1,665 research outputs found
Differential Impact Of Web And Mobile Interactivity On E-Retailers\u27 Performance
This study investigates the differential impact of machine and person interactivity in both Web and mobile e-commerce channels on e-retailersâ operational and financial performance. Based on the data on 463 large e-retailers in U.S. and Canada, interesting findings that Web machine interactivity and mobile person interactivity have significantly positive impact on e-retailersâ operational performance, while Web person interactivity and mobile machine interactivity do not. E-retailersâ operational performance was found to have significantly positive impact on e-retailersâ financial performance. Overall, this study provides in-depth insights into the differential role that machine and person interactivity in Web and mobile channels play in impacting e-retailersâ performance. Implications for research and practice as well as suggestions for future research are discussed
To immerse or not? Experimenting with two virtual retail environments
Purpose: The aim of this paper is to examine the determinants of usersâ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement is examined in relation to enjoyment, satisfaction and purchase intentions.
Design/methodology/approach: The method comprised an experiment comparing usersâ perceptions of a standard 2D online clothing store with an enhanced, immersive one that aimed to provide shopping value approaching that of a traditional store by using a 3D experience where participants wore special glasses and a data glove.
Findings: Results demonstrate the major role of telepresence components in simulated experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Purchase intention is influenced by satisfaction, which is in turn influenced by enjoyment and engagement. Engagement in turn is influenced by utilitarian and hedonic value and the experience of product simulation or telepresence, which is composed of control, colour and graphics vividness, and 3D authenticity. In the immersive, 3D environment experience is more associated with engagement and enjoyment, leading to greater purchase intention. The immersive, 3D environment thus has the potential to rival traditional shopping in terms of experience, resulting in higher sales for retailers and satisfaction for consumers.
Originality: This work has evaluated a robust model of purchase intention and demonstrated it to hold not only in a 3D environment on a conventional computer platform, but also in an immersive one, where participants wear special glasses and a data glove
Influence of Taiwanese Consumer Beliefs in Web Site Attributes and E-Shopping Attitudes on E-Shopping Intentions
This study aimed at investigating Taiwanese consumers\u27 beliefs in Web site attributes and their e-shopping attitudes that influence their intentions to shop for books in e-bookstores. This study utilized the Theory of Reasoned Action (TRA) as the framework to explain the interrelationships among belief in Web site attributes, e-shopping attitude, and e-shopping intention. This study, using the method of two-stage quota sampling, used a sample of male and female students at different levels of several departments of Far East College. The survey questionnaires were non-randomly distributed to the voluntary participants. The survey was administered to a sample of undergraduate and graduate students who were students at Far East College of Taiwan and had purchased books in e-bookstores. The procedure of this non-experimental study guaranteed participants\u27 anonymity. Three hundred and fifty-one questionnaires were usable for data analysis.
The three most important variables in this study were belief in Web site attributes, e-shopping attitude, and e-shopping intention. Independent variables were belief in Web site attributes and e-shopping attitude, and the dependent variable was shopping intention. Web site attributes consisted of four dimensions: Web site content, trustworthiness, interactivity, and marketing mix. In the questionnaire, six important constructs (belief in Web site content, belief in trustworthiness, belief in interactivity, belief in marketing mix, e-shopping attitude, e-shopping intention) were measured on a five-point semantic differential scale. The scale items for these six constructs were developed by modifying instruments in prior studies that had been conducted by different scale developers. The content of the questionnaire was composed of two parts: the first part contained three items inquiring about participants\u27 gender, age, and length of e-shopping experience; the second part contained 26 items to inquire about participants\u27 beliefs in Web site attributes, e-shopping attitudes, and e-shopping intentions. The collected data were processed on SPSS to conduct reliability analysis, factor analysis, descriptive analysis, simple regression, t-test analysis, analysis of variance, and multiple-regression.
Findings indicated that e-shopping attitude was a predictor of e-shopping intention and had a positive and significant effect on e-shopping intention. Also, belief in Web site content, belief in trustworthiness, and belief in interactivity were antecedents of e-shopping attitude, but belief in marketing mix did not have an influential effect on e-shopping attitude. Furthermore, belief in marketing mix played an important role in affecting e-shopping intention. Practical implications, limitations, and recommendations for future research are further discussed
Online Store Atmospherics: Development of a Gender-Neutral Measure
The study was designed to explore store atmospheric cues currently employed by online retailers. The specific research goals were to establish a comprehensive taxonomy of online store atmospheric cues; and to develop a gender-neutral measurement of online store atmospheric cues identified through qualitative and quantitative approaches.
The study generated an initial item pool via literature review and a focus group interview, and personal interviews were conducted to identify possible online store atmospheric cues and classify items into the identified online store atmospheric cues. A pretest (n = 192) was conducted to initially purify items, and the main study (n = 1751) was conducted for measurement purification and validation. To generate a gender-neutral measurement, the differential item functioning test was conducted for every identified atmospheric cue to eliminate items showing biased responses between males and females. As a result, the study established a gender-neutral measurement consisting 52 items that measure 16 online store atmospheric cues: customization, font, layout, visual, rich media, content, CSR, order fulfillment, company information, merchandise, navigation, promotion, security, support, personalization, and social cues. The study provided implications to future researchers and online retailers based on the findings
To immerse or not? Experimenting with two virtual retail environments
Purpose: The aim of this paper is to examine the determinants of usersâ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement is examined in relation to enjoyment, satisfaction and purchase intentions.
Design/methodology/approach: The method comprised an experiment comparing usersâ perceptions of a standard 2D online clothing store with an enhanced, immersive one that aimed to provide shopping value approaching that of a traditional store by using a 3D experience where participants wore special glasses and a data glove.
Findings: Results demonstrate the major role of telepresence components in simulated experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Purchase intention is influenced by satisfaction, which is in turn influenced by enjoyment and engagement. Engagement in turn is influenced by utilitarian and hedonic value and the experience of product simulation or telepresence, which is composed of control, colour and graphics vividness, and 3D authenticity. In the immersive, 3D environment experience is more associated with engagement and enjoyment, leading to greater purchase intention. The immersive, 3D environment thus has the potential to rival traditional shopping in terms of experience, resulting in higher sales for retailers and satisfaction for consumers.
Originality: This work has evaluated a robust model of purchase intention and demonstrated it to hold not only in a 3D environment on a conventional computer platform, but also in an immersive one, where participants wear special glasses and a data glove
An empirical investigation of the impacts of website quality on consumer loyalty: a case of baby boomers
Online shopping has become increasingly popular with sales of 30,001 - $60,000 (32%). A principal component factor analysis with varimax rotation was performed on website quality items (e.g., system quality). As a result, two factors were chosen for system quality (i.e., web appearance and interactivity); two factors were selected for information quality (i.e., security and informativeness); and two factors were chosen for service quality (i.e., fulfillment and responsiveness). Confirmatory factor analysis via LISREL 8.8 using maximum likelihood estimation was subsequently performed to confirm the factor structure of website quality. To test all hypothesized relationships, we followed a two-step structural equation modeling approach. Results revealed that system quality dimensions (web appearance and interactivity) did not positively impact overall perceived website quality. The information quality dimension of informativeness did positively impact overall perceived website quality but information quality dimension of security did not positively impact overall perceived website quality. Service quality dimension of fulfillment did not positively impact overall perceived website quality but service quality dimension of responsiveness did positively impact overall perceived website quality. In addition, results also showed that overall perceived website quality positively impacts trust, which in turn, influences loyalty in terms of WOM, repatronage intentions, and share of wallet. Furthermore, overall perceived website quality was found to positively influence satisfaction, but satisfaction was not found to positively influence trust. However, we only found that satisfaction positively influenced WOM and share of wallet but not repatronage intentions. Theoretical and managerial implications are provided. Limitations and future research directions are addressed
Information Technology Applications in Hospitality and Tourism: A Review of Publications from 2005 to 2007
The tourism and hospitality industries have widely adopted information
technology (IT) to reduce costs, enhance operational efficiency, and most importantly to
improve service quality and customer experience. This article offers a comprehensive review of
articles that were published in 57 tourism and hospitality research journals from 2005 to 2007.
Grouping the findings into the categories of consumers, technologies, and suppliers, the article
sheds light on the evolution of IT applications in the tourism and hospitality industries. The
article demonstrates that IT is increasingly becoming critical for the competitive operations of
the tourism and hospitality organizations as well as for managing the distribution and
marketing of organizations on a global scale
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Winery website loyalty: the role of sales promotion and service attributes
Purpose: toward buying wine on mobile phones and m-commerce website loyalty by examining a) the mediating role of sales promotion and b) the moderating role of service attributes of the m-commerce websites in influencing the mediation.
Design/methodology/approach: A total of 3,318 completed surveys were collected. Drawing on a large non-probability criterion based purposive sample across six countries (France, Germany, Greece, South Africa, United States and Canada) mediation analysis was performed to examine hypothesized relationships.
Findings: Results show that sales promotion mediates the relationship between feelings towards buying wine on mobile phones and m-commerce website loyalty. Moderated mediation reveals that the indirect pathways (sales promotion) through which feelings towards buying wine over mobile exert its effect on m-commerce website loyalty is dependent on the value of service (wine delivery) attributes of the website. The results demonstrate that sales promotion and service are of paramount importance to wineries and wine marketers.
Research implications/limitations: Wine producers and retailers should consider the use of sales promotion to enhance sales and loyalty to m-commerce websites.
Practical implications: Wine producers and retailers should consider use sales promotion (such as SMS or push notifications) to enhance sales and influence consumer feelings and hence their loyalty.
Originality/value: Wine m-commerce studies are limited, especially with an international perspective comparing 6 different countries: 3 from the old world (such as France, Germany and Greece) and 3 from the New World (North America with USA and Canada; and South Africa). Altogether those 6 countries represent around 40% of the world consumption
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