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Instant noodle's vs. hybrid electric vehicle's AE effect in a social network game: An empirical study of Happy Farm

机译:速溶面条与混合动力电动车在社交网络游戏中的影响:快乐农场的实证研究

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Statistical data show that about 35% of online game players and network users have started to use social networks, and this trend is increasing. One of the most common social networks which people use and has become very popular in recent years is Facebook. Users can communicate and share information via this social network. More importantly, in Taiwan, Facebook has attracted a lot of users because of its social network game called Happy Farm. Many people enjoy the game, which has motivated advertising (AE) vendors to add commercial activities into the game. This study used the AIDMA and AISAS models to compare the AE effect in Happy Farm game between two goods: instant noodle (convenience good) and hybrid electric vehicle (luxury good). The results show that (1) for the two types of goods, the path analysis is significant in both AIDMA and AISAS models; (2) the promotion effect is significant in both goods; (3) the search effect is greater for luxury goods than for convenient goods; (4) and interest and memory effect is more significant than other AE factors.
机译:统计数据显示,大约35%的在线游戏玩家和网络用户已经开始使用社交网络,而这种趋势正在增加。近年来,人们使用和已经变得非常受欢迎的最常见的社交网络是Facebook。用户可以通过此社交网络进行通信和共享信息。更重要的是,在台湾,由于其社会网络游戏称为快乐农场,因此由于其社会网络游戏吸引了很多用户。许多人喜欢这场比赛,它具有积极的广告(AE)供应商将商业活动添加到游戏中。本研究使用AIDMA和AISA模型在两种商品之间的快乐农场游戏中比较AE效果:即时面条(便利性好)和混合动力电动车(豪华良好)。结果表明,(1)对于两种类型的商品,AIDMA和AISA模型中的路径分析很大; (2)促进效果在两种货物中都很重要; (3)奢侈品的搜索效果比方便商品更大; (4)和兴趣和记忆效应比其他AE因素更重要。

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