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Editorial Review Board 编辑评审委员会
IF 11.8 1区 管理学 Q1 BUSINESS Pub Date : 2021-08-01 DOI: 10.1016/s1094-9968_21_00041-4
Lerzan Aksoy, Junhong Chu, Tarun Kushwaha
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引用次数: 0
Using Speech Acts to Elicit Positive Emotions for Complainants on Social Media 运用言语行为诱导社交媒体投诉者的积极情绪
IF 11.8 1区 管理学 Q1 BUSINESS Pub Date : 2021-08-01 DOI: 10.1016/j.intmar.2021.02.001
Young Anna Argyris , Kafui Monu , Yongsuk Kim , Yilu Zhou , Zuhui Wang , Zhaozheng Yin

A carefully tailored tone in response to a complaint on social media can create positive emotions for an upset customer. However, very few studies have identified what response tones, based on an established theory, would be most effective for complaint management. This study conceptualizes a service agent's response tones based on Ballmer and Brennenstuhl's (1981) classification of speech acts and examines how an agent's use of speech acts elicit positive emotions for the complainant. Ballmer and Brennenstuhl classify speech acts within the dimensions of conventionality and dialogicality, and they suggest the two dimensions interact. Thus, we examine the impact of each dimension of speech acts and the interactions between the two dimensions on the elicitation of positive emotions for complainants. We collected over 100,000 tweets and classified firm agents' speech acts and complainants' emotions by designing deep learning architectures (i.e., bi-directional recurrent neural networks). Our fixed-effect regression results show that a low level of each speech act leads to the elicitation of customers' positive emotions but that the combination of the two erodes the individual advantages. This study expands Ballmer and Brennenstuhl's (1981) speech act classification from a speaker's perspectives to a listener's perspectives by contextualizing it in an analysis of service agents' tones and their roles in eliciting positive emotions among complainants.

在回应社交媒体上的投诉时,精心定制的语气可以为沮丧的客户创造积极的情绪。然而,很少有研究根据一个既定的理论,确定什么样的回应语气对投诉管理最有效。本研究以Ballmer和Brennenstuhl(1981)的言语行为分类为基础,对服务代理人的回应语气进行了概念化,并考察了代理人使用言语行为如何引发投诉人的积极情绪。Ballmer和Brennenstuhl将言语行为分为常规性和对话性两个维度,并认为这两个维度是相互作用的。因此,我们研究了言语行为的每个维度以及两个维度之间的相互作用对投诉人积极情绪的激发的影响。我们收集了超过10万条推文,并通过设计深度学习架构(即双向循环神经网络)对公司代理的言语行为和投诉人的情绪进行了分类。我们的固定效应回归结果表明,每一种言语行为的低水平都会引起顾客积极情绪的激发,但两者的结合会侵蚀个体优势。本研究将Ballmer和Brennenstuhl(1981)的言语行为分类从说话者的角度扩展到听者的角度,通过分析服务座席的语调及其在引发投诉人积极情绪方面的作用将其语境化。
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引用次数: 10
The Effects of Animistic Thinking, Animistic Cues, and Superstitions on Brand Responses on Social Media 动漫思维、动漫暗示和迷信对社交媒体上品牌反应的影响
IF 11.8 1区 管理学 Q1 BUSINESS Pub Date : 2021-08-01 DOI: 10.1016/j.intmar.2021.03.002
Malgorzata Karpinska-Krakowiak , Martin Eisend

Although marketers have been using various message tactics to breathe life into their brands, the concepts of animism and animistic cues, particularly in social media marketing, have received little theoretical and empirical attention. Therefore, we conducted two studies to uncover what drives animistic thinking on social media, how animism is linked to anthropomorphism, how animism can benefit brands online, and what the boundary conditions for this phenomenon are. The findings demonstrate that animistic (vs. non-animistic) cues elicit animistic thinking, which leads to more favorable brand evaluations. This effect is moderated by superstitious beliefs. The results provide new knowledge for both marketing researchers and practitioners, revealing that it is easier to activate animism than anthropomorphism on social media and that such activation can be done via easily devisable cues (such as simple movement), particularly when addressing highly superstitious consumers.

尽管营销人员一直在使用各种信息策略为他们的品牌注入活力,但泛灵论和泛灵暗示的概念,特别是在社交媒体营销中,很少受到理论和实证的关注。因此,我们进行了两项研究,以揭示是什么驱动了社交媒体上的万物有灵论思维,万物有灵论如何与拟人化联系在一起,万物有灵论如何使在线品牌受益,以及这种现象的边界条件是什么。研究结果表明,泛灵论(与非泛灵论)线索会引发泛灵论思维,从而导致更有利的品牌评价。这种影响被迷信所缓和。研究结果为市场研究人员和从业者提供了新的知识,揭示了在社交媒体上激活万物有灵论比激活拟人论更容易,这种激活可以通过容易设计的线索(如简单的动作)来完成,特别是在面对高度迷信的消费者时。
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引用次数: 11
Buying a New Product with Inconsistent Product Reviews from Multiple Sources: The Role of Information Diagnosticity and Advertising 从多个来源购买产品评价不一致的新产品:信息诊断和广告的作用
IF 11.8 1区 管理学 Q1 BUSINESS Pub Date : 2021-08-01 DOI: 10.1016/j.intmar.2021.01.003
Kyung-ah (Kay) Byun , Minghui Ma , Kevin Kim , Taeghyun Kang

Product reviews are critical high-scope non-marketing cues for consumers to obtain useful product information from various perspectives. However, the effects of inconsistent reviews among multiple sources on new product sales are underexplored. Based on the cue-diagnosticity framework, this research investigates how multi-source review inconsistency (MSRI) affects purchase intention and new product sales in the context of the U.S. automobile industry when firms signal product quality through advertising as a low-scope cue. Using multi-methods of an experiment and secondary data analysis, the results show the negative effects of MSRI on purchase intention and new product sales and explain the mechanisms through information diagnosticity. Further, the findings show how advertising as a low-scope cue can mitigate the effect of multi-source inconsistency on new product sales.

产品评论是消费者从不同角度获取有用产品信息的重要的高范围非营销线索。然而,在多个来源之间不一致的评论对新产品销售的影响尚未得到充分探讨。基于线索诊断框架,本研究以美国汽车行业为例,探讨当公司通过广告作为低范围线索来传达产品质量信号时,多源评论不一致(MSRI)如何影响购买意愿和新产品销售。通过多方法的实验和二次数据分析,结果表明MSRI对购买意愿和新产品销售具有负向影响,并通过信息诊断解释了其作用机制。此外,研究结果表明,广告作为一个低范围的线索,可以减轻多来源不一致对新产品销售的影响。
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引用次数: 19
In this Edition 在本版本中
IF 11.8 1区 管理学 Q1 BUSINESS Pub Date : 2021-08-01 DOI: 10.1016/s1094-9968_21_00038-4
Sara Palma
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引用次数: 0
Examining the Deferred Effects of Gaming Platform and Game Speed of Advergames on Memory, Attitude, and Purchase Intention 游戏平台和游戏速度对记忆、态度和购买意愿的延迟效应研究
IF 11.8 1区 管理学 Q1 BUSINESS Pub Date : 2021-08-01 DOI: 10.1016/j.intmar.2021.01.002
Tathagata Ghosh , Sreejesh S. , Yogesh K. Dwivedi

Advergames are digital games through which advertisers promote their brands. While many studies have explored the influence of the gamification of advertising, little is known about the effects of important advergame attributes such as gaming platform (device used to play games) and game speed (overall pace of games) on consumers' immediate and delayed memory, delayed attitude, and delayed intention to purchase the advertised brands. We address these gaps by conducting two experiments with fictitious brands (Study 1) and real brands that vary in the degree of familiarity (Study 2). Results reveal that a PC-based advergame generates better delayed memory than a mobile-based advergame, while gaming platform does not affect immediate memory. Also, it interacts with game speed only in the delayed situation. Brand familiarity moderates the effects of gaming platform and game speed on brand attitude and purchase intention in such a way that unfamiliar brands are more effective than familiar ones.

广告游戏是广告商用来推广其品牌的数字游戏。虽然许多研究都探讨了广告游戏化的影响,但很少有人了解广告游戏的重要属性,如游戏平台(用于玩游戏的设备)和游戏速度(游戏的总体速度)对消费者的即时和延迟记忆、延迟态度和延迟购买意向的影响。我们通过对虚拟品牌(研究1)和熟悉程度不同的真实品牌(研究2)进行两个实验来解决这些差距。结果表明,基于pc的广告游戏比基于手机的广告游戏产生更好的延迟记忆,而游戏平台不影响即时记忆。此外,它只在延迟情况下与游戏速度交互。品牌熟悉度调节游戏平台和游戏速度对品牌态度和购买意愿的影响,使不熟悉的品牌比熟悉的品牌更有效。
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引用次数: 30
Editorial Review Board 编辑评审委员会
IF 11.8 1区 管理学 Q1 BUSINESS Pub Date : 2021-08-01 DOI: 10.1016/S1094-9968(21)00041-4
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引用次数: 0
An Empirical Analysis of Location-Based Mobile Advertising—Determinants, Success Factors, and Moderating Effects 基于位置的移动广告——决定因素、成功因素和调节效应的实证分析
IF 11.8 1区 管理学 Q1 BUSINESS Pub Date : 2021-05-01 DOI: 10.1016/j.intmar.2020.08.001
Oliver T. Kurtz , Bernd W. Wirtz , Paul F. Langer

The emergence of Location-Based Mobile Advertising (LBA) on mobile phones is a recent phenomenon that has profoundly changed consumers' shopping behavior. In this context, little is known about the influence of LBA on the purchasing intention of users. Based on the Theory of Reasoned Action (TRA) and the Privacy Calculus Theory (PCT), this study develops an impact model and empirically tests it using structural equation modeling (SEM) with data from 294 users in Germany of the PAYBACK mobile app. It was found that purchase intentions are influenced by the constructs “User Attitude towards LBA” and “Disclosure of Personal Information.” “User Attitude towards LBA” is dependent on how users perceive the various app functionalities. These effects are significantly enhanced by the app's “Location Context Quality.” The construct “Intention to disclose personal information” depends on the constructs “Perceived benefit” and “Perceived risks of disclosure of personal information,” while “Perceived benefit” is also enhanced by the “Location Context Quality” of the app.

基于位置的手机广告(LBA)是最近出现的一种现象,它深刻地改变了消费者的购物行为。在此背景下,我们对LBA对用户购买意愿的影响知之甚少。基于理性行为理论(TRA)和隐私演算理论(PCT),本研究建立了影响模型,并利用结构方程模型(SEM)对294名德国PAYBACK移动应用用户的数据进行了实证检验。研究发现,“用户对LBA的态度”和“个人信息披露”这两个构式对购买意愿产生了影响。“用户对LBA的态度”取决于用户如何看待各种应用功能。这些效果通过应用程序的“位置上下文质量”得到显著增强。“个人信息披露意图”构念依赖于“感知利益”构念和“感知个人信息披露风险”构念,“感知利益”也因应用的“位置语境质量”而增强。
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引用次数: 27
Editorial Review Board 编辑评审委员会
IF 11.8 1区 管理学 Q1 BUSINESS Pub Date : 2021-05-01 DOI: 10.1016/S1094-9968(21)00026-8
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引用次数: 0
“Now You See Me”: The Attention-Grabbing Effect of Product Similarity and Proximity in Online Shopping “现在你看到我了”:网上购物中产品相似度和接近度的吸引注意力效应
IF 11.8 1区 管理学 Q1 BUSINESS Pub Date : 2021-05-01 DOI: 10.1016/j.intmar.2020.08.004
Bo Huang, Carolane Juaneda, Sylvain Sénécal, Pierre-Majorique Léger

While past research has extensively investigated how a specific product attracts attention, little is known about how the display of other products in the same visual field affects the consumer's attention. Drawing from the Biased Competition Model and the Gestalt Principles, the current research seeks to examine the effect of distracting products' similarity and proximity on a focal product in a goal-oriented online shopping episode. Specifically, in Study 1 (n = 38), using eye-tracking, we show that consumers allocate the most visual attention to distracting products when they are both categorically similar and spatially near the focal product. We replicate this finding in Study 2 (n = 211) and results additionally suggest that under such distraction, consumers are less likely to accurately identify the focal product. Theoretical and managerial implications are discussed.

虽然过去的研究广泛地调查了特定产品是如何吸引注意力的,但对于在同一视野中展示其他产品是如何影响消费者注意力的,我们知之甚少。从有偏见的竞争模型和格式塔原则出发,当前的研究试图检验在目标导向的在线购物事件中,分散注意力的产品的相似性和接近性对焦点产品的影响。具体来说,在研究1 (n = 38)中,使用眼动追踪,我们表明,当产品类别相似且在空间上靠近焦点产品时,消费者会将最多的视觉注意力分配给分散注意力的产品。我们在研究2中重复了这一发现(n = 211),结果还表明,在这种干扰下,消费者不太可能准确识别焦点产品。讨论了理论和管理意义。
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引用次数: 13
期刊
Journal of Interactive Marketing
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