本研究在研究過程中雖力求嚴謹,仍因受限於時間、經費和能力,在各方面 有許多不足之處,概述如下:
一、實驗情境之限制
本研究於北部某國立大學之班級課堂進行實驗者受測,屬自然環境而非可控 制的實驗情境,具有較多非可控制因子,內外在效度可能受到影響,且樣本多為 學生,雖符合受測者的年齡限制,但對於 18-34 歲較常購買音樂專輯之母體的代 表性可能不夠完全。
二、廣告遊戲呈現之限制
本研究自行設計行動裝置廣告遊戲以提高受測者在實驗過程中的臨場感與 真實性,且在正式實驗程序與實驗前的準備程序皆嚴格控制,包括執行兩項前測、
隨機分配、加入中介變項等避免外在因素不必要的干擾。然而,本研究受限於能 力的不足,在擴增實境廣告遊戲的製作上僅適用於 Android 系統,且需要下載特 定的應用程式才能使用,對於習慣使用 iOS 系統的受測者可會有操作上的不便,
可能造成實驗結果些微的影響。建議後續研究者可深入了解 ios 系統的遊戲製作 方式以避免相同情況的發生。再者,本研究所設計之遊戲為 3x3 的拼圖遊戲,在 生動性稍嫌不足
三、音樂專輯選擇之限制
本研究因時間和能力的考量,採用既有音樂專輯作為實驗用刺激物,雖然已 依考過往文獻的建議挑選新人專輯並執行前測避免受測者的熟悉度和偏好度影 響實驗結果,但在正式實驗過程中未能了解每位受測者對於所選之歌手與專輯的 熟悉度和偏好度為何,建議後續研究者在探討音樂專輯行銷時,能將熟悉度和偏 好度做為共變項探討。
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四、變項操弄方式之限制
本研究在體驗類型的部分根據 Mora 等人(2015)的操弄,單獨體驗為單 人體驗,共同體驗則為朋友的雙人體驗,然而在共同體驗的部分未能了解受測 者兩人之間的親密熟悉程度為何,且在統計分析時也受到相依樣本的操作限 制,建議後續研究者在共同體研的設計上需更加嚴謹的操弄;在背景音樂與內 容一致性操弄部分,由於歌手洪安妮在歌曲中的個人風格非常一致,即使一致 與不一致在前測與操弄檢定皆有顯著的差異,但仍無法將一致與不一致操弄至 最大的極端值,此限制對於研究結果可能造成影響,後續研究者在選擇專輯歌 手時應當把歌曲風格列入考量,以風格多變的歌手較佳;在依變項廣告記憶的 編碼部分,由於編碼情況與李克特氏的量表不同,在分數的換算上可能會有些 許誤差,建議後續研究者在廣告記憶的統計操作時先將分數標準化再進行後續 分析,以求實驗結果的精確;此外,本研究認為在自變項廣告類型與體驗類型 的操弄區別明顯,因此並未進行此二變項的操弄檢定,然而為求實驗的嚴謹,
建議後續研究者皆要對於實驗中的自變項進行操弄檢定,確保變項的成功操 弄。
五、變項考量之限制
本研究主要探討擴增實境技術對於音樂專輯廣告效果的影響,再藉由擴增實 境技術的娛樂性和互動性選擇體驗類型以及背景音樂與內容一致性探討廣告效 果的交互作用,建議後續研究者可針對擴增實境技術的真實性、臨場感、資訊性、
媒介度、實用性(Pantano 等人,2017)等其他面向做更深入的探討。
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