10,437 research outputs found

    Does Information Undermine Brand? Information Intermediary Use and Preference for Branded Web Retailers

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    Investments in brand provide one method for vendors to become known and convince potential customers that vendors will deliver as promised. Alternatively, third-party information on retailers' existence, as well as whether they tend to keep their commitments can serve a similar function and may undermine investments in brand. This study uses a 13-month panel dataset on 1998-99 Internet shopping behavior and use of information intermediaries by over 30,000 households to examine whether information use undermines brand. We find that individuals who take up using price comparison sites reduce their shopping at a broad group of branded retailers by about a tenth. Users of pure price comparison sites, such as DealTime and mySimon, also reduce their Amazon by about a tenth, while individuals using BizRate, which provides both price comparison and vendor reliability information, reduce their Amazon shopping by a fifth. The results have possible implications for both firm strategy and the evolution of market structure. If information weakens the pull of brand, then Internet retailing may grow less concentrated over time.

    Breaking Down the Chain: A Guide to the Soft Drink Industry

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    Provides an overview of the soft drink industry's earnings, structure, markets, and determinants of demand; major players; supply chain; marketing strategies; and policy and legislative actions in response to the sugar-sweetened beverage tax

    Embodiment in 3D virtual retail environments: exploring perceptions of the virtual shopping experience

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    The customer can now easily create, and customize, their own personal three dimensional (3D) virtual bodies in a variety of virtual environments; could you, by becoming a virtual body, actually enhance your online shopping and buying experiences or, would this potentially inhibit the pure visceral pleasure of retail therapy? "Second Life allows you to be a celebrity in your own lunchtime, .
you can design the body you've always wanted, and indulge your fashionista fetish for very little money. You can be the most attractive, best-dressed version of yourself you can imagine." This paper investigates online shopping in Second Life, through the experience of being avatars. We will discuss the possibilities of using avatars as brand new consumer identities for personalised and customised fashion shopping within the 3D multi user virtual environment, and question the influences and effects of these developments on the traditional high street shopping trip. The hyper un-realistic and non-sensory interface of online shopping for clothes has been hotly debated over the last decade; through the media, the industry and most importantly by the buying public. The customer’s inability to try on and experience the product has been the main inhibitor to shopping on-line, and the high levels of product returns in home shopping dramatically reflect this reality. Faster broadband connections and improved 2D web sites are making clothes shopping on the web more accessible, and for important customer groups, such as young professional females, and plus-size teenagers, virtual 3D technologies offer freedom of choice in any location. Retailers are now confidently providing different shopping experiences by combining 2D and 3D interactive visualisation technologies with advanced marketing techniques, to create virtual retail environments that attempt to actualise the true essence of shopping; by browsing, socialising, trying-on before buying and, in a new twist, leaving the store proudly wearing the item just purchased. American Apparel, Bershka, L’Oreal, Calvin Klein, Reebok, Sears, Nike and Adidas are pioneering virtual mega stores, and all offer newly innovative, and alternative shopping experiences inside 3D multi user virtual environments. An experiential and exploratory approach will be used to investigate fashion brands, and their virtual 3D stores in Second Life. As 3D avatars, we will record a range of customer perceptions and attempt to map their shopping patterns in this massively popular virtual world. The qualitative data gathered will inform discussions about the value of the virtual shopping experience for the customer and the retailer. Conclusions will also question the possibility of using avatars in a virtual shopping environment to acquire accurate body specifications for better fit and the collection of personal details for use in the future development of alternative shopping experiences

    Examining consumers' continued use of retailers' branded mobile applications

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    The aim of this research is to expand our understanding of consumers’ continuous usage of traditional retail smartphone branded mobile applications (apps). Previous research in technology acceptance and continuous usage of technological innovations mainly focuses on functional and hedonic variables specifically related to the technology under research. Also, past research typically focuses on the continuous use of e-services reflecting the loyalty of consumers toward a specific e-service (e.g. loyalty toward a website or m-commerce). While this research examines utilitarian and hedonic variables that influence consumers to be satisfied and motivate them to continue to use smartphone branded apps, it finds that variables related to the brand motivate consumers to continue to use traditional retail smartphone branded apps. Therefore, this research shows that while utilitarian and hedonic variables that are related to the technical characteristics of the technology in use are essential to motivate consumers to continue to use a technological innovation, brand-related variables related to the traditional retailer (e.g. long-term brand reputation and loyalty) are important in motivating consumers to continue to use branded mobile apps. Considering the limited knowledge available on what motivates consumers to continue using traditional retail smartphone branded mobile apps in a multi-channel retail environment, this research adopted a mixed methods approach. The research utilised an exploratory qualitative method in the form of 21 semi-structured individual in-depth interviews conducted in the UK to explore the drivers that motivate consumers to continue to use traditional retail smartphone branded apps and to refine the theoretical model that is tested in the quantitative phase of this research. The quantitative phase utilised an online questionnaire with 1009 consumers who retain and have continued to use traditional retail branded smartphone apps for a period of more than six months from John Lewis, M&S, Next and H&M. This research highlights several findings on what motivates consumers’ satisfaction with the smartphone branded app user experience and the continuous intention to use the app. The findings highlight that the utilitarian variables (perceived ease of use, usefulness, and personalisation), and the hedonic variable (enjoyment) increases consumers’ satisfaction with the branded app user experience leading to an increase in consumers’ continuous intention to use traditional retail smartphone branded apps. Furthermore, this research finds that utilitarian variables of perceived usefulness, compatibility and the hedonic variable of enjoyment, are capable of influencing consumers to continue using traditional retail smartphone branded apps even when they are not satisfied with the app user experience. Furthermore, this research finds that satisfaction with the app user experience mediates escapism negatively, while escapism also has a significant negative relationship with the continuous intention to use the smartphone branded app. Also, the escapism finding in this study contradicts the previous literature on the usual role of escapism in e-services generally. Furthermore, the subjective norm (e.g. social influence) does not influence the continuous intention to use the smartphone branded app directly or indirectly through satisfaction with the app user experience. Also, this research highlights that consumers’ satisfaction with app user experience significantly increases consumers’ continuous intention to use the smartphone branded app. The findings of this research also highlight that the retailer’s long-term brand reputation and loyalty intention toward the traditional retailer’s brand, which are variables that are not related to the technical characteristics of smartphone branded apps, play an important role in influencing consumers’ intention to continue using traditional retail smartphone branded apps. Furthermore, this research finds that loyalty intention toward the traditional retailer mediates the relationship of satisfaction with the branded app user experience to consumers’ continuous intention to use traditional retail smartphone branded apps. Also, loyalty intention toward the traditional retailer influences the consumers’ continuous intention to use the branded app directly. Interestingly, consumers’ perceptions of long-term reputation of the traditional retail brand do not influence the continuous intention directly as hypothesised. However, long-term brand reputation influences consumers’ continuous intention to use the branded app through the mediated relationship of loyalty intention toward the traditional retailer brand. This research contributes by enhancing our understanding of the variables that influence consumers’ intentions to continue to use traditional retail smartphone branded applications. Furthermore, this research presents a theoretical model that provides theoretical implications and offers managerial implications for understanding the continuous usage of smartphone branded apps in a multi-channel retail context.The aim of this research is to expand our understanding of consumers’ continuous usage of traditional retail smartphone branded mobile applications (apps). Previous research in technology acceptance and continuous usage of technological innovations mainly focuses on functional and hedonic variables specifically related to the technology under research. Also, past research typically focuses on the continuous use of e-services reflecting the loyalty of consumers toward a specific e-service (e.g. loyalty toward a website or m-commerce). While this research examines utilitarian and hedonic variables that influence consumers to be satisfied and motivate them to continue to use smartphone branded apps, it finds that variables related to the brand motivate consumers to continue to use traditional retail smartphone branded apps. Therefore, this research shows that while utilitarian and hedonic variables that are related to the technical characteristics of the technology in use are essential to motivate consumers to continue to use a technological innovation, brand-related variables related to the traditional retailer (e.g. long-term brand reputation and loyalty) are important in motivating consumers to continue to use branded mobile apps. Considering the limited knowledge available on what motivates consumers to continue using traditional retail smartphone branded mobile apps in a multi-channel retail environment, this research adopted a mixed methods approach. The research utilised an exploratory qualitative method in the form of 21 semi-structured individual in-depth interviews conducted in the UK to explore the drivers that motivate consumers to continue to use traditional retail smartphone branded apps and to refine the theoretical model that is tested in the quantitative phase of this research. The quantitative phase utilised an online questionnaire with 1009 consumers who retain and have continued to use traditional retail branded smartphone apps for a period of more than six months from John Lewis, M&S, Next and H&M. This research highlights several findings on what motivates consumers’ satisfaction with the smartphone branded app user experience and the continuous intention to use the app. The findings highlight that the utilitarian variables (perceived ease of use, usefulness, and personalisation), and the hedonic variable (enjoyment) increases consumers’ satisfaction with the branded app user experience leading to an increase in consumers’ continuous intention to use traditional retail smartphone branded apps. Furthermore, this research finds that utilitarian variables of perceived usefulness, compatibility and the hedonic variable of enjoyment, are capable of influencing consumers to continue using traditional retail smartphone branded apps even when they are not satisfied with the app user experience. Furthermore, this research finds that satisfaction with the app user experience mediates escapism negatively, while escapism also has a significant negative relationship with the continuous intention to use the smartphone branded app. Also, the escapism finding in this study contradicts the previous literature on the usual role of escapism in e-services generally. Furthermore, the subjective norm (e.g. social influence) does not influence the continuous intention to use the smartphone branded app directly or indirectly through satisfaction with the app user experience. Also, this research highlights that consumers’ satisfaction with app user experience significantly increases consumers’ continuous intention to use the smartphone branded app. The findings of this research also highlight that the retailer’s long-term brand reputation and loyalty intention toward the traditional retailer’s brand, which are variables that are not related to the technical characteristics of smartphone branded apps, play an important role in influencing consumers’ intention to continue using traditional retail smartphone branded apps. Furthermore, this research finds that loyalty intention toward the traditional retailer mediates the relationship of satisfaction with the branded app user experience to consumers’ continuous intention to use traditional retail smartphone branded apps. Also, loyalty intention toward the traditional retailer influences the consumers’ continuous intention to use the branded app directly. Interestingly, consumers’ perceptions of long-term reputation of the traditional retail brand do not influence the continuous intention directly as hypothesised. However, long-term brand reputation influences consumers’ continuous intention to use the branded app through the mediated relationship of loyalty intention toward the traditional retailer brand. This research contributes by enhancing our understanding of the variables that influence consumers’ intentions to continue to use traditional retail smartphone branded applications. Furthermore, this research presents a theoretical model that provides theoretical implications and offers managerial implications for understanding the continuous usage of smartphone branded apps in a multi-channel retail context

    The consumer socialisation of children

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    Design, effectiveness and role of visual merchandising in creating customer appeal

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    This study aims to find out how and to what extent outlets incorporate visual merchandising, that appeals to the customers and lead to a potential purchase. The survey method was followed to conduct the study and data were collected through sampling techniques from identified respondents, who were selected through convenient and judgment methods. The major findings in the light of the objectives of this project were that most of the stores need to have attractive window displays, proper stores layout, appealing visual merchandising themes to attract present and potential customers into the store. It is also understood that the most important aspect of visual merchandising is to have proper lighting and attractive display themes. The output of the study unfolds that the most of the merchandiser’s main focus is to display the newest trend and best moving items into the display windows and visual merchandising was found to be very helpful for converting potential customers into real customers.Visual merchandising, in-store display, visual sensor appeal, silent communication tool, store layout

    Retail Tales and Tribulations: Transmedia Brands, Consumer Products, and the Significance of Shop Talk

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    This article challenges media studies scholars to pay closer attention to retail spaces as sites that mediate how entertainment franchises engage consumers. Examining retail through a media industries lens, it argues that retail is a site of struggle among retailers and brand owners over how brand stories are told, if at all. The article explores both the storytelling devices used in telling Frozen and Sesame Street stories at Target and how shop talk among retailers, brand owners, and manufacturers shapes the kinds of stories that entertainment properties can tell at retail, especially as those stories intersect with retail imaginings of why consumers shop and how consumer behaviors might be divided along gender, class, race, and age configurations. It ends with a case study analyzing how Sony\u27s Annie (Gluck, 2014) brand story was told at Target in light of the near-complete absence of blackness as either a viable brand attribute or a recognizable consumer category in that space

    Audience Responses to Gender Stereotypes in Advertising

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    Advertising has demonstrated linguistic, contextual, and sexual gender stereotypes since its inception; it seems poised to continue doing so as advertising’s presence in society proliferates. Upon analyzing these stereotypes, examples can be found throughout media, especially in television. All this begs the question: Are these stereotypes actually effective at selling products or services to their intended audience? Do men react positively to stereotypes of men or women; and vice versa, how do women react? If gender stereotypes are employed in advertising purely through force of habit and not evidenced prudence, then the advertising landscape stands to gain immensely from taking a more progressive view; otherwise, stereotypical advertising is defensible if only from a financial perspective
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