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dc.contributor.author林筠智zh_TW
dc.contributor.author江奕蓁zh_TW
dc.contributor.author邱暄zh_TW
dc.contributor.author黃芸琪zh_TW
dc.contributor.author郭芊芊zh_TW
dc.contributor.author曾慧語zh_TW
dc.contributor.author陳宣廷zh_TW
dc.contributor.author梁書婧zh_TW
dc.contributor.author劉玉淳zh_TW
dc.contributor.author胡惠俐zh_TW
dc.contributor.author劉采潔zh_TW
dc.contributor.author王彥銘zh_TW
dc.contributor.author湯嘉釗zh_TW
dc.contributor.author胡景朗zh_TW
dc.date110學年度第二學期zh_TW
dc.date.accessioned2022-11-14T06:43:24Z-
dc.date.available2022-11-14T06:43:24Z-
dc.date.submitted2022-11-08-
dc.identifier.otherD0883799、D0811882、D0838604、D0838027、D0892391、D0838091、D1083922、D0838181、D0860533、D0896132、D0883814、D0838457、D0809576、D0809488zh_TW
dc.identifier.urihttp://dspace.fcu.edu.tw/handle/2376/4818-
dc.description.abstract這份NFT報告書是互動設計與參與式行銷的課堂成果,報告內容說明了NFT作品 - 「GenzZ」的設計概念、目標受眾、創作動機、推廣策略以及預算規劃社,群媒體關鍵績效指標的成果則列出於最後。 團隊成員透過拼貼嬰兒插圖和名畫來創作這一系列藝術作品,並且生成NTF 藝術產品,亦針對課程介紹之NFT機制,像是神秘盒子和空投來增加參與度。此次活動皆以「虛實共進的參與式行銷」為主軸,線上經營 Facebook 、 Instagram 、Twitter 社群媒體,而線下是與藝術家合作參展,期望通過線上線下相甫的方式來與客群維繫情感與互動。zh_TW
dc.description.abstractThis work is the NTF class report for Interactive Design and Participatory Marketing course. The report illustrates the aim and target audience of the NTF project - Gen ZZ. Team members create this series of artwork by collaging baby illustrations and famous paintings into NTFs. Following that, creative motivation, promotion strategies and budget plan are introduced. In final, the result of key performance indicators for social media are listed. In response to the course aim of Interactive Design and Participatory Marketing, NFT mechanisms, such as mystery boxes and airdrops are proposed to increase the consumer engagement. All activities integrate online and offline communication channel. This includes the operation of social media, including Facebook, Instagram and Twitter, and physical exhibition with artists to participate. This integration approach allows connecting and enhancing the interaction with consumers both virtual and physical and achieves the goal of omnichannel marketing.zh_TW
dc.description.tableofcontents目 次 壹、專案目標 6 一、品牌介紹 6 二、品牌人格|創造者The Creator 6 三、品牌形象|製造衝突的和諧感 6 貳、目標客群分析 7 一、目標客群設定 7 二、目標客群的選擇緣由 7 參、NFT創作動機 8 一、主題 8 二、類型 8 三、概念 8 四、二次創作法律條文 9 肆、行銷方法 9 一、社群經營 9 二、實體推廣與藝術家合作 11 三、預算規劃 12 四、未來趨勢 12 伍、NFT機制 12 一、維繫溝通話題 12 二、贈送隱藏版作品 13 三、抽獎贈送 13 四、大量贈品投放 13 陸、整體效益分析 13 一、IG粉絲專頁成效 13 二、Twitter粉絲專頁成效 13 三、Facebook粉絲專頁成效 14 四、社群效益總結 14 參考文獻 15 附錄 16 一、Gen zZ 社群帳號 16 二、Gen zZ作品 16zh_TW
dc.format.extent22p.zh_TW
dc.language.isozhzh_TW
dc.rightsopenbrowsezh_TW
dc.subjectFOMOzh_TW
dc.subject參與式行銷zh_TW
dc.subjectNFTzh_TW
dc.subjectZ世代zh_TW
dc.subject全通路行銷zh_TW
dc.subjectEngagement marketingzh_TW
dc.subjectFOMOzh_TW
dc.subjectNFTzh_TW
dc.subjectOmnichannel marketingzh_TW
dc.title互動設計與參與式行銷NFT報告書zh_TW
dc.title.alternativeInteractive Design & Participatory Marketing NFT Reportzh_TW
dc.typeUndergraReportzh_TW
dc.description.course互動設計與參與式行銷zh_TW
dc.contributor.department行銷學系, 商學院zh_TW
dc.description.instructor李, 宜靜-
dc.description.programme行銷學系, 商學院zh_TW
分類:商110學年度

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