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Over-reliance on aesthetics? The appearance-reveals-character lay theory increases consumers’ devaluation of unattractive produce 过度依赖美学?外观-揭示-特征理论增加了消费者对没有吸引力的产品的贬值
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.06.004
Shilpa Madan , Krishna Savani , Gita Venkataramani Johar
Approximately 40% of all produce is rejected because it appears unattractive, contributing significantly to food waste. Whereas previous research attributes this devaluation to the ugly-is-bad effect, this research identifies an important moderator of consumers’ reliance on this heuristic: the lay theory that a person’s outer appearance reveals their inner character. Specifically, consumers who believe that people’s appearances reveal their character are less willing to accept unattractive (vs. attractive) produce because they generalize their lay theory to produce and are, thus, more likely to infer that unattractive produce is of lower quality. Consumers who do not hold the lay theory do not demonstrate this effect. An intervention emphasizing that produce’s outer appearance does not reflect its inner quality blocks this generalization of the lay theory to produce, thereby increasing acceptance among those who endorse the lay theory. Importantly, the intervention has no negative effect on those who do not hold the lay theory, making it broadly applicable in the field without the need to segment consumers based on their beliefs. Incentive-compatible studies conducted in-person and on Facebook™ show that this intervention is more effective at increasing consumers’ interest in unattractive produce than an intervention directly targeting the ugly-is-bad effect. This research contributes to the science of consumer lay theories and the beautiful-is-good effect and offers actionable solutions to reduce food waste.
大约40%的农产品因为看起来没有吸引力而被拒绝,这极大地造成了食物浪费。先前的研究将这种贬值归因于“丑即是坏”的效应,而本研究发现了消费者对这一启发式依赖的一个重要调节因素:一个人的外表揭示了他的内在品质。具体来说,那些相信人的外表能揭示其性格的消费者不太愿意接受没有吸引力的产品,因为他们将自己的理论推广到产品上,因此更有可能推断出没有吸引力的产品质量较低。不持有这种理论的消费者没有表现出这种效应。强调产品的外部外观并不能反映其内在品质的干预阻碍了对产品的世俗理论的概括,从而增加了那些赞同世俗理论的人的接受度。重要的是,干预对那些不持有外行理论的人没有负面影响,使其广泛适用于该领域,而无需根据他们的信仰对消费者进行细分。面对面和在Facebook™上进行的激励兼容研究表明,这种干预在提高消费者对不好看产品的兴趣方面比直接针对“丑即是坏”效果的干预更有效。本研究为消费者理论和“美丽即是好”的科学研究做出了贡献,并为减少食物浪费提供了可行的解决方案。
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引用次数: 0
The color gradation effect: How boundlessness shapes brand attribute judgments 色彩渐变效应:无界如何塑造品牌属性判断
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.02.004
Chuang Wei , Maggie Wenjing Liu , Iris Hung
The present research examines when and how logo color gradient affects consumer perceptions of brand innovativeness and their subsequent behavior toward products. Across six pre-registered studies, we consistently find that gradient (vs. solid) color logos can boost perceived brand innovativeness and increase purchase intention for products where innovation is of high importance. The effect emerges across different product categories (e.g., running shoes, online games, skin care products, and home decoration) and in different countries (the United States and China). We also show that this effect occurs because color gradation induces a sense of boundlessness, leading consumers to perceive greater innovativeness. This research contributes to research on logos, brand identity, innovativeness perceptions, and the role of boundlessness perceptions in marketing, offering actionable managerial implications.
本研究考察了商标颜色渐变何时以及如何影响消费者对品牌创新的认知以及他们随后对产品的行为。在六项预先注册的研究中,我们一致发现渐变(相对于纯色)颜色标识可以提高感知的品牌创新性,并增加对创新高度重视的产品的购买意愿。这种效应出现在不同的产品类别(如跑鞋、网络游戏、护肤品和家居装饰)和不同的国家(美国和中国)。我们还表明,这种效果的发生是因为颜色渐变诱导了一种无限感,导致消费者感受到更大的创新。本研究有助于对徽标、品牌识别、创新感知以及无限感知在营销中的作用的研究,提供可操作的管理启示。
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引用次数: 0
How consumer market orientations shape algorithmic appreciation and avoidance in fashion 消费者市场导向如何塑造时尚中的算法欣赏和回避
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.07.007
Pelin Geyik , Henri Weijo
This study illuminates how the growing influence of algorithms is changing consumer practices. Drawing on Bourdieu’s field theory and semi-structured qualitative interviews, the research examines how engaged fashion consumers interact with Instagram’s algorithmic recommendations in their pursuit of building status. The findings reveal two distinct sets of practices of algorithmic field maneuvering: algorithmic optimization and algorithmic preservation. The analysis demonstrates that these practices are contingent on consumers’ market orientation, with mainstream consumers favoring algorithmic optimization and indie consumers opting for algorithmic preservation. The study advances the literature on consumer-algorithm interactions and presents managerial implications for better managing the risks of algorithmic marketing, particularly its impact on long-term brand building.
这项研究阐明了算法日益增长的影响力是如何改变消费者行为的。利用布迪厄的场域理论和半结构化定性访谈,该研究考察了时尚消费者在追求建筑地位时如何与Instagram的算法推荐互动。研究结果揭示了两种不同的算法场机动实践:算法优化和算法保存。分析表明,这些做法取决于消费者的市场导向,主流消费者倾向于算法优化,而独立消费者则选择算法保留。该研究推进了消费者-算法交互的文献,并提出了更好地管理算法营销风险的管理含义,特别是其对长期品牌建设的影响。
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引用次数: 0
From social feeds to market fields: How influencer stories drive market innovation 从社交动态到市场领域:影响者的故事如何推动市场创新
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.03.001
Julien Cayla , Kushagra Bhatnagar , Rajesh Nanarpuzha , Sayantan Dey
One post at a time, social media influencers are transforming markets. From beauty to technology, they are changing the way consumers form opinions and engage with the marketplace. Yet, past marketing scholarship has predominantly portrayed influencers as brand intermediaries—conduits for amplifying brand messages and appealing to a wider audience. This brand-centric perspective overlooks the broader role that influencers play in reshaping entire markets and thus restricts our understanding of influencers’ importance in market systems. In this study, we examine how stories shared by influencers drive market innovation, the process by which new ideas, practices, and technologies reshape markets. Drawing on an ethnographic approach to a unique context—Indian farmers who have become influencers on social media—we document how social media stories spread new ways for followers to understand and behave in the market, with consequences that change the market system itself. We thus reveal how influencers contribute to market innovation, while uncovering the narrative dynamics that drive their impact. These findings should spur new ways of thinking about and engaging with influencers. Instead of focusing solely on influencers’ role as brand intermediaries, managers and policy makers need to harness their market innovation capabilities.
一个帖子一个帖子,社交媒体影响者正在改变市场。从美容到科技,它们正在改变消费者形成观点和参与市场的方式。然而,过去的市场营销学者主要将有影响力的人描绘成品牌中介——放大品牌信息和吸引更广泛受众的渠道。这种以品牌为中心的观点忽视了影响者在重塑整个市场中发挥的更广泛作用,从而限制了我们对影响者在市场系统中的重要性的理解。在本研究中,我们研究了影响者分享的故事如何推动市场创新,即新思想、新实践和新技术重塑市场的过程。我们以民族志的方法来研究一个独特的背景——已经成为社交媒体影响者的印度农民——我们记录了社交媒体故事如何传播新的方式,让追随者了解市场并在市场中行事,从而改变了市场体系本身。因此,我们揭示了影响者如何为市场创新做出贡献,同时揭示了推动其影响力的叙事动态。这些发现应该会激发人们思考和接触影响者的新方式。管理者和政策制定者需要利用网红的市场创新能力,而不是仅仅关注他们作为品牌中介的角色。
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引用次数: 0
Maniac Mansion or Wing Commander? The attenuating influence of video game adoption on stress signals in times of forced isolation 《疯狂大厦》还是《飞行指挥官》?在被迫隔离的情况下,电子游戏对压力信号的衰减影响
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.04.004
Stefanie Dewender , Raoul V. Kübler
As suggested by the two games in our title, video gaming research has long debated whether gaming positively (Wing Commander) or negatively (Maniac Mansion) affects a player’s mental health. We add to this stream of research by investigating how video gaming during the Covid-19 pandemic had an impact on strong stress signals. We follow a multi-method approach and first compare strong stress signals in a set of more than 100,000 Tweets originating from more than 190 Twitter users that either solely follow game accounts or other entertainment accounts covering a period of nine months each before and during the Covid-19 pandemic. Our results show that video game players show significantly lower levels of high-stress signal increase during the pandemic than the non-gamer group. Further relying on a set of scenario experiments we demonstrate that playing video games online helps to reduce the feeling of loneliness and leads to stress signal attenuation. To allow game developers to get a better understanding of which elements do help with decreasing stress signals, we further control for contingencies such as video game characteristics. Our granular analysis demonstrates that the stress signal attenuation observed in gamers is closely linked to a game’s capacity to foster social interactions. Our findings offer initial insights for game developers, suggesting that designing games with a focus on social interaction could help new gamers with attenuating stress signals in times of forced isolation.
正如我们标题中的两款游戏所暗示的那样,电子游戏研究长期以来一直在争论游戏对玩家心理健康的影响是积极的(如《Wing Commander》)还是消极的(如《Maniac Mansion》)。我们通过调查在Covid-19大流行期间视频游戏如何影响强烈的压力信号来增加这一研究流。我们采用了一种多方法方法,首先比较了来自190多个Twitter用户的10万多条推文中的强烈压力信号,这些推文要么只关注游戏账户,要么只关注其他娱乐账户,这些推文分别覆盖了Covid-19大流行之前和期间的9个月。我们的研究结果表明,电子游戏玩家在疫情期间表现出的高压力信号增加水平明显低于非游戏玩家。进一步依靠一组场景实验,我们证明了在线玩视频游戏有助于减少孤独感,并导致压力信号衰减。为了让游戏开发者更好地理解哪些元素有助于减少压力信号,我们进一步控制突发事件,如电子游戏特征。我们的颗粒分析表明,在玩家身上观察到的压力信号衰减与游戏促进社交互动的能力密切相关。我们的发现为游戏开发者提供了初步见解,表明设计注重社交互动的游戏可以帮助新玩家在被迫孤立的情况下减轻压力信号。
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引用次数: 0
The impact of “use in moderation” corporate social marketing (CSM) campaigns on free-to-play mobile game app usage and spending “适度使用”企业社交营销(CSM)活动对免费手机游戏应用使用和消费的影响
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2024.11.007
Yashar Bashirzadeh , Stacey L. Howard-Malek , Amanda P. Yamim , J. Andrew Petersen , Ali Nadalizadeh
Social concerns on excessive gaming behaviors are growing indicating the need for action from the gaming industry. Some game companies have started to employ corporate social marketing (CSM) strategies to promote moderate consumption. We analyzed results from two randomized field experiments in a free-to-play mobile game app to study the influence of use in moderation (UIM) campaigns on consumption behavior and business outcomes. An 11-day-long field experiment testing a non-targeted UIM campaign, i.e., the message timing was not associated with excessive play, shows that UIM campaigns can reduce users’ excessive consumption incidences and increase in-app purchases. A yearlong field experiment testing a UIM campaign targeted at users at the time of excessive consumption shows that such campaigns can reduce excessive consumption patterns while simultaneously increasing retention, in-app purchases, and in-app time (on regular and non-excessive days) but only for previously non-excessive users (i.e., users who receive the message the first time they consume excessively). These findings provide managers with guidance on how to successfully implement UIM campaigns to help address societal concerns related to excessive consumption while benefiting consumer-company relationships.
社会对过度游戏行为的关注越来越多,这表明游戏行业需要采取行动。一些游戏公司已经开始采用企业社会营销(CSM)策略来促进适度消费。我们分析了免费手机游戏应用的两个随机领域实验结果,以研究适度使用(UIM)活动对消费行为和商业结果的影响。一项为期11天的实地实验测试了一项非针对性的UIM活动,即消息时间与过度游戏无关,这表明UIM活动可以减少用户的过度消费发生率并增加应用内购买。一项针对过度消费用户的UIM活动的为期一年的实地实验表明,此类活动可以减少过度消费模式,同时增加留存率,应用内购买和应用内时间(在常规和非过度日),但仅适用于以前非过度用户(即第一次收到过度消费信息的用户)。这些发现为管理者提供了如何成功实施UIM活动的指导,以帮助解决与过度消费相关的社会问题,同时有利于消费者与公司的关系。
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引用次数: 0
The impact of healthcare data breaches on patient hospital visit behavior 医疗数据泄露对患者医院就诊行为的影响
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.01.004
Eunho Park , Joon Ho Lim
The healthcare industry is highly vulnerable to data breaches, with over half of such incidents occurring in this sector in the United States. Leveraging threat and coping appraisal frameworks from the established theory, we explore how patients respond to a data breach. This study focuses on data breaches at 12 hospitals in California over a three-year period, analyzing individual-level hospital visit data to assess the impact. Using the difference-in-differences method, we estimate the effect of a data breach on patient behavior by comparing visits before and after the breach between affected and unaffected individuals. The findings reveal that patients who experience a healthcare data breach are less likely to visit hospitals in the following months. The impact of a data breach is greater when it is a more severe incident, such as those caused by employees or large-scale breaches. However, the effect is mitigated when discontinuing hospital visits could harm patients, especially those needing ongoing care for chronic conditions. We also conduct supplementary analyses to identify boundary conditions and performed robustness checks and falsification tests to validate our findings.
医疗保健行业极易受到数据泄露的影响,超过一半的此类事件发生在美国。利用现有理论的威胁和应对评估框架,我们探索患者如何应对数据泄露。本研究重点关注加州12家医院在三年时间内发生的数据泄露事件,分析了个人层面的医院就诊数据,以评估其影响。使用差异中的差异方法,我们通过比较受影响和未受影响的个体在数据泄露之前和之后的访问来估计数据泄露对患者行为的影响。调查结果显示,遭遇医疗数据泄露的患者在接下来的几个月里不太可能去医院就诊。当数据泄露是一个更严重的事件时,例如由员工引起的或大规模的数据泄露,其影响会更大。然而,当停止医院就诊可能会伤害患者,特别是那些需要持续治疗慢性病的患者时,这种影响就会减轻。我们还进行了补充分析,以确定边界条件,并进行了稳健性检查和证伪检验,以验证我们的发现。
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引用次数: 0
Navigating toxic playgrounds: Managing reputational and financial brand safety in multiplayer video games 导航有毒的游乐场:管理多人视频游戏的声誉和财务品牌安全
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.01.002
Stefan F. Bernritter , Ilias Danatzis , Jana Möller-Herm , Francesca Sotgiu
Brands are increasingly leveraging video games to connect with consumers through advertising activities such as virtual in-game ads, product placement, and branded skins. However, the prevalence of toxic player behavior in multiplayer video games poses significant challenges for brands, as many are hesitant to establish a presence in this space due to growing concerns over brand safety. Despite efforts by game providers to combat toxicity, empirical evidence of the impact of toxicity on brands remains scarce. This study investigates whether and why toxic player behavior poses a brand safety risk for brands that advertise in video games and how game providers can mitigate these risks. We introduce a two-dimensional brand safety framework that disentangles brand safety into a reputational and financial performance component and conduct six experiments that show that toxic player behavior produces negative spillover effects on advertising brands. Contrary to popular belief, we show that toxicity does not harm a brand’s reputation or directly impact financial brand outcomes. Instead, toxic player behavior indirectly affects financial brand outcomes. Specifically, toxicity leads players to blame toxic players more, reducing game enjoyment and thereby diminishing financial brand outcomes within the game. We also find negative effects on financial brand outcomes outside the game. Our findings further reveal that active game moderation and kicking toxic players out of the game effectively mitigate these spillover effects. These results provide valuable insights for brands seeking to navigate the rapidly evolving video game landscape safely.
各大品牌越来越多地利用电子游戏,通过虚拟游戏内置广告、产品植入和品牌皮肤等广告活动与消费者建立联系。然而,多人电子游戏中普遍存在的有害玩家行为给品牌带来了巨大挑战,因为许多品牌出于对品牌安全的担忧而对进入这个领域犹豫不决。尽管游戏供应商努力对抗“毒性”,但关于“毒性”对品牌影响的实证证据仍然很少。本研究调查了有害玩家行为是否以及为何会给电子游戏中的品牌广告带来品牌安全风险,以及游戏供应商如何减轻这些风险。我们引入了一个二维品牌安全框架,将品牌安全分解为声誉和财务绩效组成部分,并进行了六个实验,表明有毒玩家行为对广告品牌产生负面溢出效应。与普遍的看法相反,我们表明毒性不会损害品牌声誉或直接影响品牌的财务结果。相反,有害的玩家行为会间接影响品牌的财务结果。具体来说,“有毒”会导致玩家更多地指责“有毒”玩家,降低游戏乐趣,从而削弱游戏中的财务品牌成果。我们还发现游戏之外的财务品牌结果会受到负面影响。我们的研究结果进一步表明,积极的游戏节制和将有害玩家踢出游戏有效地缓解了这些溢出效应。这些结果为寻求安全地驾驭快速发展的电子游戏领域的品牌提供了有价值的见解。
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引用次数: 0
How expansion to the Nintendo Switch impacts PC players’ game usage and spending: A study of an omni-channel strategy 任天堂Switch的扩展如何影响PC玩家的游戏使用和消费:全渠道策略研究
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2024.10.007
Wooyong Jo , Michael Lewis
Offering multiple retail channels for browsing and purchasing—an omni-channel strategy—is a well-established approach for modern retailers. This strategy is also increasingly adopted by ‘online-first' digital services such as social media and video gaming to expand consumer reach and enhance customer engagement. However, unlike the potential complementary relationships between physical and digital channels, it is unclear whether a firm’s channel expansion within the digital area (e.g., online to mobile) benefits firms or merely redistributes existing demand without growth. Using the context of a major online video game, we assess whether creating a mobile console version of an existing PC-based game causes meaningful behavioral changes among existing users. We find that mobile console adoption significantly impacts mobile channel adopters’ engagement, with a 31% increase in games played and a 6.9% increase in voluntary spending. Further analysis reveals that mobile console adopters enjoy the game over a broader range of hours, suggesting increased (ubiquitous) access is the mechanism behind this positive impact. Additionally, mobile adopters make more frequent purchases, although they do not necessarily spend more per purchase. We also observe that the impact of the mobile game is more pronounced among players at high risk of churning and those with sparse voluntary spending. Finally, our analysis shows that new mobile players experience a slight but significant dip in in-game performance. This finding suggests a need for game developers to help players mitigate the downside risk of transitioning between two distinct user environments.
为浏览和购买提供多种零售渠道——一种全渠道战略——是现代零售商行之有效的方法。社交媒体和视频游戏等“在线优先”的数字服务也越来越多地采用这一策略,以扩大消费者范围,提高客户参与度。然而,与实体渠道和数字渠道之间潜在的互补关系不同,目前尚不清楚公司在数字领域的渠道扩张(例如,从在线到移动)是否对公司有利,或者只是重新分配现有的需求而没有增长。以一款大型在线视频游戏为例,我们评估了将一款基于pc的现有游戏制作成移动主机版本是否会在现有用户中产生有意义的行为改变。我们发现,手机主机的采用显著影响了手机渠道采用者的粘性,游戏体验增加了31%,自愿支出增加了6.9%。进一步分析显示,手机主机用户在更长的时间内享受游戏,这表明这种积极影响背后的机制是增加(无处不在)的访问。此外,手机用户会更频繁地消费,尽管他们每次消费并不一定更多。我们还观察到,手机游戏的影响在流失风险较高和自愿消费较少的玩家中更为明显。最后,我们的分析表明,新手机玩家在游戏中的表现略有下降。这一发现表明,游戏开发者有必要帮助玩家减轻在两种不同用户环境之间转换的负面风险。
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引用次数: 0
Missing the forest for the trees: Does collective brand engagement help or hurt consumption for video games? 只见树木不见森林:集体品牌参与是促进还是损害电子游戏消费?
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 DOI: 10.1016/j.ijresmar.2025.06.002
Keith Marion Smith , Mirella Kleijnen , Yakov Bart , Koen Pauwels , John Hulland
As video game companies adopt business models that monetize post-purchase consumption, they commonly encourage and promote engagement activities amongst consumers as a collective. However, little is known about the effect of such collective activities, which could take away time from playing the game. We introduce a novel framework that distinguishes the breadth of collective engagement from the intensity of engagement. In a unified time series framework, we model both momentary and ongoing consumption effects and feedback loops. Our analysis of 34 video game brands reveals that consumption and engagement fuel each other. Whereas the breadth of collective momentary engagement boosts momentary consumption, its intensity has a negative effect for the first 15 min. However, both ongoing breadth and intensity positively influence ongoing consumption. Importantly, game developers can amplify these effects by adding social in-use features, which both directly stimulate consumption and strengthen the reciprocal relationship between engagement and consumption. In terms of marketing actions, featured price discounts and new content releases focusing on play functionality get people talking about and searching for the game, whereas cosmetic content changes immediately increase consumption. Overall, our research underscores the need to move from a narrow focus on instant, real-time metrics toward a more strategic approach that effectively fosters engagement and consumption over time.
随着电子游戏公司采用将购后消费货币化的商业模式,他们通常会鼓励和促进消费者之间的互动活动。然而,人们对这种集体活动的影响知之甚少,因为它可能会占用玩游戏的时间。我们引入了一个新的框架,将集体参与的广度与参与的强度区分开来。在统一的时间序列框架中,我们建立了瞬时和持续消费效应和反馈循环的模型。我们对34个电子游戏品牌的分析表明,消费和用户粘性是相互促进的。虽然集体瞬时参与的广度促进了瞬时消费,但其强度在前15分钟具有负面影响。然而,持续的广度和强度对持续消费都有积极影响。重要的是,游戏开发者可以通过添加社交功能来放大这些效应,这既可以直接刺激消费,也可以加强用户粘性和消费之间的互惠关系。就市场营销行动而言,特色价格折扣和专注于游戏功能的新内容发布会让人们谈论和搜索游戏,而外观内容的改变会立即增加消费。总的来说,我们的研究强调了从对即时、实时指标的狭隘关注转向更具战略性的方法的必要性,这种方法可以随着时间的推移有效地促进参与度和消费。
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引用次数: 0
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International Journal of Research in Marketing
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