高相關情境下,人口統計變項對購買意圖和點擊意圖均沒有顯著影響,這可能表示有效的情境整合能提升產品置入的普遍性與說服力。

    此外,互動置入相較於靜態置入,能顯著提升觀眾的即時購買意圖與點擊意圖,顯示當觀眾與直播主產生互動時,更容易被刺激而採取即時行動;而產品與內容高相關的情境相較於低相關的情境,僅能顯著提升點擊意圖,表示產品與內容的一致性能有效吸引觀眾的注意力與好奇心,但無法保證實際的購買決策。

    最後,「專業性」與「可信度」這兩項特質能使觀眾感受到愉悅與真實感,並有助於提升其即時購買意圖;「互動性」的重要程度則屬中等,而「知名度」的重要性最低。這顯示觀眾並非盲目受高知名度實況主影響,而是將專業與可信視為遊戲直播主的核心特質。


    This study examines product placement in game live streaming, aiming to investigate how demographic variables, placement formats, product relevance, and streamers’ positive traits influence viewers’ purchase intentions and click intentions. A questionnaire survey was conducted, and a total of 376 valid responses were collected.

    The results indicate that gender has a significant impact on attitudes toward product placement, with male viewers showing higher acceptance of this marketing approach compared to female viewers. Across different placement scenarios, interactive placement was more appealing to younger viewers aged 18–34 and effectively enhanced their immediate purchase intentions. In scenarios involving static placement or low product–content relevance, viewers with higher disposable income did not display stronger purchase intentions. In high-relevance scenarios, demographic variables showed no significant influence on purchase or click intentions, suggesting that effective contextual integration may enhance the universality and persuasiveness of product placement.

    Additionally, interactive placement significantly increased viewers’ immediate purchase intentions and click intentions compared with static placement, indicating that interaction with streamers more effectively stimulates viewer’s immediate actions. In contrast, scenarios with high product–content relevance only significantly enhanced click intentions, suggesting that content–product congruence successfully attracts attention and curiosity but does not guarantee actual purchasing behavior.

    Finally, the traits of professionalism and credibility enhanced viewers’ sense of enjoyment and authenticity, which in turn increased their immediate purchase intentions. The importance of interactivity ranked moderately, while popularity was rated as the least important trait. This suggests that viewers are not blindly influenced by highly popular streamers but instead regard professionalism and credibility as the core qualities of game streamers.

    Abstract ii
    摘要 iv
    Introduction 1
    1.1 Research Motivation 1
    1.2 Research Objectives 3
    1.3 Research Questions and Hypotheses 4
    Literature Review 6
    2.1 Game Live Streaming 6
    2.2 Product Placement 8
    2.3 Streamer Traits and the Role of Enjoyment and Authenticity 11
    2.4 Consumer-Related Behavioral Intentions 14
    Methodology 17
    3.1 Overview of Research Methods 17
    3.2 Research Design and Framework 17
    3.3 Research Sampling and Procedure 19
    3.4 Research Instrument 20
    Results and Analysis 22
    4.1 Distribution of Respondents’ Background Variables 22
    4.2 Demographic Differences in Attitudes Toward Product Placement in Game Live Streams 23
    4.3 Effects of Demographics on Purchase and Click Intentions Across Scenarios 26
    4.4 Effects of Placement Formats and Content Relevance on Viewers’ Purchase and Click Intentions 31
    4.5 Regression Analysis of Background Variables on Purchase and Click Intentions 33
    4.6 Ranking of Respondents’ Perceived Importance of Game Streamers’ Traits 40
    Discussion and Conclusion 43
    5.1 Research Summary and Discussion 43
    5.2 Research Limitations 46
    5.3 Future Research Directions 47
    References 49
    Product Placement Survey in Game Live Streaming 54

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