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The conceptualization of enablers and constraints of in-store buying as part of the affordances flow funnel process through scan and go apps 作为 "扫一扫 "应用程序支付能力流动漏斗流程的一部分,店内购买的促进因素和限制因素的概念化
Pub Date : 2024-01-19 DOI: 10.1002/mar.21968
Muhammad Naeem, Wilson Ozuem, Kerry Howell, Silvia Ranfagni
This study explores the affordances of “scan and go” apps and their influence on the flow experience of retail customers to provide a unique insight into user–technology interaction. Through a constructivist ethnographic approach, the research examines how users' socially constructed perceptions and interpretations shape these interactions, and it emphasizes the role of the material and social environment. The research innovatively conceptualizes affordances as a flow process; it introduces an affordances flow funnel that encompasses three distinct stages: perceived affordances, actualized affordances, and affordance dichotomy. By following this process, the study improves understanding of user emotions and behaviors that range from apathy to excitement, from gratification to provocation, and from abandonment to absorption. Findings underline the importance of equipping users with support to navigate technological and environmental constraints, thereby ensuring successful affordance actualization. The research contributes to the literature by revealing a new affordance type, namely affordance dichotomy, and offers valuable insights for marketers and developers to enhance user experiences and absorption behavior. Recognizing its focus on scan and go apps within supermarket contexts, the study invites future research to extend this understanding to different contexts and technologies.
本研究探讨了 "扫一扫 "应用程序的可负担性及其对零售顾客流动体验的影响,为用户与技术的互动提供了独特的见解。通过建构主义人种学方法,本研究探讨了用户的社会建构认知和解释是如何形成这些互动的,并强调了物质和社会环境的作用。研究创新性地将负担能力概念化为一个流动过程;它引入了一个负担能力流动漏斗,包括三个不同的阶段:感知的负担能力、实际的负担能力和负担能力二分法。通过遵循这一流程,研究加深了对用户情绪和行为的理解,这些情绪和行为包括从冷漠到兴奋、从满足到挑衅、从放弃到吸收。研究结果凸显了为用户提供支持,帮助他们克服技术和环境限制,从而确保成功实现可负担性的重要性。这项研究揭示了一种新的支付能力类型,即支付能力二分法,为文献做出了贡献,并为营销人员和开发人员提供了宝贵的见解,以增强用户体验和吸收行为。本研究的重点是超市环境中的 "扫一扫 "应用程序,因此希望未来的研究能将这一认识扩展到不同的环境和技术中。
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引用次数: 0
Understanding crowding perceptions and their impact on place experience: Insights from a mixed-methods study 了解拥挤感及其对场所体验的影响:混合方法研究的启示
Pub Date : 2024-01-18 DOI: 10.1002/mar.21964
Silvia Sanz-Blas, Daniela Buzova, Fernando J. Garrigos-Simon
The existing research on the impact of crowding on visitors' experiences has yielded mixed results, mainly due to inadequate conceptualization and measurement of the phenomenon. To address this issue, we adopted a mixed-methods approach. We first conducted a qualitative study (Study 1, focus group based) to understand (i) how consumers perceive crowding at leisure places, (ii) the sources of crowding (spatial or social), and (iii) its effects on their experiences and future behaviors. For Study 2 we collected quantitative data through a survey (n = 537 respondents) to estimate the association between objective and subjective measures of crowding, the relative contribution of human and spatial crowding to visitors' overall crowding perceptions and its impact on satisfaction and behavioral intentions. The results indicated there is a weak association between objective and perceived human crowding, which makes subjective measures more appropriate for assessing crowdedness. A formative two-dimensional (human and spatial) conceptualization of crowding more adequately captures visitors' perceptions. The influence of each dimension is context-dependent, such that human crowding is more problematic for visitors to monuments, while cruise ship tourists are less tolerant of spatial crowding. The findings also revealed that crowding negatively affects visitors' satisfaction, while its impact on behavioral intentions is mostly nonsignificant for cruise ship tourists.
关于拥挤对游客体验的影响的现有研究结果不一,主要原因是对这一现象的概念化和测量不充分。为解决这一问题,我们采用了混合方法。我们首先开展了一项定性研究(研究 1,以焦点小组为基础),以了解(i)消费者如何看待休闲场所的拥挤现象,(ii)拥挤现象的来源(空间或社会),以及(iii)拥挤现象对消费者体验和未来行为的影响。在研究 2 中,我们通过一项调查(n = 537 名受访者)收集了定量数据,以估计拥挤程度的客观和主观测量之间的关联、人为拥挤和空间拥挤对游客整体拥挤感的相对贡献及其对满意度和行为意向的影响。结果表明,客观拥挤度与感知到的人为拥挤度之间的关联性较弱,因此主观衡量标准更适合用于评估拥挤度。形成性的二维(人类和空间)拥挤概念能更充分地捕捉游客的感知。每个维度的影响都取决于具体情况,例如,人的拥挤对古迹游客的影响更大,而游轮游客对空间拥挤的容忍度较低。研究结果还显示,拥挤对游客的满意度有负面影响,而对游轮游客的行为意向的影响大多不显著。
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引用次数: 0
Augmented reality marketing and consumer‒brand relationships: How closeness drives brand love 增强现实营销与消费者品牌关系:亲近感如何推动对品牌的喜爱
Pub Date : 2024-01-18 DOI: 10.1002/mar.21953
Philipp A. Rauschnabel, Verena Hüttl-Maack, Aaron C. Ahuvia, Katrin E. Schein
Marketers use augmented reality (AR) to place virtual brand-related information into a consumer's physical context. Grounded in the literature on AR, brand love, metaphor theory, and closeness as interpreted by the neural theory of language, the authors theorize that branded AR content can reduce the perceived physical, spatial distance between a consumer and a brand. This perceived closeness subsequently drives the closeness of the emotional relationship in the form of brand love. Two empirical studies validate this framework. Study 1 shows that using an AR app (vs. non-AR) increases the perceived physical closeness of the brand, which in turn drives brand love (i.e., relationship closeness). Study 2 replicates this finding in a pre-/post-use design. Here, high levels of local presence (i.e., the extent to which consumers perceive a brand as actually being present in their physical environment) drive perceived physical closeness, which leads to brand love. We also find that AR's power to generate brand love increases when the consumer is already familiar with the brand. We discuss managerial implications for AR marketing today and in a metaverse future in which AR content might be prevalent in consumers' everyday perceptions of the real world.
营销人员利用增强现实技术(AR)将虚拟的品牌相关信息置入消费者的物理环境中。作者以有关 AR、品牌之爱、隐喻理论和语言神经理论所解释的亲近感的文献为基础,提出了品牌 AR 内容可以缩短消费者与品牌之间的物理空间距离的理论。这种感知到的亲近感随后会以品牌之爱的形式推动情感关系的亲近。两项实证研究验证了这一框架。研究 1 表明,使用 AR 应用程序(与非 AR 应用程序相比)会增加对品牌的物理亲近感,这反过来又会促进对品牌的喜爱(即关系亲近)。研究 2 在使用前/后设计中重复了这一发现。在这里,高水平的本地存在感(即消费者认为品牌实际存在于其物理环境中的程度)推动了感知到的物理亲近感,从而导致品牌喜爱。我们还发现,当消费者对品牌已经非常熟悉时,AR 产生品牌喜爱的能力就会增强。我们讨论了 AR 营销对当前和未来元宇宙的管理意义,在未来,AR 内容可能会在消费者对现实世界的日常感知中盛行。
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引用次数: 0
Key factors influencing knowledge acquisition through game-based learning 影响通过游戏学习获取知识的关键因素
Pub Date : 2024-01-18 DOI: 10.1002/mar.21966
Mauro Calza-Perez, Pilar Perez-Ruiz, Sandra Enri-Peiró, Carla Martínez-Climent, Javier Sánchez-García
This research enriches the current understanding of digital marketing knowledge acquisition through game-based learning (GBL). The study is based on a sample of 476 participants who provided data before and after playing The Ecommerce Game(™). In this serious game, players must optimize the conversion rate of an e-commerce venture. Data on key variables measuring players' digital marketing knowledge were collected. Before playing the game, participants reported on their perceived ease of use, perceived usefulness, and attitude. After the game, participants' knowledge, motivation, enjoyment, and concentration were measured. The purpose of this study was to determine the positive impact of GBL on the professional development of participants. Participants reported that the skills acquired in GBL improved their professional performance. Thus, the results suggest that acceptance of a game can be an effective tool for players to acquire knowledge of digital marketing and e-commerce. The motivation from gameplay was significant in aiding participants' learning experiences. Encouragingly, participants expressed a willingness to replay the game, emphasizing the enjoyableness of the learning process.
本研究丰富了当前对通过游戏式学习(GBL)获取数字营销知识的理解。研究基于 476 名参与者的样本,他们在玩 "电子商务游戏"(™) 前后提供了数据。在这个严肃的游戏中,玩家必须优化电子商务企业的转换率。我们收集了衡量玩家数字营销知识的关键变量数据。在玩游戏之前,参与者报告了他们认为的易用性、有用性和态度。游戏结束后,对参与者的知识、动机、乐趣和注意力进行了测量。本研究的目的是确定 GBL 对参与者专业发展的积极影响。参与者表示,在 GBL 中获得的技能提高了他们的专业表现。因此,研究结果表明,接受游戏可以成为玩家获取数字营销和电子商务知识的有效工具。游戏带来的动力对参与者的学习体验有很大帮助。令人鼓舞的是,参与者表示愿意重新玩游戏,强调了学习过程的乐趣。
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引用次数: 0
Prevalent elements of consumer wellbeing in wearable technology use: An interdisciplinary systematic review and future research agenda 可穿戴技术使用中消费者福祉的普遍要素:跨学科系统回顾与未来研究议程
Pub Date : 2024-01-18 DOI: 10.1002/mar.21962
Virginia Nyambura Mwangi, Rachael Millard, Wendy Histon
The impact of wearable technology (wearables) on user wellbeing requires closer examination given the growth in adoption across multiple domains including workplaces, leisure, and healthcare. This paper consolidates research on consumer wellbeing and wearables through an interdisciplinary systematic review of 23 empirical journal articles from psychology, information technology and business domains. Our analysis highlights the principal conceptualizations of wellbeing and offers insights into theories, methods, and key variables in these studies. The findings reveal an overemphasis on adoption and usage of wearables in the literature; a narrow definition of wellbeing; and a limited range of theoretical and methodological perspectives. We propose that future research should be holistic, drawing on mainstream wellbeing theories and examining micro, meso, and macro level conceptualizations of wellbeing. Employing diverse methodologies such as longitudinal, time sampling, cross-sectional, qualitative, and quantitative approaches, and randomized control trials. We develop a framework outlining avenues for future research to extend current understanding in this research domain.
鉴于可穿戴技术(可穿戴设备)在工作场所、休闲和医疗保健等多个领域的应用日益增多,需要对其对用户福祉的影响进行更深入的研究。本文通过对心理学、信息技术和商业领域的 23 篇实证期刊论文进行跨学科系统综述,整合了有关消费者福祉和可穿戴设备的研究。我们的分析强调了幸福感的主要概念,并对这些研究的理论、方法和关键变量提出了见解。研究结果表明,文献过于强调可穿戴设备的采用和使用;对幸福感的定义狭隘;理论和方法视角范围有限。我们建议,未来的研究应该是整体性的,借鉴主流的幸福感理论,研究微观、中观和宏观层面的幸福感概念。采用纵向、时间取样、横截面、定性和定量方法以及随机对照试验等多种方法。我们制定了一个框架,概述了未来研究的途径,以扩展当前对这一研究领域的理解。
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引用次数: 0
Counterfeits can benefit original products when people are caught using counterfeits 当人们使用假冒产品时被发现,假冒产品会使正版产品受益
Pub Date : 2024-01-12 DOI: 10.1002/mar.21963
Liangyan Wang, Qin Wang, Eugene Y. Chan, L. Robin Keller
Existing literature has examined the influence of a counterfeit on the original brand in the prior or middle purchase phases. Our work aims to expand the literature by analyzing the post-purchase phase of counterfeit consumption. In four studies, we examine the effects of product message appeal (symbolic vs. utilitarian) and self-construal (interdependent vs. independent) on preference changes and purchase intentions of consumers toward original products when they are caught using counterfeits. Individuals with interdependent (vs. independent) self-construal are more likely to increase their preference and purchase intention for original products after being caught using symbolic rather than utilitarian counterfeits. Moreover, face restoration mediates the interaction effect between product message appeal and self-construal on the purchase intent of consumers in procuring original products. The patterns are consistent in both hypothetical scenarios and counterfeit consumption experience. Our work suggests that companies or brand, whose products are often copied or imitated should pay more attention to establishing their unique characteristics and the primary value of their product delivered to the consumers through product design and marketing mix strategies.
现有文献研究了假冒品牌在购买前或购买中阶段对原品牌的影响。我们的研究旨在通过分析仿冒品消费的购买后阶段来扩展文献。在四项研究中,我们考察了当消费者被发现使用假冒产品时,产品信息吸引力(象征性与功利性)和自我结构(相互依存与独立)对消费者对原装产品的偏好变化和购买意向的影响。在被发现使用象征性而非功利性假冒产品后,具有相互依存(与独立)自我建构的个体更有可能增加对正版产品的偏好和购买意向。此外,面子修复在产品信息吸引力和自我建构对消费者购买正版产品的购买意向的交互作用中起中介作用。这些模式在假设情景和假冒产品消费体验中都是一致的。我们的研究表明,产品经常被抄袭或模仿的企业或品牌应更加重视通过产品设计和营销组合策略,建立自己的独特性和产品传递给消费者的主要价值。
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引用次数: 0
Set that record straight! Cardinal line orientations in music album artwork boost market performance and music consumption 澄清事实音乐专辑封面中的红心线方向促进了市场表现和音乐消费
Pub Date : 2023-12-29 DOI: 10.1002/mar.21959
Yannick Joye, Bob M. Fennis
In three studies, we examine the effect of music album artwork on album market performance and music consumption. Based on the perceptual preference for visual stimuli with cardinal (orthogonal) over oblique (tilted) line/edge orientations (a phenomenon known as the “oblique effect”), albums with a predominance of cardinal line/edge orientations in their artwork should perform better than albums with more oblique artwork, as indicated by the albums' market performance and consumers' listening behavior. Study 1, using secondary data, shows that the cardinality of album artwork is a positive predictor of the cover's esthetic appeal and of market performance as evinced by its position in the US charts, expert ratings of the album, and the number of weeks the album remained in the US charts. Studies 2 and 3 use experiments to show that consumers listen longer to music when album artwork is relatively more cardinal than oblique. These studies also explore whether the effect is mediated by higher esthetic appreciation of cardinal (vs. oblique) album artwork in turn affecting song liking. Overall, these findings underscore the importance of visual preferences in packaging design for music consumption.
在三项研究中,我们探讨了音乐专辑封面对专辑市场表现和音乐消费的影响。根据人们对正交(正直)而非斜交(倾斜)线/边方向的视觉刺激的感知偏好(一种被称为 "斜交效应 "的现象),从专辑的市场表现和消费者的收听行为来看,封面设计以正交线/边方向为主的专辑应该比封面设计以斜交方向为主的专辑表现更好。研究 1 利用二手数据表明,专辑封面图案的心形是封面美学吸引力和市场表现的积极预测因素,这体现在专辑在美国排行榜上的位置、专家对专辑的评价以及专辑在美国排行榜上的停留周数上。研究 2 和研究 3 通过实验表明,当专辑封面的正向吸引力相对大于斜向吸引力时,消费者聆听音乐的时间会更长。这些研究还探讨了这种效应是否会因为对正向(与斜向)专辑封面的审美鉴赏力较高而反过来影响对歌曲的喜好。总之,这些发现强调了视觉偏好在音乐消费包装设计中的重要性。
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引用次数: 0
Stop and smell the roses: How and when busyness impacts consumers' preference for minimalist advertisements 停下来,闻闻玫瑰花香忙碌如何以及何时影响消费者对简约广告的偏好
Pub Date : 2023-12-21 DOI: 10.1002/mar.21958
Siyun Chen, Veronika Ponomarenko, Tingwen Xiao, Linxiang Lv, Guanrong Liu
In an era marked by the rapid growth of digital media and increasingly limited attention spans, advertisements employing minimalist aesthetics have emerged as a compelling approach. Yet, the specific conditions under which consumers favor minimalist ads remain underexplored. Through a comprehensive series of studies, including a field study and five scenario-based experiments, this research unveils new insights into how busyness shapes consumer preferences for minimalist ad designs. This research found that busyness notably steers preferences toward minimalist over complex ads, both in real-world (Study 1) and experimental environments (Study 2). Notably, we revealed a serial mediation, with busyness affecting ad preference through the desire for relaxation (distal mediator) followed by the intent to avoid processing disfluency (proximal mediator) (Study 3). Furthermore, two boundary conditions were identified in which this effect is attenuated or intensified. When consumers place a high (vs. low) price on time, the busyness effect on minimalism preference is undermined (Study 4). In addition, this effect is more pronounced when a temporal landmark that designates an end (vs. start) is made salient (Studies 5 and 6). These insights not only illuminate consumer behavior in visual marketing but also carry significant practical implications for advertisers, marketing professionals, and policymakers.
在数字媒体飞速发展、注意力越来越有限的时代,采用极简美学的广告成为一种引人注目的方式。然而,消费者青睐极简主义广告的具体条件仍未得到充分探索。本研究通过一系列综合研究,包括一项实地研究和五项情景实验,揭示了忙碌如何影响消费者对极简主义广告设计偏好的新见解。研究发现,无论是在现实环境中(研究 1)还是在实验环境中(研究 2),繁忙程度都会明显引导消费者对简约而非复杂广告的偏好。值得注意的是,我们发现了一个串联中介,即忙碌通过放松的愿望(远端中介)影响广告偏好,然后是避免处理不流畅的意图(近端中介)(研究 3)。此外,研究还发现了两种边界条件,在这两种条件下,这种影响会减弱或加强。当消费者为时间付出高价(相对于低价)时,忙碌对极简主义偏好的影响就会被削弱(研究 4)。此外,当指定结束(相对于开始)的时间标志变得突出时,这种效应会更加明显(研究 5 和 6)。这些见解不仅揭示了视觉营销中的消费者行为,而且对广告商、营销专业人士和政策制定者具有重要的现实意义。
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引用次数: 0
Consumer guilt proneness scale—Assessing individual differences in responses to transgressive consumption situations 消费者内疚感量表--评估个体在越轨消费情况下的反应差异
Pub Date : 2023-12-19 DOI: 10.1002/mar.21954
Carla C. Martins, Susana C. Silva, Joanna Radomska, Monika Hajdas
Feeling or anticipating guilt associated with consumption situations may lead consumers to adjust their behaviors to avoid those unpleasant feelings and better conform to their personal, moral, and social standards. The experience of guilt regarding a consumption situation is influenced by both contextual factors, including marketing communications, and personal traits, namely the individual's proneness to feel guilt related to consumption. While research has examined the influence of contextual variables on guilt, the individual predisposition to feel guilt associated with consumption has received little attention. Understanding individual consumer guilt proneness can assist managers in customizing strategies to diverse guilt responses: recognizing varying susceptibility to guilt enables personalized approaches across the consumer journey, fostering empathetic managerial actions. This understanding can significantly impact consumer satisfaction, loyalty, and the success of marketing strategies. This study conceptualizes and proposes a measure of consumer guilt proneness, the individual tendency to feel guilt regarding transgressive consumption situations. To define the conceptual domain, a literature review is complemented with a qualitative study. Five dimensions corresponding to sources of guilt (health, extravagance, social influence, misevaluation, and ethics and sustainability) create the initial pool of items. Exploratory and confirmatory factor analyses corroborate the five-factor measurement model. The final scale demonstrates adequate convergent, discriminant, and nomological validity. Finally, the instrument is cross-culturally validated in three countries—Portugal, Poland, and Brazil—which not only strengthens the evidence of its validity and reliability but also lends credibility to its broader application in diverse cultural environments, particularly within Western cultures.
感受到或预期到与消费情境相关的负罪感可能会导致消费者调整自己的行为,以避免这些不愉快的感觉,并更好地符合他们的个人、道德和社会标准。与消费情境有关的负罪感体验既受情境因素(包括营销传播)的影响,也受个人特质(即个人对消费产生负罪感的倾向)的影响。虽然研究已经探讨了环境变量对内疚感的影响,但个人对消费产生内疚感的倾向却很少受到关注。了解消费者的个人内疚倾向,有助于管理者针对不同的内疚反应定制策略:认识到不同的内疚易感性,就能在整个消费过程中采取个性化的方法,促进管理者采取感同身受的行动。这种认识可以极大地影响消费者的满意度、忠诚度以及营销策略的成功。本研究从概念上提出了消费者内疚感的测量方法,即个人在越轨消费情况下的内疚倾向。为了界定概念领域,在文献综述的基础上进行了定性研究。与内疚感来源相对应的五个维度(健康、奢侈、社会影响、错误评价以及道德和可持续性)构成了最初的项目库。探索性和确认性因素分析证实了五因素测量模型。最终的量表具有充分的收敛性、判别性和名义效度。最后,该工具在葡萄牙、波兰和巴西三个国家进行了跨文化验证,这不仅加强了其有效性和可靠性的证据,还为其在不同文化环境(尤其是西方文化)中的广泛应用提供了可信度。
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引用次数: 0
Celebrity co-creator or celebrity endorser? Exploring mediating and moderating factors in Marcom decision 名人共同创作还是名人代言?探索市场营销决策中的中介和调节因素
Pub Date : 2023-12-19 DOI: 10.1002/mar.21952
Subhadip Roy, Aditya Shankar Mishra, Ainsworth Anthony Bailey
The present research delves into the concept of celebrity co-creation from the consumer behavior perspective. It explores the impact of the degree of a celebrity's involvement with a brand (celebrity as an endorser vs. celebrity as a co-creator) on consumers' advertisement and brand-based evaluations (Study 1) and purchase behavior (Study 2). The research subsequently incorporates the mediating effects of consumers' perceived risk (Study 3) and the moderating effect of celebrity expertise (Study 4) in the relationships. Three of the four studies were controlled experiments among nonstudent samples (combined n = 486), while one was a field study. Major findings indicate that a celebrity co-creator is more effective than a celebrity endorser, but both cases of celebrity presence are more effective than the control (Studies 1 and 2). This effect is observed to be mediated by the consumers' perceived risk (Study 3) and moderated by the celebrity's expertise (Study 4). The present research provides a new direction to value co-creation research from the communications perspective and adds to the literature on celebrity endorsements.
本研究从消费者行为的角度深入探讨了名人共同创造的概念。研究探讨了名人与品牌的参与程度(名人作为代言人与名人作为共同创造者)对消费者的广告和品牌评价(研究 1)以及购买行为(研究 2)的影响。随后,研究将消费者感知风险的中介效应(研究 3)和名人专长的调节效应(研究 4)纳入了两者之间的关系。四项研究中有三项是在非学生样本(合计 n = 486)中进行的对照实验,一项是实地研究。主要研究结果表明,名人共同创作者比名人代言人更有效,但名人出现的两种情况都比对照组更有效(研究 1 和 2)。据观察,消费者的感知风险(研究 3)和名人的专业知识(研究 4)对这一效果起到了中介作用。本研究从传播学角度为价值共创研究提供了一个新的方向,并为有关名人代言的文献增添了新的内容。
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引用次数: 0
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Psychology and Marketing
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