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1.
Using exploratory and confirmatory analyses, this study analyzes the impact of certain psychological and sociological factors (self-concept, social comparison, and materialism) on the “bandwagon” type of luxury consumption in Tunisia. We test if the two components of self-concept (interdependent and independent) have different impacts on the “bandwagon” luxury consumption behavior. In support of existing research on the “bandwagon” effect that focuses on luxury consumption, our framework provides empirical evidence on the direct and indirect effects of the abovementioned psychological and sociological factors as antecedents of the “bandwagon” luxury consumption behavior. Our findings show that the luxury goods industry has evolved, giving rise to new lifestyles and consumption behaviors, where luxury is no longer reserved to the upper class but available to the majority. This phenomenon has created the luxury democratization effect, whereby major luxury brands are favoring luxury goods that are affordable to all.  相似文献   

2.
There is growing evidence of the increasing participation in, and influence of, virtual communities in digital environments. To help explain this irresistible allure, the individual and social determinants of the member's intentions to participate are investigated. Conceptualizing virtual community participation as intentional social action, we explicate the concept of “we-intentions”, and use the Model of Goal-Directed Behavior to explain members’ we-intentions. Virtual community influences pertaining to compliance, internalization, and social identity are also elaborated on. An empirical study of regular virtual community participants (N = 157) finds that we-intentions to participate are functions of both individual determinants (positive anticipated emotions and desires), and community influences (social identity). Implications for marketing and future research opportunities are discussed.  相似文献   

3.
Looking to current trends, this paper explores the influence of Virtual Reality (VR) on consumption. Specifically, we focus on the influence that VR has on consumer spending by suggesting that identities created in VR will influence consumption behaviour in the real world. While other forms of technology allow consumers to create alternative identities, we suggest that the unique aspects of VR, bolstered by forthcoming advances, will make identities created in VR relatively more self-important and more salient in real world consumption. We also propose implications for marketing research and practice.  相似文献   

4.
Despite the popularity of online spaces that simulate aspects of consumption‐like experiences (online virtual worlds, video games and interactive functions on online retailers) conceptual tools that aim to comprehend such consumer practices are yet to emerge. In an effort to better understand them this paper puts forward a taxonomy that may help us capture emerging consumer behavior in the digital virtual terrain in relation to virtual and material consumption. This may be read as a fluid template that considers the movement between what resides in consumer imaginations as ideal or virtual, its actualization in material and now also digital virtual spaces. We then offer examples of the practices that are emerging, specifically the increase in imaginative resources that interactive media provide; practices that actualize probable, everyday commodities and experiences in the digital virtual and practices that actualize fantastic commodities and experiences in the digital virtual. Finally, we discuss the potential for these to produce new consumer subjectivities and new markets, and as a result we conclude with a discussion of the implications of such developments for consumer cultures, noting the potential for both liberatory/celebratory and critical discourse as well as avenues for future research.  相似文献   

5.
Virtual travel community managers tend to incorporate a degree of novelty within activity design to foster interaction between users. Little is known of how users respond to these novel activities. Based on customer inspiration theory, this research investigated the mechanisms of activity novelty on users' willingness to co-create and the moderating effect of user regulatory focus and activity goal attainability. Results of three scenario-based experiments revealed that activity novelty positively influenced users’ willingness to co-create via user inspiration. Promotion-focused users were more inspired by novel activities and in turn had a higher willingness to co-create than those were prevention-focused. When activity goal attainability was high (vs. low), the positive effect of activity novelty on inspiration was attenuated. We present the theoretical and practical implications of activity design within virtual travel communities.  相似文献   

6.
In recent years, advances in mobile communications technology have enabled collaborative consumption or product sharing between consumers on a large scale. Unlike traditional consumption, collaborative consumption is based on collaboration among individuals, so that the decision-making mechanisms of individual consumers may be different from those in traditional consumption scenarios. The current study focuses on how the social distance between consumers and drivers affects collaborative consumption intention in the case of online car-hailing services. In this study, the theory of planned behavior (TPB) is used as the foundational framework, and we innovatively add the concept of social distance to the TPB to form a new, and integrated model. We test the model based on data collected from 315 online car-hailing users. The results shows that behavioral attitudes, subjective norms, and perceived behavioral control, positively influence collaborative consumption intention and behavior. More interestingly, we find that social distance has both direct and indirect impacts on collaborative consumption intention: The greater the social distance, the lower the collaborative consumption intention. Moreover, social distance also moderates the influence of subjective norms and perceived behavioral control on collaborative consumption intention. To be specific, the influence of subjective norms and perceived behavioral control on collaborative consumption intention is weakened when consumers perceive less social distance. The results suggest that the integrated model has a stronger explanatory power on collaborative consumption behavior. This study enhances the traditional TPB model and offers insight into promoting collaborative consumption in the context of the sharing economy.  相似文献   

7.
Previous empirical studies have identified several factors that seem to play a role in determining purchase intent in virtual worlds; three-dimensional online environments in which users interact while represented by their avatars. So far however, a clear overview of these factors is lacking, and the question that remains is what factors affect purchase intent most. Therefore, this study aims to create an overview of factors that influence users’ purchase intent in virtual worlds, and to subsequently identify the most influential factors. To conduct this review, relevant literature was gathered using a variety of search engines and keywords. An article had to explicitly study factors influencing purchase intent in virtual worlds in order to be included in this review. This search method resulted in a selection of twelve relevant articles that were used for further analysis. Results show that perceived enjoyment, social influence, customization and ease of use are important factors that influence purchase intent in virtual worlds. Enjoyment of the virtual world, beliefs and attitudes of others, avatar customization, and easy-to-use virtual world applications can thus increase users’ willingness to purchase products in the virtual world. Practical implications as well as limitations and suggestions for future research are discussed.  相似文献   

8.
The purpose of this exploratory study was to investigate the use of virtual communities for clothing shopping by consumers with physical disabilities, and to explore the role that these communities play in their clothing shopping experiences. An international virtual community created for consumers with disabilities was identified using keywords through search engine directories. The content of discussion forums was identified and analysed with the assistance of the qualitative research software tool, QSR NVivo 9.0. The content was coded to allow categories and themes to emerge. Thirty‐one categories, which were dispersed between three major themes (self, product, market), emerged from data analysis. In the discussions, various communication channels and social media sites were mentioned, and users enhanced their discussion topics with a photograph of a product or an Internet link, providing further assistance to peers. Consumers also shared personal information, such as life experiences. The results of this study may provide significant implications to retailers in their efforts to target these consumers, in various areas including product development, branding, marketing, customer relationship and managerial strategies. There may also be relevance for development of other consumer goods and sales to other target markets. Using online discussion forums to probe for product development and brand ideas has not been widely addressed, nor has the information search process for people with disabilities. The use of QSR NVivo software is new for a study such as this and should be explored in greater depth for future research with this type of data.  相似文献   

9.
Past literature argued that the purchase of luxury goods is driven by people's motivation to conform or fit into our economic and social system. In this study, the authors focus on a new aspect of consumption, that is, renting instead of purchasing luxury goods, backed by the emerging opportunities of sharing economy platforms. Drawing upon the analysis of spontaneous consumers' online communications (in the form of tweets), this study aims to investigate the motivations to engage with luxury garment renting within a collaborative consumption context. To this end, a series of automatic content analyses, via two studies, were conducted using the tweets posted with respect to the Run the Runway collaborative consumption platform. Results demonstrate consumers' increased willingness to show their social status through renting rather than owning luxurious apparel based on five main motivators (need to wear new clothes for a special event, inspirations created by the products/brands, possibility to explore a new way of consuming luxury goods, need to make more sustainable choices, and to increase the life cycle of each luxury product). The implications of these findings are discussed, while they pave the way for future research in collaborative consumption of luxury retailing.  相似文献   

10.
文章从两个BBS社区抽取610个研究样本,通过构建虚拟社区生活形态量表来考察虚拟社区的网上消费生活形态特征。实证研究发现BBs社区成员由三类群体构成:消费咨询导向型、混合型和社交活跃导向型。尽管这三类消费群的虚拟社区生活形态迥然不同,但男性和女性在虚拟社区中的消费生活形态并没有显著差异,不同年龄的成员消费生活形态也没有显著差异。根据研究结果,文章最后为企业的网络营销管理实践工作提供了若干建议。  相似文献   

11.
Emotional attachment has been documented to be an effective basis for consumer loyalty behaviors in many contexts; however, not much has been offered for new service formats enabled by information technology. This study explores the emotional attachment of social media users in terms of personality traits of users and websites. Drawing on literature on brand personality and brand–self congruence, this research proposes that a match between user’s individual personality and the personality traits of the digital artifacts promotes affective connection to social media websites. The social media, to which the user becomes emotionally attached, therefore becomes part of one’s self-definition and representation in the digital world. Self-expressiveness is also investigated as a motivational driver that helps users form such an emotional bond. Individuals with higher motivation to express themselves are more likely to develop an emotional attachment to social networking sites, exhibit loyal behavior, and experience a stronger effect than self-website congruence on emotional attachment. Results of this research provide support to the proposed relationships. Theoretical and managerial implications are elaborated in the discussion.  相似文献   

12.
《Business Horizons》2017,60(3):375-384
Brand pages in social media are a great way to foster consumer gathering around a brand, but it can be challenging to keep fans engaged and coming back to see updated content. Brands with millions of fans on Facebook have seen organic reach fall below 2% of their base. In this article, we describe how the creation of virtual brand communities can help brand managers increase fan engagement. We suggest the steps, conditions, advantages, and limitations involved in nurturing a brand page as an online social gathering that assumes some of the characteristics of a virtual brand community. The results of our study show that a brand page can have some of the characteristics of a virtual brand community—topical information exchange, identity communication, and establishment and internalization of cultural norms. We also show the importance of having celebrities among fans in order to foster social interactions and legitimate social practices on brand pages.  相似文献   

13.
The association between social media use and an individual's appearance dissatisfaction has generated broad scholarly interests. This study explored the specific appearance dissatisfaction resulting from the effects of social media influencer images on the appearance anxiety of users, in particular the differences between human influencers (HIs) and emerging virtual influencers (VIs). Women (n = 178) aged 18–35 were randomly assigned to HI images, VI images, and scenic images (control group) and were asked to answer related questionnaires. The results showed that images of both HI and VI induced significantly higher appearance anxiety than in the control group. The participants who were exposed to VI images reported significantly lower appearance anxiety than those who were exposed to HI images. Participants' state appearance comparison played a mediating role between the images of social media influencers and appearance anxiety. In addition, participants who viewed VI images reported significantly lower state appearance comparison than those who viewed HI images. Insights for influencer marketing practice were further discussed based on the results.  相似文献   

14.
This article considers the potential of the discipline of marketing to contribute to consumption reduction from a social marketing perspective. The authors review the difficulties of applying conventional marketing theory and practice in pursuit of more sustainable consumption, and the logic of applying an adapted form of social marketing to promote more sustainable lifestyles and reductions in consumption. This study also uses a health-oriented social marketing campaign to demonstrate the potential of a social marketing approach to address ingrained forms of consumer behavior and to successfully ‘de-market’ products.  相似文献   

15.
When studying the mechanisms by means of which feminine categories appropriate for the existing gender system are produced and preserved, reference has been made to the social division of labour, to the ideology of family life, the educational system and government activities. Little attention has been paid to consumption and consumption objects as requisites to the categorization of womanhood. This, however, is essential the closer one gets to the present day. Today, more than ever before, the identities of different social groups are created with the aid of consumer goods and habits. This article shows how womanhood and manhood are created with the support of commodities in Finnish society. The article also makes the point that these categories are not stable, because they are asymmetrical. Women in particular have historically shown unease about the content of gender categories and they have begun to use consumer objects that before had been taken as masculine. This in turn has led to attempts to make new distinctions with the help of consumer goods among men.  相似文献   

16.
Virtual social worlds, such as the Internet site Second Life, have acquired a high degree of popularity in the popular and business press. In this article we address the increasing importance of virtual social worlds, and discuss how companies can make use of their potential. We first present how virtual social worlds evolved historically, how they fit into the postmodern paradigm of our time, and how they differ from other social media, such as content communities (e.g., YouTube), social networking sites and blogs (e.g., Facebook), collaborative projects (e.g., Wikipedia), and virtual game worlds (e.g., World of Warcraft). We subsequently present how firms can make use of virtual social worlds in the areas of advertising/communication, virtual product sales (v-Commerce), marketing research, human resources, and internal process management. We also highlight the points companies should pay particular attention to in their activities, the 5Cs of success in virtual social worlds, and the future evolutions that we expect to shape this sector over the next 5-10 years: a trend toward standardization and interoperability, improvements in software usability, increasing interconnection between reality and virtual worlds, establishment of law and order, and the transformation of virtual social worlds to business hubs of the future.  相似文献   

17.
The notion of collaborative consumption or sharing economy—where consumers share access to ownership of properties such as cars, clothes and accommodations—has gained tremendous popularity in recent years. Development of communication technologies and peer‐to‐peer communities has enabled consumers to coordinate sharing activities through various online platforms. Collaborative consumption involves sharing of both intangible (e.g., music, space and car rides) and tangible assets (e.g., household items, clothes and furniture). Activities such as renting, swapping, trading and purchasing/selling used consumer goods are included in the latter. Despite increasing academic attention on collaborative consumption, little research has been pursued in the context of consumer goods. The nature of consumption for tangible goods can be entirely different from that of intangible goods because people can exercise greater control over tangible goods, which results in greater psychological ownership than that for intangible goods. To address this gap, the objective of this study is to develop a scale that examines consumer motivations for collaborative consumption of consumer goods. Following Churchill's paradigm of scale development, the procedures of scale item generation, purification and validation were conducted via in‐depth interviews, literature review and surveys. The study identified five underlying dimensions of collaborative consumption of consumer goods: concern‐for‐sustainability, social, variety‐seeking, fun and cost‐saving. Study findings and implications are discussed, and future research avenues are suggested.  相似文献   

18.
In the last decade, the sharing economy has emerged as a business model that improves the use of goods, uses fewer resources than traditional markets, increases social interactions and promotes more responsible and environmentally friendly consumption. This has led various authors to propose that the sharing economy could be a business model that will change consumers’ relationship to objects and the materialistic lifestyle. This exploratory research is, to the best of our knowledge, the first to specifically identify a new consumer materialism with the sharing economy. To this end, a survey was conducted among 384 participants in the sharing economy, identifying not only the drivers of the new materialism but also their impact on consumption.Our conclusions show that we are currently experiencing a new materialism in which the main elements of traditional materialism—property and the accumulation of goods and the happiness derived from the accumulation of goods and their exhibition as a status symbol—are losing importance. Thus, materialism is evolving from a mere static accumulation of goods towards a hybrid model in which property and the enjoyment of goods coexist with the enjoyment of experiences, which are becoming increasingly more important. Last, participation in the sharing economy drives this new materialism through its contribution to a greater awareness of consumption. In other words, the consumer has a greater consumption awareness.This paper proposes theoretical foundations to conceptualize the new materialism and a new materialist consumer profile that represents a break from the traditional conception, provides evidence on the dynamics of the feedback and empowerment of the sharing economy, and finally contributes by shedding light on its impact because the dynamics and impact of the sharing economy are more complex than they initially seem and thus it is necessary to analyse different angles and concepts.  相似文献   

19.
Collaborative consumption is broadly defined as sharing, obtaining, and giving access to products and services through peer networks online. As it is expected to resolve the societal and environmental problems, quite a few studies investigated consumers’ motivations that lead to positive attitudes and intention for collaborative consumption. This paper aims to study the determinants that motivate participants to perceive a positive attitude towards collaborative consumption focusing on three salient traits of social capital (shared goal, social interaction tie, and norms of reciprocity). The study found that social capital exerts a more substantial influence on intrinsic motivation (enjoyment and sustainability) than extrinsic motivation (economic benefit). The study also found that different social capital traits display different effects on motivation. In particular, the shared goal was a key determinant of both intrinsic and extrinsic motivation. And all three motivations positively affect collaborative consumption attitudes.  相似文献   

20.
Virtual music festivals (VMFs) are a great opportunity for the music industry to improve high quality digital events; as an alternative consumption phenomenon, VMFs can reach hybrid audiences and help in the challenge of digitalization. This study aims to investigate the multidimensional structure of consumer value in VMFs (intra-variable perspective), as well as the effects of value on cognitive versus affective satisfaction and loyalty (inter-variable perspective). Using a qualitative–quantitative approach—focus group and survey with festival attendees (n = 246)—, a value structure of VMF is tested with partial least square–SEM as a reflective-formative-formative third-order model. Benefits and sacrifices are second-order constructs, while five positives (escape, novelty, enjoyment, musical content, and socialization) and two negatives (monetary and nonmonetary costs) are first-order ones. Results show VMFs value as a multidimensional trade-off, where socialization is not contributing to value, but a balance between cognitive (musical content) and affective (enjoyment, and less escape and novelty) exists. Furthermore, consumer value intensifies both cognitive and affective satisfaction, but just the former affects loyalty. These findings provide new insights to better understand the decision-making processes of virtual festival attendees.  相似文献   

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