英文摘要 |
Gilmore and Pine II advanced the concept of experienced economy in 1998. They divided the gradual progress of economic worth into four stages: commodities, goods, services and experience. Experience economy means that enterprise must create attractive consumption situation first, and focus on offering service to make consumer fascinated. Schmitt proposed the concept of experiential marketing in 1999, and refer to the Strategic Experiential Modules(SEM) including sense, feel, think, and act are main strategies of experiential marketing. The purpose of experiential marketing is in order to combine with experiential media to mould the consumer’s and share with other’s bright experience, and the bright experience is flow by Mihaly Csikszentmihalyi in 1975. Flow is the individual attention is centralized, loss of self-consciousness, only react to concrete goal and clear feedback and produce a kind of control sense through the control of the environment. In an era of information explosion of e-commerce at present, how to mould consumer’s flow experiences in the internet to get attention and to building loyalty is the important issue of combined with experiential marketing and Internet marketing. This research is based on the flow experiences model of Novak. The aim of this paper is to explore the distinctions between goal-directed and experiential behavior on website and try to discuss the influence factor. We find that “involvement” affect the “arousal/challenge”, “control/skill”, and “focus attension” are supported. We also find that “playfulness” affect the “control/skill”, “focus attension” , and “time distortion”are supported. Furthermore, “arousal/challenge” and “focus attension” affect “time distoration” are supported. Finally, about the effect of Internet activities on web flow experiences, experiantial activties are more easier into flow state than goal-directed activities. |