1,939 research outputs found

    Understanding e-Service Users’ WOM Behavior from Expectation Confirmation Perspective

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    Recently WOM has become popular with the penetration of Internet and the popularity of social media, and attracted the attention of IS researchers. This study develops a model to explore the factors motivating e-service users’ WOM behavior from the expectation confirmation paradigm together with trust. The research model was empirical tested with 543 valid responses from the online travel service users. The research results indicate that perceived usefulness and user satisfaction affect e-service users’ WOM behavior positively together with trust. Perceived usefulness was found to exert the strongest influence on WOM than satisfaction and trust. The implications to theories and practice are discussed as well

    Exploring Consumer Engagement in Gamified Health and Fitness Mobile Apps

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    This paper explores how Generation Y engages with gamified health and fitness mobile apps focussing on the popular Nike+ and Fitbit apps. An interpretative approach was adopted whereby ten in-depth interviews were carried out to explore this phenomenon from the perspective of the user. Findings suggest that consumers enjoy receiving intrinsic rewards but these only hold value when players understand the behaviour or activity for why they are being rewarded. It was also found that consumers would welcome social media integration in the gamified apps only if a purpose is clearly identified. Finally, competitive elements, such as leaderboards, points and status, are most likely to enhance consumer engagement but brands need to create opportunities for constructive competition

    Factors driving women consumers to shop shoes online : an exploratory study

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    This paper investigates the factors that drive women consumers to shop shoes online. Getting to know the factors that influence female consumers to engage in online shopping activities, particularly when the products in question are experience goods with a high need for touch characteristic, such as shoes, is extremely important for marketers that aim to target this specific audience. A qualitative research method was selected, using a semi-structured, in-depth interview technique. For data collection, twelve in-depth interviews were conducted to corroborate the constructs defined in the proposed model, namely: convenience, recreation, need for touch and social e-shopping. Ten of these interviews were focused on the demand side to understand the female consumers’ perspective and the other were made to two managers of a women’s shoes company to represent the suppliers’ viewpoint. The main results indicate that the women consumers in this study highly appreciate the convenience aspect that shopping shoes online provides them as well as the recreational trait that online shopping offers. The need for touch is considered a very important factor in the shoe market context mainly due to the size issue inherent to this product category. Additionally, social e-shopping was found not be as important for women as it was supposed to be given the literature reviewed - they see SNS’s more as a communication platform for brands, than they see it as a factor that influences their predisposition to shop shoes online. On the suppliers’ side, the interviews revealed the managers’ belief in bloggers and social media influence and how this is a key part of their overall marketing strategy. Therefore, the study intends to provide interesting insights for marketers by giving the perspective of a digital-born company

    Examining employer-brand benefits through online employer reviews

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    Social media is rising in popularity as a credible source of information for consumers worldwide. Access to online product reviews appears limitless, and consumer voices are now influencing purchasing behavior far beyond the reach of traditional marketing campaigns. Joining the Internet influencers is a relatively new platform for sharing opinions, employer-review websites. Comments from current and former staff on employer review sits such as Glassdoor and Indeed offer a glimpse into company culture and the employer brand (Amber & Barrow, 1996). This qualitative, phenomenological study explored the lived experiences of hotel/casino resort employees through an examination of employer reviews posted on the Glassdoor and Indeed web pages of four Las Vegas gaming corporations. A thematic analysis of 1,063 employer reviews was conducted to identify the trio of employer-brand benefits (e.g., functional, economic, and psychological) drawn from Ambler and Barrow\u27s (1996) employer-brand equity theory. Themes related to social identity theory (Tajfel, 1974), signaling theory (Spence, 1973), and the instrumental-symbolic framework (e.g., Lievens & Highhouse, 2003) were examined in this study. Two questions guided the research: (1) Which employer-brand benefits, if any, cited in the employer reviews of hotel/casino resorts are most frequently associated with positive and negative employee sentiment? (2) What is the relationship between employer benefits (e.g., functional, psychological, and economical) and the overall employee rating given by the reviewer? The results revealed that all three of Ambler and Barrow\u27s (1996) employer-brand benefits appeared in the employer reviews as both positive and negative attributes of employment, with psychological and economic benefits most frequently referenced. Specific to employment in Las Vegas hotel/casino resort industry, reviewers who gave high employer ratings were quite positive about economic benefits (i.e., salary and wages, unspecified benefits, and the free meal in the EDR) and psychological benefits (i.e., co-worker interactions and company atmosphere), while reviewers who gave their employer low ratings were disappointed with their positions economic (i.e., salary and wages), psychological (i.e., management behaviors, work schedule, and company atmosphere), and functional (i.e., promotional opportunities) benefits. The findings from this study have implications for both marketing and HR practitioners, and this study contributes to the growing body of employer-branding literature

    Critical review of the e-loyalty literature: a purchase-centred framework

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    Over the last few years, the concept of online loyalty has been examined extensively in the literature, and it remains a topic of constant inquiry for both academics and marketing managers. The tremendous development of the Internet for both marketing and e-commerce settings, in conjunction with the growing desire of consumers to purchase online, has promoted two main outcomes: (a) increasing numbers of Business-to-Customer companies running businesses online and (b) the development of a variety of different e-loyalty research models. However, current research lacks a systematic review of the literature that provides a general conceptual framework on e-loyalty, which would help managers to understand their customers better, to take advantage of industry-related factors, and to improve their service quality. The present study is an attempt to critically synthesize results from multiple empirical studies on e-loyalty. Our findings illustrate that 62 instruments for measuring e-loyalty are currently in use, influenced predominantly by Zeithaml et al. (J Marketing. 1996;60(2):31-46) and Oliver (1997; Satisfaction: a behavioral perspective on the consumer. New York: McGraw Hill). Additionally, we propose a new general conceptual framework, which leads to antecedents dividing e-loyalty on the basis of the action of purchase into pre-purchase, during-purchase and after-purchase factors. To conclude, a number of managerial implementations are suggested in order to help marketing managers increase their customers’ e-loyalty by making crucial changes in each purchase stage

    Understanding how customers engage with social tourism websites

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    Purpose: This paper aims to analyse the effect of technology acceptance variables on customer attitude and customer engagement behaviours (CEB) with social tourism websites (STWs). Design/methodology/approach: An empirical study was carried out with 346 customers. A model was developed to analyse the relationships between CEB and their determinants. Partial least squares – structural equation modelling was used to test the model. Findings: Customers’ perceptions of enjoyment, ease of use, usefulness and trustworthiness positively influence their attitude towards STWs and their subsequent engagement behaviours [purchases, word of mouth (WOM) and referrals]. Originality/value: This study develops and empirically tests a model that analyses the impact of technology acceptance model variables on CEB, both transactional (customer purchases) and non-transactional (customer WOM, referrals and feedback), in the context of STWs

    Game mechanics and aesthetics differences for tangible and intangible goods provided via social media

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    Companies aspire to fulfil consumers’ needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, end-users in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It’s been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders. © 2019, Sciendo. All rights reserved.Internal Grant Agency of Tomas Bata University in Zlin [IGA/FaME/2018/2020
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