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Ride-sharing platforms: the effects of online social interactions on loyalty, mediated by perceived benefits 拼车平台:在线社交互动对忠诚度的影响,以感知利益为中介
IF 8.2 2区 管理学 Q1 BUSINESS Pub Date : 2023-02-02 DOI: 10.1108/jrim-01-2022-0012
Jing Zhang, L. Zhang, Bei Ma
PurposeThis study examines how customer loyalty among DiDi users in China is affected by two types of online social interaction (transactional and interpersonal) and how the online interaction–customer loyalty relationship is mediated by three kinds of perceived benefits (functional, social-hedonic and safety).Design/methodology/approachThis study empirically examines research hypotheses based on a questionnaire survey of 428 DiDi consumers.FindingsThe results reveal that transactional interactions significantly enhance customer loyalty among DiDi users via the partial mediating effects of customers' perceived functional, social-hedonic and safety benefits. By contrast, interpersonal interactions do not directly influence customer loyalty, and only social-hedonic benefits fully mediate the positive influence of interpersonal interactions on loyalty.Originality/valueThis study contributes to the theoretical development of interactive marketing management by examining how two types of online social interactions contribute to customer loyalty on sharing economy platforms by influencing the perception of benefits. It also provides useful managerial insights to help ride-sharing platforms design online social interaction functions that improve customer perceptions and loyalty.
目的本研究考察了中国DiDi用户的客户忠诚度如何受到两种类型的在线社交互动(交易和人际)的影响,以及在线互动-客户忠诚度关系如何由三种感知利益(功能、社会享乐和安全)介导对428名DiDi消费者进行问卷调查。研究结果表明,交易互动通过客户感知的功能、社会享乐和安全利益的部分中介作用,显著提高了DiDi用户的客户忠诚度。相比之下,人际互动并不直接影响客户忠诚度,只有社会享乐利益才能充分中介人际互动对忠诚度的积极影响。原创性/价值本研究通过考察两种类型的在线社交互动如何通过影响利益感知来提高共享经济平台上的客户忠诚度,为互动营销管理的理论发展做出了贡献。它还提供了有用的管理见解,帮助拼车平台设计在线社交互动功能,提高客户感知和忠诚度。
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引用次数: 1
The effect of E-commerce virtual live streamer socialness on consumers' experiential value: an empirical study based on Chinese E-commerce live streaming studios 电子商务虚拟直播社交对消费者体验价值的影响——基于中国电子商务直播间的实证研究
IF 8.2 2区 管理学 Q1 BUSINESS Pub Date : 2023-02-01 DOI: 10.1108/jrim-09-2022-0265
Ruijuan Wu, Jingjing Liu, Shuai Chen, Xing Tong
PurposeThe objective of this study was to examine how high-social and low-social virtual live streamers affect consumers' experiential value (utilitarian value and hedonic value) and the mechanism and boundary conditions behind the effect.Design/methodology/approachThe research consisted of four laboratory experiments.FindingsThe results showed that socialness has a positive significant effect on experiential value. Social presence mediated the effect of socialness on utilitarian value and hedonic value. In the relationship between socialness and experiential value, the moderating effects of communication style and situation were significant.Practical implicationsThis study provides managerial implications for online stores about the use of virtual live streamers.Originality/valueThe finding of this paper extends the literature on virtual humans or avatars, enriches the literature on the characteristics of virtual humans and tests the explanatory power of social response theory.
目的本研究的目的是考察高社交和低社交虚拟直播如何影响消费者的体验价值(功利价值和享乐价值),以及这种影响背后的机制和边界条件。设计/方法论/方法这项研究由四个实验室实验组成。结果表明,社会性对体验价值具有显著的正向影响。社会存在介导了社会性对功利价值和享乐价值的影响。在社会性与体验价值的关系中,交际方式和情境的调节作用显著。实际含义本研究为在线商店提供了关于使用虚拟直播带的管理含义。原创性/价值本文的发现扩展了关于虚拟人或化身的文献,丰富了关于虚拟人类特征的文献,并检验了社会反应理论的解释力。
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引用次数: 1
The impact of barrage system fluctuation on user interaction in digital video platforms: a perspective from signaling theory and social impact theory 弹幕系统波动对数字视频平台用户交互的影响:基于信号理论和社会影响理论的视角
IF 8.2 2区 管理学 Q1 BUSINESS Pub Date : 2022-12-17 DOI: 10.1108/jrim-06-2022-0160
Keshan (Sara) Wei
PurposeIn the present world of constant connectivity, the barrage system, as a system of real-time dynamic comments coupled with video content, has become a popular interactive system technology for video sharing platforms. This study investigates how barrage system fluctuation characteristics, namely, barrage fluctuation amplitude and frequency, impact user interaction.Design/methodology/approachThe research model was estimated with a fixed-effects regression applied to a longitudinal panel dataset collected from one of the most popular video sharing platforms in China (Bilibili.com).FindingsBarrage fluctuation frequency has positive effects on users' real-time (synchronous) barrage interaction and the traditional (asynchronous) comment interaction. Barrage fluctuation amplitude has a positive effect on users' real-time (synchronous) barrage interaction but a negative effect on traditional (asynchronous) comment interaction. In addition, the interaction effects of the barrage fluctuation frequency and the barrage fluctuation amplitude on user interaction show adverse effects.Originality/valueThe results revealed the impact of different barrage fluctuation characteristics on different forms of interaction and provide important theoretical contributions and managerial implications in terms of user interaction on video sharing platforms.
在不断连接的当今世界,弹幕系统作为一种实时动态评论与视频内容相结合的系统,已经成为视频分享平台的一种流行的交互系统技术。本研究探讨弹幕系统波动特性,即弹幕波动幅度和频率对用户交互的影响。设计/方法/方法采用固定效应回归方法对中国最受欢迎的视频分享平台之一(Bilibili.com)的纵向面板数据集进行估计,发现弹幕波动频率对用户实时(同步)弹幕互动和传统(异步)评论互动具有正向影响。弹幕波动幅度对用户实时(同步)弹幕交互有正向影响,对传统(异步)评论交互有负向影响。此外,弹幕波动频率和弹幕波动幅度对用户交互的交互效应表现出不利影响。研究结果揭示了不同弹幕波动特征对不同交互形式的影响,为视频分享平台用户交互提供了重要的理论贡献和管理启示。
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引用次数: 2
AI-powered touch points in the customer journey: a systematic literature review and research agenda 客户旅程中的人工智能接触点:系统的文献综述和研究议程
IF 8.2 2区 管理学 Q1 BUSINESS Pub Date : 2022-12-12 DOI: 10.1108/jrim-03-2022-0082
Ai-Zhong He, Yu Zhang
PurposeVarious consumer-facing artificial intelligence (AI) applications are used to interact with consumers at all purchase stages, and related research has sharply increased. This study aims to synthesize the literature related to consumer–AI interaction using the customer journey framework, identify the factors affecting AI's effectiveness in interactive marketing and offer an agenda for future research.Design/methodology/approachThis study undertakes a framework-based systematic review of 239 articles on AI in marketing from the consumer perspective published in peer-reviewed journals from 2007 to 2021.FindingsThis review identifies the roles of AI touch points and factors affecting the acceptance and effectiveness of consumer–AI interaction in each stage of the customer journey.Originality/valueThis study is the first to review the existing literature using a customer journey framework to identify the factors that influence customer interactions with AI touch points at each purchase stage and pave the way for future research.
目的各种面向消费者的人工智能(AI)应用程序被用于在所有购买阶段与消费者互动,相关研究急剧增加。本研究旨在使用客户旅程框架综合与消费者-人工智能互动相关的文献,确定影响人工智能在互动营销中有效性的因素,并为未来的研究提供议程。设计/方法论/方法本研究对2007年至2021年发表在同行评审期刊上的239篇从消费者角度研究人工智能在营销中的文章进行了基于框架的系统综述。结果本综述确定了人工智能触点的作用以及影响消费者-人工智能互动在客户旅程每个阶段的接受度和有效性的因素。独创性/价值这项研究首次使用客户旅程框架回顾了现有文献,以确定影响客户在每个购买阶段与人工智能接触点互动的因素,并为未来的研究铺平道路。
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引用次数: 2
Strengthening consumer–brand relationships through avatars 通过虚拟形象加强消费者与品牌的关系
IF 8.2 2区 管理学 Q1 BUSINESS Pub Date : 2022-10-31 DOI: 10.1108/jrim-02-2022-0035
M. Elsharnouby, C. Jayawardhena, Hongfei Liu, A. M. Elbedweihy
PurposeAvatars have become increasingly prevalent on brand websites, yet their impact on consumers' use of these sites remains underexplored. The current study focuses on avatars, which are three-dimensional animated graphical web interfaces that verbally aid the brand stakeholders (e.g. customers, employees and suppliers). Avatars provide administrative and technical information through the brand website. Drawing upon the stimuli–organism–response (S-O-R) paradigm, this research examines the impact of avatars as an information provision and interacting tool (vs a traditional format) on consumers' perceptions, attitudes and behaviors toward a brand. It also investigates the roles of familiarity with avatar use and the language used by an avatar in shaping consumers' responses.Design/methodology/approachAcross two laboratory experiments, the authors examined and confirmed causal relationships between the use of avatars (vs a traditional format) on a website and attitudinal and behavioral constructs.FindingsWe show that avatars (vs written information) had a significant effect on controlling information. The users in our experiments had greater control over the information provided when it was presented as text on a website compared to the case of avatars “telling” the information. Different languages and familiarity with avatar use also affected the consumers' hedonism in terms of website use.Originality/valueWe advance the understanding of avatar use in website design, particularly avatars' verbal interaction, in shaping consumers' cognitive, affective, attitudinal and behavioral responses and add important empirical evidence to the growing body of research and practices involving avatar use in interactive marketing.
PurposeAvatars在品牌网站上越来越普遍,但其对消费者使用这些网站的影响仍未得到充分挖掘。目前的研究重点是化身,这是一种三维动画图形网络界面,可以口头帮助品牌利益相关者(如客户、员工和供应商)。Avatars通过品牌网站提供管理和技术信息。基于刺激-有机体-反应(S-O-R)范式,本研究考察了化身作为一种信息提供和互动工具(与传统形式相比)对消费者对品牌的感知、态度和行为的影响。它还调查了熟悉化身使用和化身使用的语言在塑造消费者反应中的作用。设计/方法论/方法在两个实验室实验中,作者检查并证实了网站上使用头像(与传统格式相比)与态度和行为结构之间的因果关系。研究结果表明,化身(与书面信息相比)对控制信息有显著影响。与化身“讲述”信息的情况相比,我们实验中的用户对在网站上以文本形式呈现的信息有更大的控制权。不同的语言和对头像使用的熟悉程度也影响了消费者在网站使用方面的享乐主义。独创性/价值我们在塑造消费者的认知、情感、态度和行为反应方面,促进了对网站设计中化身使用的理解,特别是化身的言语互动,并为互动营销中涉及化身使用的越来越多的研究和实践增加了重要的经验证据。
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引用次数: 4
Value co-creation through branded apps: enhancing perceived quality and brand loyalty 通过品牌应用共同创造价值:提高感知质量和品牌忠诚度
IF 8.2 2区 管理学 Q1 BUSINESS Pub Date : 2022-10-13 DOI: 10.1108/jrim-04-2022-0128
Trang P. Tran, David G. Taylor, Chao Wen
PurposeBranded applications (apps) are increasingly important in marketers' omnichannel strategies. They have not only changed the way customers purchase but also changed the way how companies interact with customers. Building on value co-creation literature, this research investigates consumer brand engagement's role in enhancing perceived quality and brand loyalty via value co-creation.Design/methodology/approachUsing online survey data from 355 brand app users, a conceptual model is tested employing the partial least squares structural equation modeling.FindingsThe results suggest that not only does branded app personalization drives brand co-creation (fully mediated by consumer brand engagement) but that this process also increases perceived quality and brand loyalty among users of branded apps.Research limitations/implicationsData for the study are self-reported and thus may not accurately reflect actual attitudes and behaviors. In addition, respondents were students within the United States who, although representative of branded app users, may limit the generalizability of the study.Practical implicationsKnowing that branded apps can influence customers' perception of the quality and value of their apps, products and services, or even their associated brands, marketers and app designers should work together to provide a value co-creation platform through the apps to increase customers' personalized, engaging experience.Originality/valueAlthough various relationships between personalization, engagement and co-creation have been studied, along with their impact on loyalty and perceived value, the interaction between these factors is not widely understood. The study examines these interactions in the context of branded apps, through the service-dominant logic perspective.
有目的的品牌应用程序在营销人员的全渠道战略中越来越重要。他们不仅改变了客户的购买方式,还改变了公司与客户互动的方式。在价值共创文献的基础上,本研究调查了消费者品牌参与度通过价值共创在提高感知质量和品牌忠诚度方面的作用。设计/方法/方法利用355个品牌应用程序用户的在线调查数据,采用偏最小二乘结构方程模型对概念模型进行了测试。研究结果表明,品牌应用个性化不仅推动了品牌共创(完全由消费者品牌参与调节),而且这一过程还提高了品牌应用用户的感知质量和品牌忠诚度。研究局限性/含义研究数据是自我报告的,因此可能无法准确反映实际的态度和行为。此外,受访者是美国境内的学生,他们虽然代表了品牌应用程序用户,但可能会限制研究的可推广性。实际含义营销人员和应用程序设计师知道品牌应用程序会影响客户对其应用程序、产品和服务,甚至其关联品牌的质量和价值的感知,因此应共同努力,通过应用程序提供价值共创平台,以增加客户的个性化、引人入胜的体验。独创性/价值尽管已经研究了个性化、参与度和共同创造之间的各种关系,以及它们对忠诚度和感知价值的影响,但这些因素之间的相互作用尚未得到广泛理解。该研究从服务主导逻辑的角度,在品牌应用的背景下考察了这些互动。
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引用次数: 9
Digital consumer engagement: examining the impact of native advertising exposure in a social network 数字消费者参与:考察社交网络中原生广告曝光的影响
IF 8.2 2区 管理学 Q1 BUSINESS Pub Date : 2022-09-02 DOI: 10.1108/jrim-10-2021-0265
K. L. Sussman, L. Bright, Gary B. Wilcox
PurposeThe digital environment afforded by social networks has created an opportunity to understand more clearly the impact of social media native advertising on advertising processing outcomes. Thus, the current study integrates native advertising with engagement literature to compare engagement outcomes between feed and banner placements before analyzing engagement outcomes of sponsored social media posts by advertising objective. This work aims to contribute to advertising effectiveness literature arguing for the importance of engagement as a measure of effectiveness.Design/methodology/approachFacebook advertising data were collected from a convenience sample of 10 Facebook advertisers that accounted for roughly $414,000 in advertising spend. Panel data, which are also called longitudinal or cross-sectional time-series data, used 26 months of data from the 10 advertisers to measure relationships between native advertising exposure and digital consumer engagement with advertising by advertising objectives of brand awareness, link clicks, conversions, post-engagement and video views.FindingsExposure to native advertising was a strong predictor of advertising processing and consumption using the three variables of interest: clicks, comments and shares. Ads reaching consumers while natively consuming content in their feed resulted in statistically significant improvements in impressions and clicks when compared to banner ads. Exposure to native ads was significantly related to all engagement outcomes of interest, except for advertisers who chose post-engagement as their advertising objective.Practical implicationsThe results suggest that for advertisers seeking clicks, post-engagement objectives should likely be avoided. For this group, impressions were not related to link clicks but were related to comments and shares. Native advertising placements in the feed, however, are generally more effective than banner ads on Facebook for advertisers seeking engagement.Research limitations/implicationsThis research is one of few studies to use longitudinal advertising data to explore engagement effects using real-world data collected from a diverse set of Facebook advertisers over a 26-month period. This study shows that interactive marketers using a social media feed to reach consumers can expect positive outcomes in advertising consumption, affective and cognitive processing and advocacy, but those outcomes may vary by advertising objective.Originality/valueGiven the uniqueness of the data set, the findings contribute to native advertising literature and to the literature on digital consumer engagement with advertising in social media. The study also provides empirical support for the efficacy of native advertising.
目的社交网络提供的数字环境创造了一个机会,可以更清楚地了解社交媒体原生广告对广告处理结果的影响。因此,目前的研究将本土广告与参与文献相结合,在根据广告目标分析赞助社交媒体帖子的参与结果之前,比较提要和横幅布局之间的参与结果。这项工作旨在为广告有效性文献做出贡献,该文献主张参与度作为有效性衡量标准的重要性。设计/方法/方法Facebook广告数据是从10个Facebook广告商的便利样本中收集的,这些广告商的广告支出约为41.4万美元。面板数据,也称为纵向或横截面时间序列数据,使用26 来自10家广告商的数月数据,通过品牌知名度、链接点击量、转化率、帖子参与度和视频浏览量等广告目标来衡量本地广告曝光率和数字消费者对广告的参与度之间的关系。发现使用感兴趣的三个变量:点击量、评论和分享量,接触本土广告是广告处理和消费的有力预测因素。与横幅广告相比,在原生消费订阅源中内容的同时接触消费者的广告在印象和点击量方面有统计学上的显著改善。除了选择后期参与作为广告目标的广告商外,接触原生广告与所有感兴趣的参与结果显著相关。实际含义研究结果表明,对于寻求点击的广告商来说,应该避免追求后期参与目标。对于这个群体来说,印象与链接点击无关,而是与评论和分享有关。然而,对于寻求参与的广告商来说,订阅源中的本地广告通常比Facebook上的横幅广告更有效。研究局限性/含义这项研究是为数不多的使用纵向广告数据来探索参与效果的研究之一,这些数据是在26个月的时间里从不同的Facebook广告商那里收集的真实世界数据。这项研究表明,使用社交媒体订阅源接触消费者的互动营销人员可以在广告消费、情感和认知处理以及宣传方面预期积极的结果,但这些结果可能因广告目标而异。原创性/价值考虑到数据集的独特性,这些发现有助于本土广告文献和数字消费者参与社交媒体广告的文献。该研究还为本土广告的功效提供了实证支持。
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引用次数: 1
Early backers' social and geographic influences on the success of crowdfunding 早期支持者的社会和地域对众筹成功的影响
IF 8.2 2区 管理学 Q1 BUSINESS Pub Date : 2022-08-26 DOI: 10.1108/jrim-01-2022-0008
Zecong Ma
PurposeWhile crowdfunding provides a novel method for entrepreneurs and startups to raise funding from consumers, a high percentage of crowdfunding projects fail to achieve their funding goals. This study aims to investigate the impact of early backers on crowdfunding success (i.e. reaching funding goals) by considering their social and geographic peer influences.Design/methodology/approachThe author constructed a social network and a geographic network of crowdfunding backers based on a data set from Kickstarter.com and used closeness centrality to quantify the network positions of early backers.FindingsFor project categories with low completion uncertainty, early backers who were socially closer to their peers led to a higher chance of success. However, such an impact declines for projects with higher uncertainty. On the other hand, for project categories with high completion uncertainty, early backers who were geographically closer to their peers led to a higher chance of success. Still, such an impact declines for projects with lower uncertainty.Originality/valueThis paper contributes to the literature by investigating the peer influence between socially and geographically related consumers on a crowdfunding platform. The findings provide managerial implications for crowdfunding project creators to target the right crowd.
目的虽然众筹为企业家和初创公司提供了一种从消费者那里筹集资金的新方法,但高比例的众筹项目未能实现其融资目标。本研究旨在通过考虑早期支持者的社会和地理同伴影响,调查他们对众筹成功(即达到资助目标)的影响。设计/方法论/方法作者基于Kickstarter.com的数据集构建了一个众筹支持者的社交网络和地理网络,并使用亲密度中心性来量化早期支持者的网络地位。发现对于完成不确定性较低的项目类别,社会上与同龄人更亲近的早期支持者会带来更高的成功机会。然而,对于不确定性较高的项目,这种影响会下降。另一方面,对于完成不确定性较高的项目类别,在地理位置上与同行更接近的早期支持者会带来更高的成功机会。尽管如此,对于不确定性较低的项目来说,这种影响会减弱。原创性/价值本文通过调查众筹平台上社会和地理相关消费者之间的同伴影响,为文献做出了贡献。这些发现为众筹项目的创建者瞄准合适的人群提供了管理启示。
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引用次数: 1
What you see is what you get: assessing in-game advertising effectiveness 所见即所得:评估游戏内广告效果
IF 8.2 2区 管理学 Q1 BUSINESS Pub Date : 2022-08-25 DOI: 10.1108/jrim-03-2022-0087
Mawra Hussain, T. Islam, S. Rehman
PurposeThis study focused on nonconventional marketing (in-game advertisement interactivity) to understand consumers’ purchase intentions. Specifically, this study aims to explore the intervening role of feelings of presence between in-game advertisement interactivity and consumer purchase intention. It further explores whether game–product congruence moderates the relationship between feelings of presence in the game and consumer purchase intention.Design/methodology/approachThis study collected data from 386 PUBG mobile players on a convenience basis. The selected players were ensured to have experience in playing mission ignition mode (a Tesla-themed mode of PUBG mobile).FindingsThe study noted that in-game advertisement interactivity positively affects consumer purchase intention, and this relationship is further explained through feelings of presence. In addition, game–product congruence was noted to strengthen the association between feelings of presence and consumer purchase intention.Research limitations/implicationsThe study used a cross-section design to collect data from players of PUBG through Google Forms on a convenient basis. The study highlights the significance of nontraditional advertisement and game–product congruence that helps businesses to attract customers.Originality/valueDrawing upon transportation theory, this study is the first of its kind that has explored the mediating role of feelings of presence between in-game advertising interactivity and consumer purchase intention. In addition, this study shed light on the importance of game–product congruence to strengthen purchase intention.
本研究以非传统营销(游戏内置广告互动)为研究对象,了解消费者的购买意向。具体而言,本研究旨在探讨存在感在游戏内广告交互性与消费者购买意愿之间的中介作用。它进一步探讨了游戏产品一致性是否调节了游戏存在感与消费者购买意愿之间的关系。本研究收集了386名《绝地求生》手机玩家的数据。被选中的玩家必须具有任务点火模式(《绝地求生》手机版的一种特斯拉主题模式)的体验。研究发现:游戏内广告的互动性对消费者的购买意愿有积极的影响,这种关系可以通过存在感来进一步解释。此外,游戏产品一致性也会加强存在感与消费者购买意愿之间的联系。研究局限/启示:本研究采用横截面设计,通过谷歌表格方便地收集《绝地求生》玩家的数据。该研究强调了非传统广告和游戏产品一致性在帮助企业吸引客户方面的重要性。根据运输理论,本研究首次探索了存在感在游戏内广告互动性和消费者购买意愿之间的中介作用。此外,本研究还揭示了游戏产品一致性对于增强购买意愿的重要性。
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引用次数: 10
Can you imagine yourself wearing this product? Embodied mental simulation and attractiveness in e-commerce product pictures 你能想象自己穿上这个产品吗?电子商务产品图片的具身心理模拟与吸引力
IF 8.2 2区 管理学 Q1 BUSINESS Pub Date : 2022-08-17 DOI: 10.1108/jrim-11-2021-0280
Francine Zanin Bagatini, Eduardo Rech, Natália Araújo Pacheco, Leonardo Nicolao
PurposeThis paper aims to understand what kind of fashion product picture can arouse greater embodied mental simulation at two distinct steps of consumers' shopping journey (choice between options and purchase intention).Design/methodology/approachTwo experimental studies were developed. Study 1 (n = 169) investigated consumers' purchase intention, and Study 2 (n = 156) investigated consumers' choice for a T-shirt displayed in an e-commerce store. The authors manipulated the product picture by considering pictures with the presence or absence of a human model wearing the product (flat vs. mannequin vs. human model without a face vs. human model with a face).FindingsConsumers demonstrated greater choice and purchase intention for the picture that aroused greater embodied mental simulation. Different pictures aroused greater embodied mental simulation depending on the consumer journey step (choice between two options or purchase intention). Perceived product attractiveness influenced this finding.Research limitations/implicationsThe data on men and women were analyzed together due to the low number of male participants in both studies.Practical implicationsThe results suggest that mannequin pictures should be used in situations involving product evaluation (e-commerce categories' pages) and that pictures with human models should be used in situations entailing further analysis of the product (e-commerce product page) to encourage purchase decisions. E-commerce managers also need to use pictures of human models when the product is viewed as less attractive.Originality/valueThis research investigated embodied mental simulation around product pictures at two distinct steps of consumers' shopping journey.
本文旨在了解在消费者购物过程的两个不同阶段(选项选择和购买意愿),什么样的时尚产品图片能引起更大的具身心理模拟。设计/方法/方法进行了两项实验研究。研究1 (n = 169)调查了消费者的购买意愿,研究2 (n = 156)调查了消费者对电子商务商店展示的t恤的选择。作者通过考虑穿着该产品的人体模型存在或不存在的图片来操纵产品图片(平面vs.人体模型vs.没有脸的人体模型vs.有脸的人体模型)。研究发现:消费者对引起更大的具身心理模拟的图片表现出更大的选择和购买意愿。不同的图片引起了更大的具身心理模拟,这取决于消费者的旅程步骤(两种选择之间的选择或购买意愿)。感知到的产品吸引力影响了这一发现。研究局限性/意义由于两项研究中男性参与者的数量较少,因此将男性和女性的数据一起分析。实际意义:研究结果表明,人体模型的图片应该用于产品评估(电子商务类别页面),人体模型的图片应该用于需要进一步分析产品的情况(电子商务产品页面),以鼓励购买决策。电子商务经理还需要在产品被认为不那么有吸引力时使用人体模特的照片。原创性/价值本研究调查了消费者在购物过程中两个不同阶段围绕产品图片的具身心理模拟。
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Journal of Research in Interactive Marketing
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