English  |  正體中文  |  简体中文  |  Post-Print筆數 : 11 |  Items with full text/Total items : 88531/118073 (75%)
Visitors : 23457384      Online Users : 251
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: http://nccur.lib.nccu.edu.tw/handle/140.119/125024


    Title: 以粉絲觀點探討角色價值傳遞模式
    Case studies of the characters value delivery from perspective of fans
    Authors: 楊佳芷
    Yang, Jia-Jhih
    Contributors: 李仁芳
    楊佳芷
    Yang, Jia-Jhih
    Keywords: 角色
    粉絲
    價值共創
    口碑
    創新擴散
    Character
    Fans
    Value Co-creation
    Word-of-Mouth
    Innovation Diffusion
    Date: 2019
    Issue Date: 2019-08-07 17:03:47 (UTC+8)
    Abstract: 本研究從粉絲的角度出發,探討粉絲與圖文作家互動的動機與行為,探究成功的Line世代圖文作家如何透過粉絲進行價值傳遞,歸納網路圖文作家的價值傳遞模式。觀察Line世代圖文作家的發展歷程,Line原創貼圖市集自2014年開始在台灣發展,在2018年已有29萬位圖文作家創作Line貼圖角色,當年度推出的貼圖組數合計達360萬組;並且貼圖在全球已累積新台幣20億元的銷售額,由此可見角色貼圖市場的蓬勃發展。而貼圖角色保有競爭力的關鍵,其一為持續產出,其二為粉絲經營,透過粉絲維持角色聲勢,並走向授權與發展週邊的目標,深入粉絲的日常生活,拓展角色的經濟效益;由此可知,粉絲在角色成名與商業化的過程佔有不可或缺的地位。

    本研究以半結構式訪談法收集粉絲想法,以非參與式觀察法收集社群平台上之互動行為;以Rogers(1995)提出的創新擴散理論,結合價值共創理論(Schau, Muniz & Arnould,2009)與口碑行為理論(Hennig-Thurau et al.,2004),作為本研究理論基礎;並選定進入Line貼圖名人堂一年以上之角色——白爛貓、貓爪抓、貓貓蟲咖波作為研究個案,試圖回答以下三個研究問題:
    1. 粉絲為什麼買單角色創作?
    2. 粉絲在社群平台以什麼方式接觸角色?
    3. 粉絲如何增加與傳遞角色價值?

    本研究發現,粉絲之所以買單角色,因為角色具備讓人喜愛的風格、簡單易懂的角色創作呈現形式、符合需求的周邊產品、聯名加成的角色吸引力。而在接觸角色的過程中,粉絲偏好人際溝通的互動;接著,粉絲與圖文作家、其他粉絲進行互動,讓社群平台成為粉絲與圖文作家進行價值共創的場域,共同創造更多角色價值,從角色風格塑造出粉絲文化。在角色粉絲社群內產生的文化與價值觀,透過身為角色代言人的粉絲,向周遭親友進行口碑推薦,影響更多人成為粉絲,形成一個不斷擴張的價值傳遞模式。
    This paper attempts to identify how the successful creators in Line-Age deliver the value of characters via fans from the fans’ point of view. Line Creators Market is developing in Taiwan since 2014. In 2018, there were 290 thousand active creators creating Line stickers and provided totally 3.6 million sets of sticker with the globally accumulating sales coming to 2 billion NTD; thus, we can expect the vigorous growth of character sticker market. To keep the characters attractive to fans, it is essential that creators keep creating new stories of chatacters and directly interacting with fans. We can’t emphasize the importance role of fans for the commercialization of characters because fans buy the character-related products, economically supporting creators.

    The research method, research framework, research cases and research questions will be introduced in this part. First, semi-structured interview and non-participant observation were adopted in this research to collect data; the former was to understand fans’ motivation and the latter was to observe the fans’ behaviors. Second, Innovation Diffusion Theory (Rogers,1995), Value Co-Creation Theory (Schau, Muniz & Arnould, 2009) and Word of Mouth Teory (Hennig-Thurau et al, 2004), was adopted to analyze data. Third, fans of Lan Lan Cat, Meow Zhua Zhua, and Capoo were the research cases. Finally, the research questions were raised as follows.
    1.Why fans accept character creations?
    2.What approaches do fans acquire character information via them?
    3.How is the value of character diffused and increased by fans?

    From the observation and interviews, it was concluded that delightful character style, plain expression of character, suitable character products and character attraction from business collaboration are the resaons why fans accept chatacter creations. What’s more, via interpersonal communication on social media, fans interact and co-create more value of characters with creators, then recommend and deliver this value and culture of characters formed in fans community to others, impacting others’ decision of becoming fans. To sum up, all the behaviors of fans form an expanding value-transmission pattern of characters.
    Reference: 一、英文文獻
    Aaker, D. A., & Joachimsthaler, E. (2000). The brand relationship spectrum : The key to the brand architecture challenge. California Management Review, 42(4), 8-23.
    Alan S. Dick, & Kunal Basu. (1994). Customer loyalty: toward an integrated conceptual framework. Journal of the Academy of Marketing Science, 22(2), 99–113.
    Armstrong, A., & Hagel III, J. (1996). The Real Value of ON-LINE Communities. Harvard Business Review., 74(3), 134-141.
    Arndt, J. (1967). Role of Product-Related Conversations in the Diffusion of a New Product. Journal of Marketing Research, 4(3), 291-295.
    Bass, F. M. (1969). A New Product Growth for Model Consumer Durables. Management Science, 15(5), 215-227.
    Beal, G. M., & Rogers, E. M. (1960). The adoption of two farm practices in a central Iowa community. In: Ames, Iowa : Agricultural and Home Economics Experiment Station, Iowa State University of Science and Technology.
    Bennett, L. (2014). Tracing Textual Poachers: Reflections on the development of Fan Studies and digital fandom. Journal of Fandom Studies, 2(1), 5-20. doi:http://dx.doi.org/10.1386/jfs.2.1.5_1
    Blazevic, V., Hammedi, W., Garnefeld, I., Rust, R. T., Keiningham, T., Andreassen, T. W., . . . Carl, W. (2013). Beyond Traditional Word-of-Mouth: An Expanded Model of Customer Influence. Journal of Service Management, 24(3), 294–313.
    Bloemer, J., Ruyter, K. d., & Wetzels, M. (1999). Linking perceived service quality and service loyalty: a multi-dimensional perspective. European Journal of Marketing, 33(11/12), 1082–1106.
    Bone, P. F. (1995). Word-of-mouth effects on short-term and long-term product judgments. Journal of Business Research, 32(3), 213-223.
    Booth, P. (2009). Fandom studies: Fan studies re-written, re-read, re-produced. (PhD), Rensselaer Polytechnic Institute, New York.
    Booth, P. (2010). Digital Fandom: New Media Studies. New York: Peter Lang.
    Boyd, D. M., & Ellison, N. B. (2008). Social-Networking Sites Definition, History, and Scholarship. Journal of Computer-Mediated Communications, 13, 210-230.
    Brown, J. J., & Reingen, P. H. (1987). Social Ties and Word-of-Mouth Referral Behavior. Journal of Consumer Research, 14(3), 350-362.
    Brown, T. J., Barry, T. E., Dacin, P. A., & Gunst, R. F. (2005). Spreading the word: investigating antecedents of consumers’ positive word-of-mouth intentions and behaviors in a retailing context. Journal of the Academy of Marketing Science, 33(2), 123–138.
    Busse, K., & Gray, J. (2011). Fan cultures and fan communities. In N. Virginia (Ed.), The Handbook of Media Audiences (pp. 425-443). Chichester: Blackwell.
    Busse, K., & Hellekson, K. (2006). Fan fiction and fan communities in the age of the internet. Jefferson: McFarland.
    Buttle, F. A. (1998). Word of mouth: Understanding and managing referral marketing. Journal of Strategic Marketing, 6(3), 241–254.
    Chesbrough, H., & Rosenbloom, R. S. (2002). The Role of the Business Model in Capturing Value from Innovation: Evidence from XEROX Corporation’s Technology Spinoff Companies. Industrial and Corporate Change, 11(3), 529-555.
    Chevalier, J. A., & Mayzlin, D. (2006). The Effect of Word of Mouth on Sales: Online Book Reviews. Journal of Marketing Research, 43(3), 345–354.
    Chordas, L. (2009). Branding a new social norm. Best's Review, 110(7), 74-76.
    Comor, E. (2010). Digital prosumption and alienation. Theory & Politics in Organization, 10(3/4), 439-454.
    Cui, G., Lui, H.-K., & Guo, X. (2012). The Effect of Online Consumer Reviews on New Product Sales. International Journal of Electronic Commerce, 17(1), 39–57.
    Davis, A., & Khazanchi, D. (2008). An empirical study of online word of mouth as a predictor for multi-product category e-commerce sales. Electronic Markets, 18(2), 130-141.
    De Valck, K., Van Bruggen, G. H., & Wierenga, B. (2009). Virtual Communities: A Marketing Perspective. Decision Support Systems, 47(3), 185–203.
    Dellarocas, C. (2003). The Digitization of Word of Mouth: Promise and Challenges of Online Feedback Mechanisms. Management Science, 49(10), 1407–1424.
    Deller, R. A. (2014). A decade in the life of online fan communities. In L. Duits, K. Zwaan, & S. Reijnders (Eds.), The Ashgate research companion to fan cultures (pp. 237-248). Farnham: Ashgate.
    Dichter, E. (1996). How Word-of-Mouth Advertising Works. Harvard Business Review, 4(6), 147–166.
    Duan, W., Gu, B., & Whinston, A. B. (2008). The Dynamics of Online Word-of-Mouth and Product Sales — An Empirical Investigation of the Movie Industry. Journal of Retailing, 84(2), 233–242.
    Duffett, M. (2013). Understanding Fandom: An Introduction to the Study of Media Fan Culture. London: Bloomsbury.
    Edwards, A., Housley, W., Williams, M., Sloan, L., & Williams, M. (2013). Digital social research, social media and the sociological imagination: surrogacy, augmentation and re-orientation. International Journal of Social Research Methodology, 16(3), 245-260.
    Fiske, J. (1992). The cultural economy of fandom. In L. A. Lewis (Ed.), The adoring audience: Fan culture and popular media (pp. 30-49). London and New York: Routledge.
    Fornell, C., & Johnson, M. D. (1991). A Framework for Comparing Customer Satisfaction across Individual and Product Categories. Journal of Economic Psychology, 12, 267-286.
    Gelb, B., & Johnson, M. (1995). Word-of-mouth communication: Causes and consequences. Journal of Health Care Marketing, 15(3), 54-58.
    Godes, D., & Mayzlin, D. (2004). Using Online Conversations to Study Word-of-Mouth Communication. Marketing Science, 23(4), 545–560.
    Gold, R. L. (2017). Roles in sociological field observations. In N. K. Denzin (Ed.), Sociological methods: A sourcebook (pp. 363-380). New York: Routledge.
    Graham, V., & Sacha, W. V. (2007). Participative web and user-created content: Web 2.0, Wikis and social nerworking. Paris: OECD.
    Gremler, D. D., Gwinner, K. P., & Brown, S. W. (2001). Generating positive word-of-mouth communication through customer- employee relationships. International Journal of Service Industry Management, 12(1), 44–59.
    Grossberg, L. (1992). Is there a Fan in the House?: The Aaffective Sensibility of Fandom. In L. A. Lewis (Ed.), The adoring audience: Fan culture and popular media (pp. 50-65). London and New York: Routledge.
    Hanna, R., Rohm, A., & Crittenden, V. L. (2011). We’re all connected: The power of the social media ecosystem. Business Horizons, 54(3), 265-273.
    Harrison-Walker, L. J. (2001). The measurement of word-of-mouth communication and an investigation of service quality and customer commitment as potential antecedents. Journal of Service Research, 4(1), 60–75.
    Hartley, J. (2008). Television truths: Forms of knowledge in popular culture: Blackwell.
    Hartline, M. D., & Jones, K. C. (1996). Employee performance cues in a hotel service environment: influence on perceived service quality, value, and word-of-mouth intentions. Journal of Business Research, 35(3), 207–215.
    Hartline, M. D., & Jones, K. C. (1996). Employee performance cues in a hotel service environment: influence on perceived service quality, value, and word-of-mouth intentions. Journal of Business Research, 35(3), 207–215.
    Hennig-Thurau, T., Gwinner, K. P., & Gremler, D. D. (2002). Understanding relationship marketing outcomes: An integration of relational benefits and relationship quality. Journal of Service Research, 4(3), 230–247.
    Hennig-Thurau, T., Gwinner, K. P., & Gremler, D. D. (2002). Understanding relationship marketing outcomes: An integration of relational benefits and relationship quality. Journal of Service Research, 4(3), 230–247.
    Hennig-Thurau, T., Gwinner, K. P., Walsh, G., & Gremler, D. D. (2004). Electronic word- of-mouth via consumer-opinion platforms: What motivates consumers to articulate themselves on the internet. Journal of Interactive Marketing, 18(1), 38-52.
    Hennig-Thurau, T., Malthouse, E. C., Friege, C., Gensler, S., Lobschat, L., Rangaswamy, A., & Skiera, B. (2010). The Impact of New Media on Customer Relationships. Journal of Service Research, 13(3), 311–330.
    Hills, M. (2013). Fiske’s ‘textual productivity’ and digital fandom: Web 2.0 democratization versus fan distinction? Journal of Audience and Reception Studies, 10(1), 130-153.
    Hu, N., Pavlou, P. A., & Zhang, J. (2009). Overcoming the J-shaped Distribution of Product Reviews. Communications of the ACM, 52(10), 144–147.
    Jenkins, H. (2006a). Convergence culture: where old and new media collide. New York: New York University Press.
    Jenkins, H. (2006b). Fans, bloggers, and gamers: Exploring participatory culture. New York: New York University Press.
    Jenkins, H. (2012). Textual Poachers: Television Fans and Participatory Culture. New York and London: Routledge.
    Jenkins, H., Ford, S., & Green, J. (2013). Spreadable Media: Creating Value and Meaning in a Networked Culture. New York and London: New York University.
    Jenson, J. (1992). Fandom as Pathology: The Consequences of Characterization. In L. A. Lewis (Ed.), The adoring audience: Fan culture and popular media (pp. 9-29). London and New York: Routledge.
    Kaplan, A. M., & Haenlein, M. (2010). Users of the world, unite! The challenges and opportunities of social media. Business Horizons, 53(1), 59-68.
    Katz, E., Blumler, J. G., & Gurevitch, M. (1974). Utilization of Mass Communication by the Individual. In J. G. Blumler & E. Katz (Eds.), The Uses of Mass Communication (pp. 19-32). CA: Sage.
    Kau, A.-K., & Loh, E. W.-Y. (2006). The effects of service recovery on consumer satisfaction: a comparison between complainants and non-complainants. Journal of Services Marketing, 20(2), 101–111.
    Kiecker, P., & Cowles, D. (2002). Interpersonal Communication and Personal Influence on the Internet: A Framework for Examining Online Word-of-Mouth. Journal of Euro marketing, 11(2), 71–88.
    Kietzmann, J. H., Hermkens, K., McCarthy, I. P., & Silvestre, B. S. (2011). Social media? Get serious! Understanding the functional building blocks of social media. Business Horizons, 54(3), 241–251.
    Kim, E., Sung, Y., & Kang, H. (2014). Brand followers’ retweeting behavior on Twitter: How brand relationships influence brand electronic word-of-mouth. Computers in Human Behavior, 37, 18–25.
    Lacey, R., Suh, J., & Morgan, R. M. (2007). Differential effects of preferential treatment levels on relational outcomes. Journal of Service Research, 9(3), 241–256.
    Liu, Y. (2006). Word of Mouth for Movies: Its Dynamics and Impact on Box Office Revenue. Journal of Marketing, 70(3), 74–89.
    Luo, N., Zhang, M., & Liu, W. (2015). The effects of value co-creation practices on building harmonious brand community and achieving brand loyalty on social media in China. Computers in Human Behavior, 48, 492-499.
    Matos, C. A. d., & Rossi, C. A. V. (2008). Word-of-month communication in marketing: a meta-analytic review of the antecedent and moderators. Journal of the Academy of Marketing Science, 36, 578-596.
    McKee, D., Simmers, C. S., & Licata, J. (2006). Customer self- efficacy and response to service. Journal of Service Research, 8(3), 207–220.
    Merriam, S. B. (1998). Qualitative Research and Case Study Applications in Education. Revised and Expanded from" Case Study Research in Education.": ERIC.
    Merz, M. A., Zarantonello, L., & Grappi, S. (2018). How valuable are your customers in the brand value co-creation process? The development of a Customer Co-Creation Value (CCCV) scale. Journal of Business Research, 82, 79-89.
    Miller, M. (2008). YouTube for business: Online video marketing for any business. Indianapolis: Que.
    Miller, V. (2011). Understanding Digital Culture. London: Sage.
    Minichiello, V., Aroni, R., & Hays, T. (2008). In-depth interviewing: Principles, techniques, analysis (3 Ed.). Australia: Pearson Australia Group.
    Morgan, R. M., & Hunt, S. (1994). The commitment-trust theory of marketing relationships. Journal of Marketing, 58(3), 20–38.
    Morgan, R. M., & Hunt, S. (1994). The commitment-trust theory of marketing relationships. Journal of Marketing, 58(3), 20–38.
    Mudambi, S. M., & Schuff, D. (2010). What Makes a Helpful Online Review? A Study of Customer Reviews on Amazon. Com. MIS Quarterly, 34(1), 185–200.
    Muniz Jr., A. M., & Schau, H. J. (2005). Religiosity in the Abandoned Apple Newton Brand Community. Journal of Consumer Research, 31(4), 737-747.
    Muñiz, A. M., & O'Guinn, T. C. (2001). Brand community. Journal of Consumer Research, 27(4), 412–432.
    Murugesan, S. (2007). Understanding Web 2.0 IT Professional Magazine, 9, 34-41.
    Neal, J. W., Neal, Z. P., Atkins, M. S., Henry, D. B., & Frazier, S. L. (2011). Channels of change: Contrasting network mechanisms in the use of interventions. American Journal of Community Psychol, 47(3-4), 277-286.
    O'Reilly, T. (2005). Web 2.0: Compact Definition? Retrieved 2019/02/12,from https://s3.amazonaws.com/academia.edu.documents/38552727/OReilly_Radar_-_Web_2.0_Compact_Definition.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2Y53UL3A&Expires=1551803569&Signature=%2FQZFLeURM8rkkrdchS%2FbzJJBRvI%3D&response-content-disposition=inline%3B%20filename%3DWeb_2.0_Compact_Definition.pdf
    Parasuraman, A. P., Berry, L. L., & Zeithaml, V. A. (1988). SERVQUAL: a multiple-item scale for measuring consumer perception of service quality. Journal of Retailing, 64(1), 12–41.
    Parasuraman, A., Zeithaml, V. A., & Berry, L. L. (1985). A conceptual model of service quality and its implications for future research. Journal of Marketing, 49(4), 41–50.
    Parsell, M. (2008). Pernicious virtual communities: Identity, polarisation and the Web 2.0. Ethics and Information Technology, 10(1), 41–56.
    Payne, A., Storbacka, K., Frow, P., & Knox, S. (2009). Co-creating brands: Diagnosing and designing the relationship experience. Journal of Business Research, 62(3), 379-389.
    Price, L., & Robinson, L. (2016). "Being in a knowledge space":information behaviour of cult media fan communities. Journal of Information Science, 43(5), 649-664. doi:10.1177/0165551516658821
    Ranaweera, C., & Prabhu, J. (2003). On the relative importance of customer satisfaction and trust as determinants of customer retention and positive word of mouth. Journal of Targeting, Measurement and Analysis of Marketing, 12(1), 82–90.
    Raphel, M. (1995). The art of direct marketing: Upgradingprospects to advocates. Direct Marketing, 58(2), 34-37.
    Reichheld, F. F., & Sasser, W. E. J. (1990). Zero defections: Quality comes to services. Harvard Business Review, 68(10), 105-111.
    Reysen, S., & Branscombe, N. R. (2010). Fanship and fandom: Comparisons between sport and non-sport fans. Journal of Sport Behavior, 33(2), 176-192.
    Richins, M. L. (1983). Negative word-of-mouth by dissatisfied consumers: a pilot study. Journal of Marketing, 47(1), 68–78.
    Rogers, E. M. (1995). Diffusion of Innovation (3 Ed.). New York: Free Press.
    Sandvoss, C. (2005). Fans: The mirror of consumption. Cambridge: Polity Pr.
    Schau, H. J., Muniz Jr., A. M., & Arnould, E. J. (2009). How brand community practices create value. Journal of Marketing, 73(5), 30–51.
    Singh, S., & Sonnenburg, S. (2012). Brand performances in social media. Journal of Interactive Marketing, 26(4), 189-197.
    Sirdeshmukh, D., Singh, J., & Sabol, B. (2002). Consumer trust, value, and loyalty in relational exchanges. Journal of Marketing, 66(1), 15–37.
    Smith, A. N., Fischer, E., & Yongjian, C. (2012). How does brand-related user-generated content differ across YouTube, Facebook, and Twitter? Journal of Interactive Marketing, 26(2), 102-113.
    Stake, R. E. (1998). Investigación con estudio de casos: Ediciones Morata.
    Stauss, B., & Neuhaus , P. (1997). The qualitative satisfaction model. International Journal of Service Industry Management, 8(3), 236–249.
    Sundaram, D. S., Mitra, K., & Webster, C. (1998). Word- of-Mouth Communications: A Motivational Analysis. Advances in Consumer Research, 25, 527–531.
    Sweeney, J. C., Soutar, G. N., & Mazzarol, T. (2005). The Difference between Positive and Negative Word of Mouth: Emotion as a Differentiator? In I. S. Purchase (Ed.), Broadening the Boundaries (pp. 331-337). Perth, Australia: Australian and New Zealand Marketing Academy.
    Teece, D. J. (2010). Business models, business strategy and innovation. Long Range Planning, 43, 172-194.
    Thompson, S. A., & Sinha, R. K. (2008). Brand Communities and New Product Adoption:The Influence and Limits of Oppositional Loyalty. Journal of Marketing, 72(6), 65–80.
    Vallaster, C., & Wallpach, S. v. (2013). An online discursive inquiry into the social dynamics of multi-stakeholder brand meaning co-creation. Journal of Business Research, 66(9), 1505–1515.
    Villi, M. (2012). Social Curation in Audience Communities: UDC (User-distributed Content) in the Networked Media Ecosystem. Participations: The International Journal of Audience and Reception Studies, 9(2), 614–632.
    Villi, M., & Matikainen, J. (2015). Mobile UDC: Online media content distribution among Finnish mobile Internet users. Mobile Media & Communication, 3(2), 214-229.
    Villi, M., Matikainen, J., & Khaldarova, I. (2016). Recommend, Tweet, Share: User-Distributed Content (UDC) and the Convergence of News Media and Social Networks. Media Convergence Handbook, 1, 289-306.
    Wangenheim, F. v. (2005). Posts witching negative word of mouth. Journal of Service Research, 8(1), 67–78.
    Westbrook, R. A., & Oliver, R. L. (1991). The dimensionality of consumption emotion patterns and consumer satisfaction. Journal of Consumer Research, 18(1), 84–91.
    Wimmer, R. D., & Dominick, J. R. (2000). Mass media research: An introduction. Belmont, CA: Wadsworth Publishing Company.
    WIPO. (1994). CHARACTER MERCHANDISING.
    Wirtz, B., Schilke, O., & Ullrich, S. (2010). Strategic Development of Business Models: Implications of the Web 2.0 for Creating Value on the Internet. Long Range Planning, 43(2-3), 272-290.
    Yeh, Y.-H., & Choi, S. M. (2011). MINI-Lovers, Maxi-Mouths: An Investigation of Antecedents to eWOM Intention Among Brand Community Members. Journal of Marketing Communications, 17(3), 145–162.
    Zaglia, M. E. (2013). Brand communities embedded in social networks. Journal of Business Research, 66(2), 216-223.
    Zeithaml, V. A. (1988). Consumer perceptions of price, quality, and value: a means-end model and synthesis of evidence. Journal of Marketing, 52(3), 2–22.
    Zeithaml, V. A., Bitner, M. J., & Dremler, D. (1996). Service marketing. New York, NY and London: McGraw Hill.
    二、中文文獻
    Anny. (2018). 除了15 秒以外, Tik Tok 到底還做了什麼?. Retrieved 2019/4/2,from https://www.inside.com.tw/article/15153-tik-tok-taiwan-first-media-event
    Babbie, E. (2016). 社會科學研究方法 (林秀雲譯, 三版). 台北市: 雙葉書廊.
    Belson, K., & Bremner, B. (2004). Hello Kitty: 三麗鷗創造全球億萬商機的策略(Hello Kitty: the remarkable story of Sanrio and The Billion Dollar Feline Phenomenon.) (周亞南譯). 台北市: 商周. (原作出版年:2003).
    Fiske, J. (1993). 瞭解庶民文化(Understanding Popular Culture.) (陳正國譯). 台北市: 萬象. (原作出版年:1989).
    Kotler, P., Kartajaya, H., & Setiawan, I. (2017). 行銷4.0:新虛實融合時代贏得顧客的全思維 (劉盈君譯). 台北市: 天下雜誌.
    LIMAChina. (2018). 最新數據!2017年全球授權商品零售額達2716億美元. Retrieved 2019/1/8,from https://limalicensing.cn/1725.html
    Line Taiwan. (2016). 【2016 原創市集講座】 Part 3 「白爛貓」台灣作者-麻糬爸分享. Retrieved 2019/4/10,from https://www.youtube.com/watch?v=gviprWR0DGY
    Line. (2015). 2015原創貼圖 年度排行榜大公開!. Retrieved 2019/4/10,from http://creator-mag.line.me/tw/archives/53016325.html
    Osterwalder, A., & Pigneur, Y. (2012). 獲利世代:自己動手, 畫出你的商業模式 (尤傳莉譯). 台北市: 早安財經文化.
    Rogers, E. M. (2016). 創新的擴散-為什麼有些好觀念、好產品會一炮而紅,有些卻流行不起來? (唐錦超譯). 台北市: 遠流.
    Sandy. (2017). 江湖在走白爛態度要有!想紓壓就來《白爛貓超有事特展》吸收滿滿的耍廢能量. Retrieved 2019/4/10,from https://www.vogue.com.tw/culture/arts/content-37753.html
    Tang, D. (2018). 專訪 / 日本人沒想過的IP授權創意應用,台灣的她們實現了!10年IP設計經驗,福福好創辦人洪佳吟:內化角色世界觀是重點. Retrieved 2019/1/8,from https://www.wowlavie.com/brand_unit.php?article_id=AE1802028
    王櫻儒. (2011). 虛擬角色商品設計與情感設計研究-以臺灣 2007~2011 年臺灣 7-ELEVEN 集點活動商品為例. (碩士), 國立雲林科技大學視覺傳達設計系碩士班, 雲林縣.
    仝澤蓉. (2018). 喜歡白爛貓嗎?王道銀行8種卡面任選. Retrieved 2019/4/10,from https://tw.appledaily.com/new/realtime/20180224/1303215/
    外貿協會. (2017). 角色經濟崛起 圖像創意火紅. 經貿透視雙周刊. Retrieved 2019/1/24,from https://www.taitraesource.com/page03.asp?mag_id=82420
    仲欐因. (2018). 【畫公仔賺錢】台IT男創「貓貓蟲咖波」LINE貼紙 月入幾千變10萬. Retrieved 2019/4/10,from https://www.hk01.com/%E8%81%B7%E5%A0%B4/149205/%E7%95%AB%E5%85%AC%E4%BB%94%E8%B3%BA%E9%8C%A2-%E5%8F%B0it%E7%94%B7%E5%89%B5-%E8%B2%93%E8%B2%93%E8%9F%B2%E5%92%96%E6%B3%A2-line%E8%B2%BC%E7%B4%99-%E6%9C%88%E5%85%A5%E5%B9%BE%E5%8D%83%E8%AE%8A10%E8%90%AC
    何佩珊. (2017). LINE貼圖熱銷榜由白爛貓奪冠,前十名平均銷售額約5千萬元. Retrieved 2019/4/10,from https://www.bnext.com.tw/article/48143/line-sticker-taiwan-top-ten-2017
    何佩珊. (2018). LINE貼圖熱銷榜由白爛貓奪冠,前十名平均銷售額約5千萬元. Retrieved 2019/6/30,from https://www.bnext.com.tw/article/48143/line-sticker-taiwan-top-ten-2017
    何詩韻. (2013). 統一超商企業公仔代言人 OPEN 家族 之符號消費與迷群樣態. (碩士), 國立政治大學新聞研究所, 台北市.
    何靜婷. (2012). 社群網站對個人創作的影響之硏究. (碩士), 國立政治大學經營管理碩士學程, 台北市.
    吳亭蓉. (2016). 臺灣消費者購買網路原生插畫角色授權商品之動機:運用方法目的鏈理論. (碩士), 國立交通大學科技管理研究所, 新竹市.
    吳姿嫻. (2011). 論「新媒介科技迷」. 中華傳播學刊(19), 97-146. doi:http://dx.doi.org/10.6195/cjcr.2011.19.05
    呂培仕. (2010). 口碑定義架構的發展:口碑文獻回顧. (碩士), 國立臺灣科技大學企業管理學系, 台北市.
    妞新聞. (2015). 看見什麼吃什麼?讓「貓貓蟲咖波」大口吃掉你的生活重量. Retrieved 2019/4/10,from https://www.niusnews.com/=P03aha37
    李世暉. (2013). 文化經濟與日本內容產業:日本動畫、漫畫與遊戲的煉金術. 台北市: 智勝文化.
    李怡蓉, & 賴柏瑞. (2014). 新興網路插畫家的關鍵吸引力(上). 動腦新聞. Retrieved 2019/1/14,from http://www.brain.com.tw/news/articlecontent?sort=&ID=20353#ihSlCS4Z
    李明璁. (2006). 文化研究月報第55期<粉都:迷文化研究>. Retrieved 2018/12/19,from http://www.cc.ncu.edu.tw/~csa/journal/55/journal_forum371.htm
    林芳如. (2018). 【社群時代新職缺】靠畫可愛療癒LINE貼圖 他月入15萬元. Retrieved 2019/4/10,from https://tw.appledaily.com/new/realtime/20180224/1303215/
    林金定, 嚴嘉楓, & 陳美花. (2005). 質性研究方法: 訪談模式與實施步驟分析. 身心障礙研究季刊, 3(2), 122 - 136.
    林資敏. (2002). 視覺行銷:抓住怪怪粉絲 (Fans). 台北市: 奧林文化.
    邱莉玲. (2017). 娛樂角色IP 兩岸年賺80億美元. 工商時報. Retrieved 2018/11/1,from https://www.chinatimes.com/newspapers/20170424000118-260210
    邱莉雲. (2005). 名牌服飾「迷」探索. (碩士), 國立政治大學廣告研究所, 台北市.
    邱琡涵. (2012). K-pop 迷群的社會識別與消費儀式:虛擬社群中的認同學習. (碩士), 世新大學公共關係暨廣告學研究所, 台北市.
    姚惠茹. (2018). 影/白爛貓87超商期間限定店12/1開幕 超賤臭跩貓萌翻你的心. Retrieved 2019/4/10,from https://www.ettoday.net/news/20181130/1319875.htm
    施伯燁. (2014). 社群媒體—使用者研究之概念、方法與方法論初探 傳播研究與實踐, 4(2), 207-227.
    范寧達. (2010). 數位化角色插畫之創作與研究 以台灣流行角色為例. (碩士), 國立台灣師範大學設計研究所, 台北市.
    徐韻婷. (2014). 社群媒體與音樂消費:以K-Pop迷群為例. (碩士), 國立政治大學科技管理與智慧財產研究所, 台北市.
    翁巧柔. (2015). K-POP影像化與新媒體上之迷行為探討. (碩士), 國立政治大學科技管理與智慧財產研究所, 台北市.
    翁書婷. (2017). 迪士尼啟動創新引擎,孵化模式獨樹一格. 數位時代. Retrieved 2019/2/13,from https://www.bnext.com.tw/article/43317/disney-accelerator
    財團法人資訊工業策進會. (2017). 八成以上台灣人愛用Facebook、Line坐穩社群網站龍頭 1人平均擁4個社群帳號 年輕人更愛YouTube和IG. Retrieved 2019/1/13,from https://www.iii.org.tw/Press/NewsDtl.aspx?nsp_sqno=1934&fm_sqno=14
    高青. (2019). FACEBOOK 頭號粉絲徽章 提升粉絲專頁互動率 外貿B2B、B2C. Retrieved 2019/2/3,from http://www.gozens.com.tw/20190123/
    高敬原. (2019). 台灣貼圖銷售達20億!LINE下一步瞄準角色授權,帶領創作者出海. Retrieved 2019/5/20,from https://www.bnext.com.tw/article/53039/line-sticker-strategy
    張惠嵐. (2008). 真人實境節目下[過度的] 閱聽人-以《 超級星光大道》 為例. 傳播與管理研究, 8(1), 85-124.
    郭良文, & 林素甘. (2001). 質化與量化研究方法之比較分析. 資訊傳播與圖書館學, 7(4), 1-13.
    郭美懿. (2017). 貓皇喵 進LINE名人堂. Retrieved 2019/4/10,from https://tw.finance.appledaily.com/daily/20170202/37539342/
    陳向明. (2000). 質的研究方法與社會科學研究. 北京: 教育科學出版社.
    陳林鴻. (2009). 服務品質、關係品質、顧客滿意度與忠誠度影響關係之研究-以臺北市市民運動中心為例. (碩士), 國立臺灣師範大學體育學系, 台北市.
    馮景青. (2015). Webtoon原創漫畫賽 《貓劍客》、《貓貓蟲咖波》勝出. Retrieved 2019/4/10,from https://www.chinatimes.com/realtimenews/20150130004439-260412?chdtv
    黃珮瑄. (2018). 一夕爆紅的溫床 社群力量大. Retrieved 2019/2/10,from http://castnet.nctu.edu.tw/castnet/article/12527?issueID=684
    黃鈺茗. (2015). 粉絲經濟學. 大陸: 電子工業.
    楊欣琪. (2009). 虛擬角色輪廓線設計之意象研究. (碩士), 國立雲林科技大學視覺傳達設計系碩士班, 雲林縣.
    楊偉苹. (2017). 角色經濟新世代!網路插畫家的創作鍊金術. (碩士), 國立政治大學傳播學院碩士在職專班, 台北市.
    楊劍雄. (2014). 用LINE貼圖月入30萬!下載率NO.1的香蕉人角色經濟必勝技. 台北市: 創意市集.
    楊劍雄. (2016). 數位角色行銷秘訣:香蕉人談角色經濟. 台北市: 外貿協會.
    廖英秀. (2014). 角色經濟持續發酵,智慧財產權保護日益重要. Retrieved 2018/11/8,from https://tiipm.nccu.edu.tw:80/zh%E2%80%90hant/node/870
    劉惠琴. (2018). LINE 年度熱銷10大貼圖總榜單公布!爆紅的超人氣貼圖是... Retrieved 2019/4/10,from https://3c.ltn.com.tw/news/32961
    蔡政安, & 蔡家鳳. (2013). 商業模式初探:餐飲服務業之個案研究. 創業管理研究, 8(4), 1-26.
    鄭芬蘭. (2000). 國家教育研究院雙語詞彙、學術名詞暨辭書資訊網——認知失調. Retrieved 2019/3/1,from http://terms.naer.edu.tw/detail/1313442/
    鄭景雯. (2018). 【當期主題】賤的力量:白爛貓貼圖拯救百萬上班族靈魂. Retrieved 2019/4/10,from https://www.cna.com.tw/culture/article/20180209w004
    蕭文康. (2014). 行動漫畫平台 LINE Webtoon來了. 蘋果日報. Retrieved 2019/2/6,from https://tw.finance.appledaily.com/daily/20140705/35938253/
    蕭宏祺. (2012). YouTube 的崛起:一個新的公民參與平台?. 新聞學研究(113), 239-252.
    賴佳琪. (2017). 角色的形塑歷程與經濟效益-以參與社群平台的插畫創作者為例. (碩士), 國立政治大學科技管理與智慧財產研究所, 台北市.
    賴筱凡, & 鄧寧. (2013). 你不能不知道的角色經濟. 今周刊, 878, 107.
    戴嘉芬. (2019). 想進貼圖名人堂 原來沒這麼簡單. Retrieved 2019/4/2,from https://www.nextmag.com.tw/realtimenews/news/458262
    謝佳凌. (2001). 電視劇迷在虛擬社群中的交談意義. (碩士), 國立政治大學廣播電視學系, 台北市.
    簡妙如. (1996). 過度的閱聽人:「迷」之初探. (碩士), 國立中正大學電訊傳播研究所, 嘉義縣.
    Description: 碩士
    國立政治大學
    科技管理與智慧財產研究所
    106364107
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0106364107
    Data Type: thesis
    DOI: 10.6814/NCCU201900342
    Appears in Collections:[科技管理與智慧財產研究所] 學位論文

    Files in This Item:

    File SizeFormat
    410701.pdf18118KbAdobe PDF0View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback