70 research outputs found

    Using Virtual Models to Evaluate Real Products For Real Bodies

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    We study the effects of self-perception on consumer creation of avatars (virtual models) for evaluating digital representations of bodyinvolving products (apparel) to be used on their real body in the real world. In our experiments, consumers used online tools to create virtual models of themselves and virtually "try on" clothing before making purchase decisions. Results show that consumer use of interactive online tools and prompting heightened awareness of their actual physical appearance significantly influences online evaluation of body-involving products. Individual differences in body esteem and preference for visual style of processing also influence consumer evaluation and use of avatars

    Mindful and mindless anthropomorphism: how to facilitate consumer comprehension towards new products

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    Individual’s perception of anthropomorphic platforms in promotion of really new products or novel innovations has not been examined fully. There are contradictions in the academic literature on how various presentations of social cues are perceived by audience mindlessly or mindfully. Perceived mindful and mindless anthropomorphism are explored in this study in order to understand its effect on individuals’ attitude, purchase intention and comprehension of new products. A single factor between-subject design using two innovative products and websites with four levels of social cues (voice, language, interactivity and social role) was used. Five hundred participants took part in the main experiment. Participants were randomly assigned to each experimental group. The analysis indicated that a human-like avatar is preferred by individuals over static avatar and perceived higher mindlessly. Interactive content didn’t improve individuals’ perceived mindless anthropomorphism. There was no significant increase in individuals’ mindful anthropomorphism in any condition. The study indicated perceived mindless anthropomorphism results into better comprehension, attitude and purchase intention towards really new products

    Conceptualisation and development of the admin-avatar taxonomy : antecedents, attitudinal and behavioural consequences

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    Academics and practitioners have increasingly acknowledged the significance of the consumer–brand relationship in both traditional and online contexts. However, the impersonal nature of the online environment is considered to be a hindrance in the development of the brand–consumer relationship. The literature suggests that strong relationship outcomes depend on successful relationship marketing tactics. Admin-avatar concept is a new concept -firstly emerged in this research- which can be used as a technological and marketing tactic. Admin-avatar can embody consumer-facing employees and mimic their real-life roles on companies’ websites, thereby playing a key role in enhancing the relationships between consumers and brands in the online environment. Despite the importance of this technology, very little attention has been paid to the investigation of the admin-avatar concept from a marketing perspective. Following a systematic review of the literature found in 10 major electronic databases and published between 1993 and 2013, significant gaps in literature were identified. Specifically, this research examines the nature of the admin-avatar concept, including its main characteristics, dimensions, and conditions as well as the attitudinal and behavioural consequences of admin-avatar users.Adopting the mixed methods design, a taxonomy was developed from interviews (qualitative phase) which laid the foundation for the development of the admin-avatar framework. Spiggle’s (1994) framework was adopted for the qualitative data analysis. A conceptual framework was developed and built on the theoretical foundations of reasoned action theory (Fishbein & Ajzen, 1975). The admin-avatar framework was empirically tested through a series of lab-based experiments (quantitative phase). Following a confirmatory factor analysis (CFA) was carried out to purify the scales, determine the dimensionality of the constructs and support their convergent and discriminant validity. The context used for this study was the university admissions admin-avatar. propositions were tested using repeated measures (first experimental deign study), factorial design (second experimental deign study) and serial mediation techniques for both experimental studies. The results mostly support the taxonomy developed from the qualitative phase.This thesis contributes to the new technology in marketing and practice, specifically by: (1) providing a clear and comprehensive definition of the admin-avatar concept, (2) developing a comprehensive taxonomy of admin-avatar that enriches the area of new technology in marketing by the further investigations by applying the taxonomy to other contexts (e.g., schools, banks, retails and other commercial companies), and (3) confirming the notion that the addition of an admin-avatar will transform the consumer attitude towards the website and the brand. Furthermore, the addition of an admin-avatar will prompt consumers to engage in voluntary behaviours such as saying positive things about the organisation/brand (word of mouth) and recommending the brand and its products to other potential consumers (recommendation). In other words, adding the admin-avatar on the brand website will significantly change the attitudes of brand’s consumers. These positive attitudes will encourage consumers to do voluntary behviours for the brand. From a practical perspective, these findings offer practitioners a clearer and richer understanding of the admin-avatar, facilitating appropriate designs for admin-avatar(s). The findings of this research also give practitioners clear insights into the main advantages of the admin-avatar, such as the degree of its convenience (e.g., quickness and effortless), hedonism (excitement) and attractiveness

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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