篇名 | 運動會參與者體驗與體驗價值關係之研究:以2006年大學校院運動會為例 |
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卷期 | 9:1 |
並列篇名 | The Relationship between the Participant Experience and the Experiential Values in Sports Games: The Case Study of the 2006 National Universiade Sport Game |
作者 | 鍾志強 |
頁次 | 1-12 |
關鍵字 | 體驗行銷 、 體驗矩陣 、 徑路分析 、 Experiential marketing 、 Experiential grid 、 Path analysis 、 TSSCI |
出刊日期 | 200703 |
本研究透過對2006?大學校院運動會?與者體驗現況,探討體驗?銷??與體驗價值的關係。本研究採用?徑分析,呈現出體驗?銷構面對?與者體驗價值的關係影響情形與強弱程?,進而提供推?「體驗」為訴求的?銷活動?考。本研究採??抽樣方法,以2006?大學校院運動會?與者為對象,共發出300份問卷,回收有效問卷269份。研究發展「體驗?銷」與「體驗價值」?部分問卷,做為研究工具,以次?分配、因素分析及結構方程模式等統計方法進?分析。研究結果顯示:(一)環境、人員及活動體驗媒介對於體驗價值有正向的顯著影響存在。(二)活動體驗媒介對顧客體驗價值的影響最大。
Based on a case study, this study will contribute to understanding of the experiential marketing and experiential value on the participants of the 2006 National Universiade Sport Game. It is assumed that the participants, in the games experience the present situation. By path analyses, this study examines the siginificance and the power degree, which are instrumental as useful references for those in similar industries to pursue the experience. This study designs a questionnaire to survey the participants of the 2006 National Universiade Sport Game, sending out 300 questionnaires altogether and retrieving 269. It also develops two questionnaires, including experiential marketing and experience values, for the sports games. The collected data were analyzed by frequency, factor analyses and the structural equation model. This study finds that: (1) the spatial environment, people and events have an obvious influence on the experience value; (2) the event of the 2006 Universiade sport game is the most significant factor in influencing the participants' experience values.